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ACID FLASK

  • casting time 1 Strike action
  • range 20 ft

  • components Price varies, Method of Use held in 1 hand, Bulk L
  • duration Instantaneous

Acid, Alchemical, Bomb, Consumable, Splash

This flask filled with corrosive acid deals 1 acid damage, the listed persistent acid damage, and the listed acid splash damage. Many types grant an item bonus to attack rolls.
Type lesser, Level 1, Price 3 gp It deals 1d6 persistent acid damage and 1 acid splash damage.
Type moderate, Level 3, Price 10 gp You gain a +1 item bonus to attack rolls. The bomb deals 2d6 persistent acid damage and 2 acid splash damage.
Type greater, Level 11, Price 250 gp You gain a +2 item bonus to attack rolls. The bomb deals 3d6 persistent acid damage and 3 acid splash damage.
Type major, Level 17, Price 2,500 gp You gain a +3 item bonus to attack rolls. The bomb deals 4d6 persistent acid damage and 4 acid splash damage.

Alchemical Item Level 1+ Alchemical Bomb

ALCHEMIST'S FIRE

  • casting time 1 Strike action
  • range 20 ft

  • components Price varies, Method of Use held in 1 hand, Bulk L
  • duration Instantaneous

Alchemical, Bomb, Consumable, Fire, Splash

Alchemist's fire is a combination of volatile liquids that ignite when exposed to air. Alchemist's fire deals the listed fire damage, persistent fire damage, and splash damage. Many types grant an item bonus to attack rolls.
Type lesser, Level 1, Price 3 gp The bomb deals 1d8 fire damage, 1 persistent fire damage, and 1 fire splash damage.
Type moderate, Level 3, Price 10 gp You gain a +1 item bonus to attack rolls. The bomb deals 2d8 fire damage, 2 persistent fire damage, and 2 fire splash damage.
Type greater, Level 11, Price 250 gp You gain a +2 item bonus to attack rolls. The bomb deals 3d8 fire damage, 3 persistent fire damage, and 3 fire splash damage.
Type major, Level 17, Price 2,500 gp You gain a +3 item bonus to attack rolls. The bomb deals 4d8 fire damage, 4 persistent fire damage, and 4 fire splash damage.

Alchemical Item Level 1+ Alchemical Bomb

BOTTLED LIGHTNING

  • casting time 1 Strike action
  • range 20 ft

  • components Price varies, Method of Use held in 1 hand, Bulk L
  • duration Instantaneous

Alchemical, Bomb, Consumable, Electricity, Splash

Bottled lightning is packed with volatile reagents that create a blast of electricity when they are exposed to air. Bottled lightning deals the listed electricity damage and electricity splash damage. On a hit, the target becomes flat-footed until the start of your next turn. Many types grant an item bonus to attack rolls.
Type lesser, Level 1, Price 3 gp It deals 1d6 electricity damage and 1 electricity splash damage.
Type moderate, Level 3, Price 10 gp You gain a +1 item bonus to attack rolls. The bomb deals 2d6 electricity damage and 2 electricity splash damage.
Type greater, Level 11, Price 250 gp You gain a +2 item bonus to attack rolls. The bomb deals 3d6 electricity damage and 3 electricity splash damage.
Type major, Level 17, Price 2,500 gp You gain a +3 item bonus to attack rolls. The bomb deals 4d6 electricity damage and 4 electricity splash damage.

Alchemical Item Level 1+ Alchemical Bomb

FROST VIAL

  • casting time 1 Strike action
  • range 20 ft

  • components Price varies, Method of Use held in 1 hand, Bulk L
  • duration Instantaneous

Alchemical, Bomb, Cold, Consumable, Splash

The liquid reagents in this vial rapidly absorb heat when exposed to air. A frost vial deals the listed cold damage and cold splash damage. On a hit, the target takes a status penalty to its Speeds until the end of its next turn. Many types of frost vial also grant an item bonus to attack rolls.
Type lesser, Level 1, Price 3 gp The bomb deals 1d6 cold damage and 1 cold splash damage, and the target takes a –5-foot penalty.
Type moderate, Level 3, Price 10 gp You gain a +1 item bonus to attack rolls, the bomb deals 2d6 cold damage and 2 cold splash damage, and the target takes a –10-foot penalty.
Type greater, Level 11, Price 250 gp You gain a +2 item bonus to attack rolls, the bomb deals 3d6 cold damage and 3 cold splash damage, and the target takes a –10-foot penalty.
Type major, Level 17, Price 2,500 gp You gain a +3 item bonus to attack rolls, the bomb deals 4d6 cold damage and 4 cold splash damage, and the target takes a –15-foot penalty.

Alchemical Item Level 1+ Alchemical Bomb

TANGLEFOOT BAG [1/2]

  • casting time 1 Strike action
  • range 20 ft

  • components Price varies, Method of Use held in 1 hand, Bulk L
  • duration Instantaneous

Alchemical, Bomb, Consumable

A tanglefoot bag is filled with sticky substances. When you hit a creature with a tanglefoot bag, that creature takes a status penalty to its Speeds for 1 minute. Many types of tanglefoot bag also grant an item bonus on attack rolls.
On a critical hit, a creature in contact with a solid surface becomes stuck to the surface and immobilized for 1 round, and a creature flying via wings has its wings tangled, causing it to fall safely to the ground and become unable to Fly again for 1 round. Tanglefoot bags are not effective when used on a creature that is in water.
The target can end any effects by Escaping or spending a total of 3 Interact actions to carefully remove the sticky substances. These Interact actions don't have to be consecutive, and other creatures can provide the actions as well.
Type lesser, Level 1, Price 3 gp The target takes a –10-foot penalty, and the Escape DC is 17.
Type moderate, Level 3, Price 10 gp You gain a +1 item bonus to attack rolls, the target takes a –15-foot

Alchemical Item Level 1+ Alchemical Bomb

TANGLEFOOT BAG [2/2]

  • casting time 1 Strike action
  • range 20 ft

  • components Price varies, Method of Use held in 1 hand, Bulk L
  • duration Instantaneous

Alchemical, Bomb, Consumable

penalty, and the Escape DC is 19.
Type greater, Level 11, Price 250 gp You gain a +2 item bonus to attack rolls, the target takes a –15-foot penalty, and the Escape DC is 28.
Type major, Level 17, Price 2,500 gp You gain a +3 item bonus to attack rolls, the target takes a –20-foot penalty, and the Escape DC is 37.

Alchemical Item Level 1+ Alchemical Bomb

THUNDERSTONE [1/2]

  • casting time 1 Strike action
  • range 20 ft

  • components Price varies, Method of Use held in 1 hand, Bulk L
  • duration Instantaneous

Alchemical, Bomb, Consumable, Sonic, Splash

When this stone hits a creature or a hard surface, it explodes with a deafening bang. A thunderstone deals the listed sonic damage and sonic splash damage, and each creature within 10 feet of the space in which the stone exploded must succeed at a Fortitude saving throw with the listed DC or be deafened until the end of its next turn. Many types of thunderstone grant an item bonus to attack rolls.
Type lesser, Level 1, Price 3 gp The bomb deals 1d4 sonic damage and 1 sonic splash damage, and the DC is 17.
Type moderate, Level 3, Price 10 gp You gain a +1 item bonus to attack rolls. The bomb deals 2d4 sonic damage and 2 sonic splash damage, and the DC is 20.
Type greater, Level 11, Price 250 gp You gain a +2 item bonus to attack rolls. The bomb deals 3d4 sonic damage and 3 sonic splash damage, and the DC is 28.
Type major, Level 17, Price 2,500 gp You gain a +3 item bonus to attack rolls. The bomb deals 4d4 sonic damage and 4 sonic splash damage, and the DC is

Alchemical Item Level 1+ Alchemical Bomb

THUNDERSTONE [2/2]

  • casting time 1 Strike action
  • range 20 ft

  • components Price varies, Method of Use held in 1 hand, Bulk L
  • duration Instantaneous

Alchemical, Bomb, Consumable, Sonic, Splash

36.

Alchemical Item Level 1+ Alchemical Bomb

ANTIDOTE

  • casting time 1 Interact action
  • range self or 1 target

  • components Price varies, Method of Use held in 1 hand, Bulk L
  • duration Instantaneous

Alchemical, Consumable, Elixir

An antidote protects you against toxins. Upon drinking an antidote, you gain an item bonus to Fortitude saving throws against poisons for 6 hours.
Type lesser, Level 1, Price 3 gp You gain a +2 item bonus.
Type moderate, Level 6, Price 35 gp You gain a +3 item bonus.
Type greater, Level 10, Price 160 gp You gain a +4 item bonus.
Type major, Level 14, Price 675 gp You gain a +4 item bonus, and when you drink the antidote, you can immediately attempt a saving throw against one poison of 14th level or lower affecting you. If you succeed, the poison is neutralized.

Alchemical Item Level 1+ Alchemical Elixir

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ANTIPLAGUE

  • casting time
  • range self or 1 target

  • components Price varies, Method of Use held in 1 hand, Bulk L Activation [one-action] Interact
  • duration Instantaneous

Alchemical, Consumable, Elixir

Antiplague can fortify the body's defenses against diseases. Upon drinking an antiplague, you gain an item bonus to Fortitude saving throws against diseases for 24 hours, this applies to your daily save against a disease's progression.
Type lesser, Level 1, Price 3 gp You gain a +2 item bonus.
Type moderate, Level 6, Price 35 gp You gain a +3 item bonus.
Type greater, Level 10, Price 160 gp You gain a +4 item bonus.
Type major, Level 14, Price 675 gp You gain a +4 item bonus, and when you drink the antiplague, you can immediately attempt a saving throw against one disease of 14th level or lower affecting you. If you succeed, you are cured of the disease.

Alchemical Item Level 1+ Alchemical Elixir

BESTIAL MUTAGEN [1/2]

  • casting time 1 Interact action
  • range self or 1 target

  • components Price varies, Method of Use held in 1 hand, Bulk L
  • duration Instantaneous

Alchemical, Consumable, Elixir, Mutagen, Polymorph

Your features transform into something bestial and you take on muscle mass, but your lumbering form is clumsy.
Benefit You gain an item bonus to Athletics checks and unarmed attack rolls. You gain a claw unarmed attack with the agile trait and a jaws unarmed attack.
Drawback You take a –1 penalty to AC and a –2 penalty to Reflex saves.
Type lesser, Level 1, Price 4 gp You gain a +1 item bonus, your claw deals 1d4 slashing damage, your jaws deal 1d6 piercing damage, and the duration is 1 minute.
Type moderate, Level 3, Price 12 gp You gain a +2 item bonus, your claw deals 1d6 slashing damage, your jaws deal 1d8 piercing damage, and the duration is 10 minutes.
Type greater, Level 11, Price 300 gp You gain a +3 item bonus, your claw deals 1d8 slashing damage, your jaws deal 1d10 piercing damage, and the duration is 1 hour.
Type major, Level 17, Price 3,000 gp You gain a +4 item bonus, your claw deals 1d8 slashing damage, your jaws deal 1d10

Alchemical Item Level 1+ Alchemical Mutagen

BESTIAL MUTAGEN [2/2]

  • casting time 1 Interact action
  • range self or 1 target

  • components Price varies, Method of Use held in 1 hand, Bulk L
  • duration Instantaneous

Alchemical, Consumable, Elixir, Mutagen, Polymorph

piercing damage, and the duration is 1 hour. You gain weapon specialization with the claws and jaws, or greater weapon specialization, if you already have weapon specialization with these unarmed attacks.

Alchemical Item Level 1+ Alchemical Mutagen

CHEETAH'S ELIXIR

  • casting time 1 Interact action
  • range self or 1 target

  • components Price varies, Method of Use held in 1 hand, Bulk L
  • duration Instantaneous

Alchemical, Consumable, Elixir

Enzymatic compounds in this elixir strengthen and excite the muscles in your legs. You gain a status bonus to your Speed for the listed duration.
Type lesser, Level 1, Price 3 gp The bonus is +5 feet, and the duration is 1 minute.
Type moderate, Level 5, Price 25 gp The bonus is +10 feet, and the duration is 10 minutes.
Type greater, Level 9, Price 110 gp The bonus is +10 feet, and the duration is 1 hour.

Alchemical Item Level 1+ Alchemical Elixir

COGNITIVE MUTAGEN [1/2]

  • casting time 1 Interact action
  • range self or 1 target

  • components Price varies, Method of Use held in 1 hand, Bulk L
  • duration Instantaneous

Alchemical, Consumable, Elixir, Mutagen, Polymorph

Your mind becomes clear and cognition flows freely, but physical matters seem ephemeral.
Benefit You gain an item bonus to Arcana, Crafting, Lore, Occultism, and Society checks and all checks to Recall Knowledge. Your critical failures on Recall Knowledge checks become failures instead.
Drawback You take a -2 penalty to weapon and unarmed attack rolls, Athletics checks, and Acrobatics checks. You can carry 2 less Bulk than normal before becoming encumbered, and the maximum Bulk you can carry is reduced by 4.
Type lesser, Level 1, Price 4 gp The bonus is +1, and the duration is 1 minute.
Type moderate, Level 3, Price 12 gp The bonus is +2, and the duration is 10 minutes.
Type greater, Level 11, Price 300 gp The bonus is +3, and the duration is 1 hour. You become trained in one Intelligence-based skill, chosen at creation.
Type major, Level 17, Price 3,000 gp The bonus is +4, and the duration is 1 hour. You become trained in one skill, chosen at

Alchemical Item Level 1+ Alchemical Mutagen

COGNITIVE MUTAGEN [2/2]

  • casting time 1 Interact action
  • range self or 1 target

  • components Price varies, Method of Use held in 1 hand, Bulk L
  • duration Instantaneous

Alchemical, Consumable, Elixir, Mutagen, Polymorph

creation.

Alchemical Item Level 1+ Alchemical Mutagen

EAGLE-EYE ELIXIR

  • casting time 1 Interact action
  • range self or 1 target

  • components Price varies, Method of Use held in 1 hand, Bulk L
  • duration Instantaneous

Alchemical, Consumable, Elixir

After you drink this elixir, you notice subtle visual details. For the next hour, you gain an item bonus to Perception checks that is greater when attempting to find secret doors and traps.
Type lesser, Level 1, Price 4 gp The bonus is +1, or +2 to find secret doors and traps.
Type moderate, Level 5, Price 27 gp The bonus is +2, or +3 to find secret doors and traps.
Type greater, Level 10, Price 200 gp The bonus is +3, or +4 to find secret doors and traps.
Type major, Level 16, Price 2,000 gp The bonus is +3, or +4 to find secret doors and traps. Each time you pass within 10 feet of a secret door or trap, the GM automatically rolls a secret check for you to find it.

Alchemical Item Level 1+ Alchemical Elixir

ELIXIR OF LIFE

  • casting time 1 Interact action
  • range self or 1 target

  • components Price varies, Method of Use held in 1 hand, Bulk L
  • duration Instantaneous

Alchemical, Consumable, Elixir, Healing

Elixirs of life accelerate the body's natural healing processes and immune system. Upon drinking this elixir, you regain the listed number of Hit Points and gain an item bonus to saving throws against diseases and poisons for 10 minutes.
Type minor, Level 1, Price 3 gp The elixir restores 1d6 Hit Points, and the bonus is +1.
Type lesser, Level 5, Price 30 gp The elixir restores 3d6+6 Hit Points and the bonus is +1.
Type moderate, Level 9, Price 150 gp The elixir restores 5d6+12 Hit Points, and the bonus is +2.
Type greater, Level 13, Price 600 gp The elixir restores 7d6+18 Hit Points, and the bonus is +2.
Type major, Level 15, Price 1,300 gp The elixir restores 8d6+21 Hit Points, and the bonus is +3.
Type true, Level 19, Price 3,000 gp The elixir restores 10d6+27 Hit Points, and the bonus is +4.

Alchemical Item Level 1+ Alchemical Elixir

JUGGERNAUT MUTAGEN [1/2]

  • casting time 1 Interact action
  • range self or 1 target

  • components Price varies, Method of Use held in 1 hand, Bulk L
  • duration Instantaneous

Alchemical, Consumable, Elixir, Mutagen, Polymorph

After you drink this mutagen, your body becomes thick and sturdy. You exhibit a healthy glow, though you tend to be ponderous and unobservant.
Benefit You gain an item bonus to Fortitude saves and the listed number of temporary Hit Points. Whenever you are at maximum Hit Points for at least 1 full minute, you regain the temporary Hit Points.
Drawback You take a –2 penalty to Will saves, Perception checks, and initiative rolls.
Type lesser, Level 1, Price 4 gp The bonus is +1, you gain 5 temporary Hit Points, and the duration is 1 minute.
Type moderate, Level 3, Price 12 gp The bonus is +2, you gain 10 temporary Hit Points, and the duration is 10 minutes.
Type greater, Level 11, Price 300 gp The bonus is +3, you gain 30 temporary Hit Points, and the duration is 1 hour. When you roll a success on a Fortitude save, you get a critical success instead.
Type major, Level 17, Price 3,000 gp The bonus is +4, you gain 45 temporary Hit Points, and the

Alchemical Item Level 1+ Alchemical Mutagen

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JUGGERNAUT MUTAGEN [2/2]

  • casting time 1 Interact action
  • range self or 1 target

  • components Price varies, Method of Use held in 1 hand, Bulk L
  • duration Instantaneous

Alchemical, Consumable, Elixir, Mutagen, Polymorph

duration is 1 hour. When you roll a success on a Fortitude save, you get a critical success instead, and your critical failures on Fortitude saves become failures instead.

Alchemical Item Level 1+ Alchemical Mutagen

LEAPER'S ELIXIR

  • casting time 1 Interact action
  • range self or 1 target

  • components Price varies, Method of Use held in 1 hand, Bulk L
  • duration Instantaneous

Alchemical, Consumable, Elixir

This tingly solution increases the elasticity and contraction of your leg muscles. For 1 minute after drinking this elixir, you can High Jump or Long Jump as a single action instead of 2 actions. If you do, you don't perform the initial Stride (nor do you fail if you don't Stride 10 feet).
Type lesser, Level 1, Price 3 gp
Type greater, Level 7, Price 55 gp The maximum vertical distance you can jump with a High Jump is the same as you can jump horizontally with a Long Jump.

Alchemical Item Level 1+ Alchemical Elixir

QUICKSILVER MUTAGEN

  • casting time 1 Interact action
  • range self or 1 target

  • components Price varies, Method of Use held in 1 hand, Bulk L
  • duration Instantaneous

Alchemical, Consumable, Elixir, Mutagen, Polymorph

Your features become thin and angular. You become swifter and nimbler, but your body also becomes fragile.
Benefit You gain an item bonus to Acrobatics checks, Stealth checks, Thievery checks, Reflex saves, and ranged attack rolls, and you gain the listed status bonus to your Speed.
Drawback You take damage equal to twice your level, you can't recover Hit Points lost in this way by any means while the mutagen lasts. You take a –2 penalty to Fortitude saves.
Type lesser, Level 1, Price 4 gp The bonus to rolls is +1, the bonus to Speed is +5 feet, and the duration is 1 minute.
Type moderate, Level 3, Price 12 gp The bonus to rolls is +2, the bonus to Speed is +10 feet, and the duration is 10 minutes.
Type greater, Level 11, Price 300 gp The bonus to rolls is +3, the bonus to Speed is +15 feet, and the duration is 1 hour.
Type major, Level 17, Price 3,000 gp The bonus to rolls is +4, the bonus to Speed is +20 feet, and the duration is 1 hour.

Alchemical Item Level 1+ Alchemical Mutagen

SERENE MUTAGEN [1/2]

  • casting time 1 Interact action
  • range self or 1 target

  • components Price varies, Method of Use held in 1 hand, Bulk L
  • duration Instantaneous

Alchemical, Consumable, Elixir, Mutagen, Polymorph

You gain inner serenity, focused on fine details and steeled against mental assaults, but you find violence off-putting.
Benefit You gain an item bonus to Will saves and Perception, Medicine, Nature, Religion, and Survival checks. This bonus improves when you attempt Will saves against mental effects.
Drawback You take a –1 penalty to attack rolls and save DCs of offensive spells, and a –1 penalty per damage die to all weapon, unarmed attack, and spell damage.
Type lesser, Level 1, Price 4 gp The bonus is +1, or +2 vs. mental, and the duration is 1 minute.
Type moderate, Level 3, Price 12 gp The bonus is +2, or +3 vs. mental, and the duration is 10 minutes.
Type greater, Level 11, Price 300 gp The bonus is +3, or +4 vs. mental, and the duration is 1 hour. When you roll a success on a Will save against a mental effect, you get a critical success instead.
Type major, Level 17, Price 3,000 gp The bonus is +4, and the duration is 1 hour. When

Alchemical Item Level 1+ Alchemical Mutagen

SERENE MUTAGEN [2/2]

  • casting time 1 Interact action
  • range self or 1 target

  • components Price varies, Method of Use held in 1 hand, Bulk L
  • duration Instantaneous

Alchemical, Consumable, Elixir, Mutagen, Polymorph

you roll a success on a Will save against a mental effect, you get a critical success instead, and your critical failures on Will saves against mental effects become failures instead.

Alchemical Item Level 1+ Alchemical Mutagen

SILVERTONGUE MUTAGEN

  • casting time 1 Interact action
  • range self or 1 target

  • components Price varies, Method of Use held in 1 hand, Bulk L
  • duration Instantaneous

Alchemical, Consumable, Elixir, Mutagen, Polymorph

Your features become striking and your voice becomes musical and commanding, though facts and figures become hazy for you and emotion clouds your ability to reason.
Benefit You gain an item bonus to Deception, Diplomacy, Intimidation, and Performance checks. Your critical failures with any of these skill become failures instead.
Drawback You take a –2 item penalty to Arcana, Crafting, Lore, Occultism, and Society checks. Choose one skill in which you are trained, for the duration, you become untrained in that skill. All your failures on checks to Recall Knowledge become critical failures.
Type lesser, Level 1, Price 4 gp The bonus is +1, and the duration is 1 minute.
Type moderate, Level 3, Price 12 gp The bonus is +2, and the duration is 10 minutes.
Type greater, Level 11, Price 300 gp The bonus is +3, and the duration is 1 hour.
Type major, Level 17, Price 3,000 gp The bonus is +4, and the duration is 1 hour.

Alchemical Item Level 1+ Alchemical Mutagen

ARSENIC

  • casting time 1 Interact action
  • range self or 1 target

  • components Price 3 gp, Method of Use held in 1 hand, Bulk L
  • duration Onset 10 minutes, Up to 5 minutes

Alchemical, Consumable, Ingested, Poison

Save: DC 18 FORT

This toxin is a compound of arsenic and other substances. You can't reduce your sickened condition while affected.

Stage 1 1d4 poison damage and sickened 1 (1 minute)
Stage 2 1d6 poison damage and sickened 2 (1 minute)
Stage 3 2d6 poison damage and sickened 3 (1 minute)

Alchemical Item Level 1 Alchemical Poison

GIANT CENTIPEDE VENOM

  • casting time 3 Interact actions
  • range self or 1 target

  • components Price 4 gp, Method of Use held in 2 hands, Bulk L
  • duration Up to 6 rounds

Alchemical, Consumable, Injury, Poison

Save: DC 17 FORT

Giant centipede venom causes severe muscle stiffness.

Stage 1 1d6 poison damage (1 round)
Stage 2 1d8 poison damage and flat-footed (1 round)
Stage 3 1d12 poison damage, clumsy 1, and flat-footed (1 round)

Alchemical Item Level 1 Alchemical Poison

SMOKESTICK

  • casting time 1 Interact action
  • range

  • components Price varies, Method of Use held in 2 hands, Bulk L
  • duration Instantaneous

Alchemical, Consumable

With a sharp twist of this item, you instantly create a screen of thick, opaque smoke in a burst centered on one corner of your space. All creatures within that area are concealed, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dispersed by a strong wind.
Type lesser, Level 1, Price 3 gp The radius of the burst is 5 feet.
Type greater, Level 7, Price 53 gp The radius of the burst is 20 feet.

Alchemical Item Level 1+ Alchemical Item

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SNAKE OIL

  • casting time 1 Interact action
  • range

  • components Price 2 gp, Method of Use held in 2 hands, Bulk L
  • duration Instantaneous

Alchemical, Consumable

You can apply snake oil onto a wound or other outward symptom of an affliction or condition (such as sores from a disease or discoloration from a poison). For the next hour, the symptom disappears and the wounded or afflicted creature doesn't feel as if it still has the wound or affliction, though all effects remain. A creature can uncover the ruse by succeeding at a DC 17 Perception check, but only if it uses a Seek action to specifically examine the snake oil's effects.

Alchemical Item Level 1 Alchemical Item

SUNROD

  • casting time 1 Interact action
  • range

  • components Price 3 gp, Method of Use held in 1 hand, Bulk L
  • duration Instantaneous

Alchemical, Consumable, Light

This 1-foot-long, gold-tipped rod glows after it's struck on a hard surface. For the next 6 hours, it sheds bright light in a 20-foot radius (and dim light to the next 40 feet).

Alchemical Item Level 1 Alchemical Item

TINDERTWIG

  • casting time 1 Interact action
  • range

  • components Price 2 sp, Method of Use held in 1 hand, Bulk —
  • duration Instantaneous

Alchemical, Consumable, Fire

An alchemical substance applied to one end of this tiny wooden stick ignites when struck against a rough surface. Creating a flame with a tindertwig is much faster than creating a flame with flint and steel. You can ignite the tindertwig and touch it to a flammable object as part of the same Interact action.

Alchemical Item Level 1 Alchemical Item

BRAVO'S BREW

  • casting time 1 Interact action
  • range self or 1 target

  • components Price varies, Method of Use held in 1 hand, Bulk L
  • duration Instantaneous

Alchemical, Consumable, Elixir, Mental

This flask of foaming beer grants courage. For the next hour after drinking this elixir, you gain an item bonus to Will saves, which is greater when attempting Will saves against fear.
Type lesser, Level 2, Price 7 gp The bonus on Will saves is +1, or +2 against fear.
Type moderate, Level 10, Price 150 gp The bonus on Will saves is +2, or +3 against fear.
Type greater, Level 15, Price 700 gp The bonus on Will saves is +3, or +4 against fear. If you roll a success on a save against fear, you get a critical success instead.

Alchemical Item Level 2+ Alchemical Elixir

CAT'S EYE ELIXIR

  • casting time 1 Interact action
  • range self or 1 target

  • components Price 7 gp, Method of Use held in 1 hand, Bulk L
  • duration Instantaneous

Alchemical, Consumable, Elixir

After you consume this elixir, your vision sharpens and you become sensitive to even the most minute movements. For the next minute, you reduce the flat check to target hidden creatures to 5, and you don't need to attempt a flat check to target concealed creatures. These benefits apply only against creatures within 30 feet of you.

Alchemical Item Level 2 Alchemical Elixir

COMPREHENSION ELIXIR

  • casting time 1 Interact action
  • range self or 1 target

  • components Price varies, Method of Use held in 1 hand, Bulk L
  • duration varies

Alchemical, Consumable, Elixir, Mental

This bitter draught opens your mind to the potential of the written word. For the listed duration after drinking this elixir, you can understand any words you read, so long as they are written in a common language. This elixir doesn't automatically allow you to understand codes or extremely esoteric passages—you still need to attempt a skill check to Decipher Writing.
Type lesser, Level 2, Price 7 gp The duration is 1 minute.
Type greater, Level 7, Price 54 gp The duration is 10 minutes.

Alchemical Item Level 2+ Alchemical Elixir

DARKVISION ELIXIR

  • casting time 1 Interact action
  • range self or 1 target

  • components Price varies, Method of Use held in 1 hand, Bulk L
  • duration varies

Alchemical, Consumable, Elixir

After you drink this elixir, your sight becomes sharper in darkness. You gain darkvision for the listed duration.
Type lesser, Level 2, Price 6 gp The duration is 10 minutes.
Type moderate, Level 4, Price 11 gp The duration is 1 hour.
Type greater, Level 8, Price 90 gp The duration is 24 hours.

Alchemical Item Level 2+ Alchemical Elixir

INFILTRATOR'S ELIXIR

  • casting time 1 Interact action
  • range self or 1 target

  • components Price 6 gp, Method of Use held in 1 hand, Bulk L
  • duration Instantaneous

Alchemical, Consumable, Elixir, Polymorph

Favored by spies and tricksters, an infiltrator's elixir is used to alter your appearance. When imbibed, you take the shape of a humanoid creature of your size, but different enough so you might be unrecognizable. If you aren't a humanoid, you might take on a form more similar to your own, at the GM's discretion.
The creator of the elixir decides the basics of the appearance you transform into when you imbibe the elixir, including eye color, skin tone, and hair color. The elixir can't change your form into that of a specific person. After the form takes hold, you retain it for the next 10 minutes.
Drinking this elixir counts as setting up a disguise to Impersonate. You gain a +4 status bonus to your Deception DC to avoid others seeing through your disguise, and you add your level to this DC even if untrained.

Alchemical Item Level 2 Alchemical Elixir

BELLADONNA

  • casting time 1 Interact action
  • range self or 1 target

  • components Price 5 gp, Method of Use held in 1 hand, Bulk L
  • duration Onset 10 minutes, Up to 30 minutes

Alchemical, Consumable, Ingested, Poison

Save: DC 19 FORT

Sometimes called deadly nightshade, belladonna is a widely available toxin produced from a plant similar to a tomato.

Stage 1 dazzled (10 minutes)
Stage 2 1d6 poison damage and sickened 1 (10 minutes)
Stage 3 1d6 poison damage, confused, and sickened 1 (1 minute)

Alchemical Item Level 2 Alchemical Poison

1 1
1 1
1 1
2 2
2 2
2 2
2 2
2 2
2 2

BLACK ADDER VENOM

  • casting time 3 Interact actions
  • range self or 1 target

  • components Price 6 gp, Method of Use held in 2 hands, Bulk L
  • duration Up to 3 rounds

Alchemical, Consumable, Injury, Poison

Save: DC 18 FORT

Adder venom is a simple but effective way to enhance a weapon.

Stage 1 1d8 poison damage (1 round)
Stage 2 1d10 poison damage (1 round)
Stage 3 2d6 poison damage (1 round)

Alchemical Item Level 2 Alchemical Poison

LETHARGY POISON

  • casting time 3 Interact actions
  • range self or 1 target

  • components Price 7 gp, Method of Use held in 2 hands, Bulk L
  • duration Up to 4 hours

Uncommon, Alchemical, Consumable, Incapacitation, Injury, Poison, Sleep

Save: DC 18 FORT

Lethargy poison is commonly used in hit-and-run tactics by drow and others who want their victims alive, the ambusher retreats until the poison sets in and the victim falls unconscious. Further exposure to lethargy poison does not require the target to attempt additional saving throws, only failing an saving throw against an ongoing exposure can progress its stage.

Stage 1 slowed 1 (1 round)
Stage 2 slowed 1 (1 minute)
Stage 3 unconscious with no Perception check to wake up (1 round) Stage 4 unconscious with no Perception check to wake up (1d4 hours).

Alchemical Item Level 2 Alchemical Poison

SILVERSHEEN

  • casting time 1 Interact action
  • range

  • components Price 6 gp, Method of Use held in 2 hands, Bulk L
  • duration Instantaneous

Alchemical, Consumable

You can slather this silvery paste onto one melee weapon, one thrown weapon, or 10 pieces of ammunition. Silversheen spoils quickly, so once you open a vial, you must use it all at once, rather than saving it. For the next hour, the weapon or ammunition counts as silver instead of its normal precious material (such as cold iron) for any physical damage it deals.

Alchemical Item Level 2 Alchemical Item

CYTILLESH OIL

  • casting time 1 Interact action
  • range self or 1 target

  • components Price 10 gp, Method of Use held in 2 hands, Bulk L
  • duration Up to 4 rounds

Alchemical, Consumable, Injury, Poison

Save: DC 19 FORT

This thick substance is distilled from the mind-robbing cytillesh fungus, though it lacks memory-altering capabilities.

Stage 1 1d10 poison damage (1 round)
Stage 2 1d12 poison damage (1 round)
Stage 3 2d10 poison damage (1 round)

Alchemical Item Level 3 Alchemical Poison

GRAVEROOT

  • casting time 3 Interact actions
  • range self or 1 target

  • components Price 10 gp, Method of Use held in 2 hands, Bulk L
  • duration Up to 4 rounds

Alchemical, Consumable, Injury, Poison

Save: DC 19 FORT

The opaque white sap from the graveroot shrub clouds the mind.

Stage 1 1d10 poison damage (1 round)
Stage 2 1d12 poison damage and stupefied 1 (1 round)
Stage 3 2d6 poison damage and stupefied 2 (1 round)

Alchemical Item Level 3 Alchemical Poison

BOMBER'S EYE ELIXIR

  • casting time 1 Interact action
  • range self or 1 target

  • components Price varies, Method of Use held in 1 hand, Bulk L
  • duration Instantaneous

Alchemical, Consumable, Elixir

This tincture lets you pinpoint your foes. For the next 5 minutes, your alchemical bomb Strikes reduce the circumstance bonus to AC your targets gain from cover.
Type lesser, Level 4, Price 14 gp Reduce your targets' circumstance bonus by 1.
Type greater, Level 14, Price 700 gp Reduce your targets' circumstance bonus by 2.

Alchemical Item Level 4+ Alchemical Elixir

MISTFORM ELIXIR

  • casting time 1 Interact action
  • range self or 1 target

  • components Price varies, Method of Use held in 1 hand, Bulk L
  • duration varies

Alchemical, Consumable, Elixir, Illusion, Visual

A faint mist emanates from your skin, making you concealed for the listed duration. As usual being concealed when your position is still obvious, you can't use this concealment to Hide or Sneak.
Type lesser, Level 4, Price 18 gp The duration is 3 rounds.
Type moderate, Level 6, Price 56 gp The duration is 1 minute.
Type greater, Level 10, Price 180 gp The duration is 5 minutes.

Alchemical Item Level 4+ Alchemical Elixir

SALAMANDER ELIXIR

  • casting time 1 Interact action
  • range self or 1 target

  • components Price varies, Method of Use held in 1 hand, Bulk L
  • duration Instantaneous

Alchemical, Consumable, Elixir

This elixir is made from salamander scales to withstand fire. For 24 hours, you are protected from the effects of severe heat.
Type lesser, Level 4, Price 15 gp
Type moderate, Level 12, Price 320 gp You're also protected from extreme heat.
Type greater, Level 16, Price 1,400 gp You're also protected from extreme and incredible heat.

Alchemical Item Level 4+ Alchemical Elixir

STONE FIST ELIXIR

  • casting time 1 Interact action
  • range self or 1 target

  • components Price 13 gp, Method of Use held in 1 hand, Bulk L
  • duration Instantaneous

Alchemical, Consumable, Elixir, Morph

Your fists become hard as stone. For 1 hour, your fists deal 1d6 bludgeoning damage and lose the nonlethal trait.

Alchemical Item Level 4 Alchemical Elixir

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2 2
2 2
3 3
3 3
4 4
4 4
4 4
4 4

WINTER WOLF ELIXIR

  • casting time 1 Interact action
  • range self or 1 target

  • components Price varies, Method of Use held in 1 hand, Bulk L
  • duration Instantaneous

Alchemical, Consumable, Elixir

This elixir warms your core and improves your circulation. For 24 hours, you are protected from the effects of severe cold.
Type lesser, Level 4, Price 15 gp
Type moderate, Level 12, Price 320 gp You're also protected from extreme cold.
Type greater, Level 16, Price 1,400 gp You're also protected from extreme and incredible cold.

Alchemical Item Level 4+ Alchemical Elixir

SEA TOUCH ELIXIR

  • casting time 1 Interact action
  • range self or 1 target

  • components Price varies, Method of Use held in 1 hand, Bulk L
  • duration varies

Alchemical, Consumable, Elixir, Polymorph

This briny concoction alters the skin on your hands and feet.
The spaces between your fingers and toes become webbed, granting you a swim Speed of 20 feet for the listed duration.
Type lesser, Level 5, Price 22 gp The duration is 10 minutes.
Type moderate, Level 12, Price 300 gp The duration is 1 hour, and you can breathe underwater.
Type greater, Level 15, Price 920 gp The duration is 24 hours, and you can breathe underwater.

Alchemical Item Level 5+ Alchemical Elixir

HUNTING SPIDER VENOM

  • casting time 3 Interact actions
  • range self or 1 target

  • components Price 25 gp, Method of Use held in 2 hands, Bulk L
  • duration Up to 6 rounds

Alchemical, Consumable, Injury, Poison

Save: DC 21 FORT

This venom erodes its target's defenses, aiding the spider in securing prey.

Stage 1 1d10 poison damage and flat-footed (1 round)
Stage 2 1d12 poison damage, clumsy 1, and flat-footed (1 round)
Stage 3 2d6 poison damage, clumsy 2, and flat-footed (1 round)

Alchemical Item Level 5 Alchemical Poison

GIANT SCORPION VENOM

  • casting time 3 Interact actions
  • range self or 1 target

  • components Price 40 gp, Method of Use held in 2 hands, Bulk L
  • duration Up to 6 rounds

Alchemical, Consumable, Injury, Poison

Save: DC 22 FORT

Scorpion venom is excruciating and its effects are somewhat debilitating.

Stage 1 1d10 poison damage and enfeebled 1 (1 round)
Stage 2 2d10 poison damage and enfeebled 1 (1 round)
Stage 3 2d10 poison damage and enfeebled 2 (1 round)

Alchemical Item Level 6 Alchemical Poison

GIANT WASP VENOM

  • casting time 3 Interact actions
  • range self or 1 target

  • components Price 55 gp, Method of Use held in 2 hands, Bulk L
  • duration Up to 6 rounds

Alchemical, Consumable, Injury, Poison

Save: DC 25 FORT

Giant wasp venom interferes with a victim's movement.

Stage 1 2d6 poison damage and clumsy 1 (1 round)
Stage 2 3d6 poison damage and clumsy 2 (1 round)
Stage 3 4d6 poison and clumsy 2 (1 round)

Alchemical Item Level 7 Alchemical Poison

MALYASS ROOT PASTE

  • casting time 3 Interact actions
  • range self or 1 target

  • components Price 55 gp, Method of Use held in 2 hands, Bulk L
  • duration Onset 1 minute, Up to 6 minutes

Alchemical, Consumable, Contact, Poison

Save: DC 26 FORT

Malyass root paste sees use to impede opponents in athletic competitions, in addition to espionage and tracking.

Stage 1 clumsy 1 and –10-foot status penalty to all Speeds (1 minute)
Stage 2 clumsy 2 and –20-foot status penalty to all Speeds (1 minute)
Stage 3 clumsy 3, flat-footed, and –30-foot status penalty to all Speeds

Alchemical Item Level 7 Alchemical Poison

NETTLEWEED RESIDUE

  • casting time 1 Interact action
  • range self or 1 target

  • components Price 75 gp, Method of Use held in 2 hands, Bulk L
  • duration Onset 1 minute, Up to 6 minutes

Alchemical, Consumable, Contact, Poison

Save: DC 27 FORT

Concentrated sap of stinging weeds makes an effective toxin.

Stage 1 8d6 poison damage (1 minute)
Stage 2 10d6 poison damage (1 minute)
Stage 3 13d6 poison damage (1 minute)

Alchemical Item Level 8 Alchemical Poison

WYVERN POISON

  • casting time 3 Interact actions
  • range self or 1 target

  • components Price 80 gp, Method of Use held in 2 hands, Bulk L
  • duration Up to 6 rounds

Alchemical, Consumable, Injury, Poison

Save: DC 26 FORT

Properly harvested and preserved, the poison from a wyvern's sting is effective and direct.

Stage 1 5d6 poison damage (1 round)
Stage 2 6d6 poison damage (1 round)
Stage 3 8d6 poison damage (1 round)

Alchemical Item Level 8 Alchemical Poison

LICH DUST

  • casting time 1 Interact action
  • range self or 1 target

  • components Price 110 gp, Method of Use held in 1 hand, Bulk L
  • duration Onset 10 minutes, Up to 6 minutes

Alchemical, Consumable, Ingested, Poison

Save: DC 28 FORT

Dust salvaged from the remains of a destroyed lich has paralytic properties that make it a valuable poison.

Stage 1 fatigued (1 minute)
Stage 2 5d6 poison damage and fatigued (1 minute)
Stage 3 5d6 poison damage, fatigued, and paralyzed (1 minute)

Alchemical Item Level 9 Alchemical Poison

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SPIDER ROOT

  • casting time 1 Interact action
  • range self or 1 target

  • components Price 110 gp, Method of Use held in 2 hands, Bulk L
  • duration Onset 1 minute, Up to 6 minutes

Alchemical, Consumable, Contact, Poison

Save: DC 28 FORT

A paste made by mashing the fine, threadlike roots of a certain creeper vine, spider root renders a victim clumsy and maladroit.

Stage 1 8d6 poison damage and clumsy 1 (1 minute)
Stage 2 9d6 poison damage and clumsy 2 (1 minute)
Stage 3 10d6 poison damage and clumsy 3 (1 minute)

Alchemical Item Level 9 Alchemical Poison

SHADOW ESSENCE

  • casting time 3 Interact actions
  • range self or 1 target

  • components Price 160 gp, Method of Use held in 2 hands, Bulk L
  • duration Up to 6 rounds

Alchemical, Consumable, Injury, Negative, Poison

Save: DC 29 FORT

Distilled from the Plane of Shadow, this oily substance imposes tenebrous effects. The enfeebled condition from shadow essence lasts for 24 hours.

Stage 1 3d6 negative damage and 2d6 poison damage (1 round)
Stage 2 3d6 negative damage, 2d6 poison damage, and enfeebled 1 (1 round)
Stage 3 3d6 negative damage, 2d6 poison damage, and enfeebled 2 (1 round)

Alchemical Item Level 10 Alchemical Poison

WOLFSBANE

  • casting time 1 Interact action
  • range self or 1 target

  • components Price 155 gp, Method of Use held in 1 hand, Bulk L
  • duration Onset 10 minutes, Up to 6 minutes

Alchemical, Consumable, Ingested, Poison

Save: DC 30 FORT

Wolfsbane appears in folklore for its link to werecreatures. If you are afflicted with lycanthropy and survive stage 3 of wolfsbane, you're immediately cured of the lycanthropy.

Stage 1 12d6 poison damage (1 minute)
Stage 2 16d6 poison damage (1 minute)
Stage 3 20d6 poison damage (1 minute)

Alchemical Item Level 10 Alchemical Poison

BLIGHTBURN RESIN

  • casting time 1 Interact action
  • range self or 1 target

  • components Price 225 gp, Method of Use held in 2 hands, Bulk L
  • duration Onset 1 minute, Up to 6 rounds

Alchemical, Consumable, Contact, Poison

Save: DC 31 FORT

This tacky, hardened sap is harvested from trees infected by fungal blights and exposed to open flames.

Stage 1 8d6 poison damage (1 round)
Stage 2 10d6 poison damage (1 round)
Stage 3 15d6 poison damage (1 round)

Alchemical Item Level 11 Alchemical Poison

SLUMBER WINE

  • casting time 1 Interact action
  • range self or 1 target

  • components Price 325 gp, Method of Use held in 1 hand, Bulk L
  • duration Onset 1 hour, Up to 7 days

Alchemical, Consumable, Ingested, Poison, Sleep

Save: DC 32 FORT

Slumber wine sees its greatest use in games of intrigue, where an absence can be more devastating than injury. Characters unconscious from slumber wine can't wake up by any means while the poison lasts, don't need to eat or drink while unconscious in this way, and appear to be recently dead unless an examiner succeeds at a DC 40 Medicine check.

Stage 1 unconscious (1 day)
Stage 2 unconscious (2 days)
Stage 3 unconscious (3 days).

Alchemical Item Level 12 Alchemical Poison

DEATHCAP POWDER

  • casting time 1 Interact action
  • range self or 1 target

  • components Price 450 gp, Method of Use held in 2 hands, Bulk L
  • duration Onset 10 minutes, Up to 6 minutes

Alchemical, Consumable, Ingested, Poison

Save: DC 33 FORT

The toxic deathcap mushroom can be dried, ground, and treated to form a flavorless powder with accelerated effects.

Stage 1 13d6 poison damage (1 minute)
Stage 2 17d6 poison damage and sickened 2 (1 minute)
Stage 3 20d6 poison damage and sickened 3 (1 minute)

Alchemical Item Level 13 Alchemical Poison

PURPLE WORM VENOM

  • casting time 3 Interact actions
  • range self or 1 target

  • components Price 500 gp, Method of Use held in 2 hands, Bulk L
  • duration Up to 6 rounds

Alchemical, Consumable, Injury, Poison

Save: DC 32 FORT

Venom from enormous purple worms leaves a victim weakened.

Stage 1 5d6 poison damage and enfeebled 2 (1 round)
Stage 2 6d6 poison damage and enfeebled 2 (1 round)
Stage 3 8d6 poison and enfeebled 2 (1 round)

Alchemical Item Level 13 Alchemical Poison

DRAGON BILE

  • casting time 1 Interact action
  • range self or 1 target

  • components Price 925 gp, Method of Use held in 2 hands, Bulk L
  • duration Onset 1 minute, Up to 6 rounds

Alchemical, Consumable, Contact, Poison

Save: DC 37 FORT

A mix of digestive juices and green dragon poison glands nauseates the victim as its flesh is digested from within.

Stage 1 6d6 poison damage and sickened 2 (1 round)
Stage 2 7d6 poison damage and sickened 3 (1 round)
Stage 3 9d6 poison damage and sickened 4 (1 round)

Alchemical Item Level 15 Alchemical Poison

MINDFOG MIST

  • casting time 1 Interact action
  • range self or 1 target

  • components Price 1,000 gp, Method of Use held in 1 hand, Bulk L
  • duration Onset 1 round, Up to 6 rounds

Alchemical, Consumable, Inhaled, Poison

Save: DC 35 FORT

Mindfog mist can be used to undermine spellcasters, as its effect on a victim's mental faculties are swift and powerful.

Stage 1 stupefied 2 (1 round)
Stage 2 confused and stupefied 3 (1 round)
Stage 3 confused and stupefied 4 (1 round)

Alchemical Item Level 15 Alchemical Poison

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BRIMSTONE FUMES

  • casting time 1 Interact action
  • range self or 1 target

  • components Price 1,500 gp, Method of Use held in 1 hand, Bulk L
  • duration Onset 1 round, Up to 6 rounds

Alchemical, Consumable, Evil, Inhaled, Poison

Save: DC 36 FORT

Fumes from the forges of Hell drain health and strength alike.

Stage 1 7d6 poison damage and enfeebled 1 (1 round)
Stage 2 8d6 poison damage and enfeebled 2 (1 round)
Stage 3 10d6 poison damage and enfeebled 3 (1 round)

Alchemical Item Level 16 Alchemical Poison

NIGHTMARE VAPOR

  • casting time 1 Interact action
  • range self or 1 target

  • components Price 1,400 gp, Method of Use held in 1 hand, Bulk L
  • duration Onset 1 round, Up to 6 rounds

Alchemical, Consumable, Inhaled, Poison

Save: DC 36 FORT

Purportedly sourced from any number of outlandish locales, nightmare vapor is most often created by boiling the sweat collected from humanoids caught in the throes of terrible nightmares.

Stage 1 confused (1 round)
Stage 2 confused and flat-footed (1 round)
Stage 3 confused, flat
- footed, and stupefied 2 (1 round)

Alchemical Item Level 16 Alchemical Poison

HEMLOCK

  • casting time 1 Interact action
  • range self or 1 target

  • components Price 2,250 gp, Method of Use held in 1 hand, Bulk L
  • duration Onset 30 minutes, Up to 60 minutes

Alchemical, Consumable, Ingested, Poison

Save: DC 40 FORT

Concentrated hemlock is a particularly deadly toxin that halts muscle action—including that of the victim's heart.

Stage 1 17d6 poison damage and enfeebled 2 (10 minutes)
Stage 2 21d6 poison damage and enfeebled 3 (10 minutes)
Stage 3 26d6 poison damage and enfeebled 4 (10 minutes)

Alchemical Item Level 17 Alchemical Poison

KING'S SLEEP

  • casting time 1 Interact action
  • range self or 1 target

  • components Price 4,000 gp, Method of Use held in 1 hand, Bulk L
  • duration Onset 1 day,

Alchemical, Consumable, Ingested, Poison, Virulent

Save: DC 41 FORT

King's sleep is an insidious long-term poison that can seem like a disease or even death from natural causes on a venerable target. The drained condition from king's sleep is cumulative with each failed save and can't be removed while the poison lasts.

Stage 1 drained 1 (1 day)
Stage 2 drained 1 (1 day)
Stage 3 drained 2 (1 day)

Alchemical Item Level 18 Alchemical Poison

BLACK LOTUS EXTRACT

  • casting time 1 Interact action
  • range self or 1 target

  • components Price 6,500 gp, Method of Use held in 1 hand, Bulk L
  • duration Onset 1 minute, Up to 6 rounds

Alchemical, Consumable, Contact, Poison, Virulent

Save: DC 42 FORT

Black lotus extract causes severe internal bleeding.

Stage 1 15d6 poison damage and drained 1 (1 round)
Stage 2 17d6 poison damage and drained 1 (1 round)
Stage 3 20d6 poison damage and drained 2 (1 round)

Alchemical Item Level 19 Alchemical Poison

ELIXIR OF REJUVENATION

  • casting time 1 Interact action
  • range self or 1 target

  • components Price —, Method of Use held in 1 hand, Bulk L
  • duration Instantaneous

Uncommon, Alchemical, Consumable, Elixir

The elixir of rejuvenation restores a creature to full health and eradicates toxins affecting it. When you drink this elixir, you're restored to your maximum Hit Points, and all afflictions of 20th level or lower affecting you are removed.
You can instead administer this elixir to a creature that has been dead for a week or less. When you do, that creature is instantly brought back to life with 1 Hit Point and no spell slots, Focus Points, or other daily resources.
Craft Requirements philosopher's stone, true elixir of life

Alchemical Item Level 20 Alchemical Elixir

TEARS OF DEATH

  • casting time 1 Interact action
  • range self or 1 target

  • components Price 12,000 gp, Method of Use held in 2 hands, Bulk L
  • duration Onset 1 minute, Up to 10 minutes

Alchemical, Consumable, Contact, Poison, Virulent

Save: DC 46 FORT

Tears of death are among the most powerful of alchemical poisons, distilled from extracts of five other deadly poisons in just the right ratios.

Stage 1 18d6 poison damage and paralyzed (1 round)
Stage 2 25d6 poison damage and paralyzed (1 minute)
Stage 3 30d6 poison damage and paralyzed (1 minute)

Alchemical Item Level 20 Alchemical Poison

PHILOSOPHER'S STONE [1/2]

  • casting time 1 Interact action [one-action] Interact or 1 or more days, see below
  • range

  • components Price —, Method of Use held in 2 hands, Bulk 2
  • duration Instantaneous

Uncommon, Alchemical, Consumable

An alchemist with the Craft Philosopher's Stone feat can create a philosopher's stone once per month by spending 1 batch of infused reagents during their daily preparations using the advanced alchemy class feature. This is the only way to create a philosopher's stone.
At a glance, a philosopher's stone appears to be an ordinary, sooty piece of natural rock. Breaking the rock open with a Force Open action (DC 35) reveals a cavity at the stone's heart. The cavity is lined with a rare type of quicksilver that can transmute base metals into precious metals or create an elixir of rejuvenation (page 548).
To use the quicksilver, you must be legendary in Crafting and have the Alchemical Crafting feat. You can then use the stone's quicksilver for one of two effects:
- You can apply the stone's quicksilver to an infused true elixir of life using an Interact action. This turns the elixir into an infused elixir of rejuvenation instantaneously. This doesn't require any crafting time or additional materials.
- You can spend up to a

Alchemical Item Level 20 Alchemical Item

PHILOSOPHER'S STONE [2/2]

  • casting time 1 Interact action [one-action] Interact or 1 or more days, see below
  • range

  • components Price —, Method of Use held in 2 hands, Bulk 2
  • duration Instantaneous

Uncommon, Alchemical, Consumable

month of downtime applying the quicksilver either to iron to create silver or to lead to create gold. Treat this as a 20th-level task to Earn Income using Crafting, except that you create 500 gp worth of your chosen metal per day on a success or 750 gp worth per day on a critical success.

Alchemical Item Level 20 Alchemical Item

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