Potions and Poisons (Hyrule Supplement)
In Hyrule, poisons and potions are effectively magic items. This page summarizes common ones that are commonly available in markets, and could be feasibly crafted by anyone proficient in the appropriate tools. For less common and more powerful poisons and potions, see Magic Items (Hyrule Supplement).
|
|
|
Work In Progress |
Crafting Potions and Poisons
- See crafting as a downtime activity.
Brewing a bottle of a potion requires proficiency in and access to an apothecary's kit. Brewing a vial of poison requires proficiency in and access to a poisoner's kit. Brewing either substance otherwise follows the same rules crafting any other magic item.
Poisons
Conventional poisons are uncommonly used in Hyrulean combat. Hornets, serpents, and other beasts can effectively administer venoms because they have natural weapons capable of injecting these poisons deep into their victims. By contrast, the smithed weapons used by Hyruleans are less effective for this purpose; at best a rapier or other piercing weapon can be coated with a poison before inflicting a wound, but this remains less effective that a snake's bite. This familiar kind of poison—which is applied to a weapon and has an almost immediate effect—is known as a 'combat poison.'
Poisons used outside of combat have a longer onset—typically 1 hour—and can usually only have an effect if they are ingested or injected.
Any dose of poison is about 1 ounce (or 30 mL), and is typically stored in a vial.
Combat Poisons
As an action, you can apply a combat poison to a weapon you are holding that deals piercing or slashing damage. If you damage a creature with this weapon, the poison is administered to that creature, and your weapon loses enough of the dose from its blade that it loses
You can use a vial of a lasting poison to coat one slashing or piercing weapon, or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition is subjected to the effect of the poison if it fails a Constitution save, with a DC determined by the poison itself. A lasting poison retains potency for 1 minute before drying; the weapon can administer its poison repeatedly in this span of time.
An instant poison retains its potency for up to 1 minute, or until it hits a creature for the first time, whichever comes first. A vial of an instant poison can be applied to no more than one piece of ammunition.
A weapon or piece of ammunition can only be coated with one poison at a time.
Name | Rarity (Cost) | Type | DC | Effect |
---|---|---|---|---|
basic poison | Common (1,000 r) | lasting | DC 10 | The target takes an extra 1d4 poison damage. |
rope's kiss | Uncommon (2,000 r) | lasting | DC 15 | The target takes an extra 1d6 poison damage. |
sluggish syrup | Common (1,000 r) | lasting | DC 18 | Until the start of the target's next turn, its speed is halved and it has disadvantage on initiative checks. |
Other Poisons
???
Potions
Although they can be expensive, potions are commonly brewed and used in Hyrule, especially compared to poisons. For nobles or wealthy adventurers, a healing potion is usually the first response to a deep wound or other serious injury. Explorers often use potions to help them endure bitter cold or arid heat, and knights are known to chug an empowering potion before a life-or-death battle.
Any dose of a potion is about a ½ pint (or a ¼ liter) and is typically stored in a bottle. Ingesting or administering a potion takes an action.
Healing Potions
The most famous form of potions are healing potions. These potions simply restore hit points, replenish magic points, or have similarly straightforward restorative effects.
Name | Rarity (Cost) | Effect when ingested |
---|---|---|
Healing Potion | Common (500 r) | Heals 2d4+2 |
Greater Healing Potion | Uncommon (1000 r) | Heals 4d4+4 |
Superior Healing Potion | Rare (5000 r) | Heals 8d4+8 |
Supreme Healing Potion | Very Rare (13500 r) | Heals 10d4+20 |
Stamina Potion | Common (750 r) | Recovers 1d4+2 Stamina points |
Greater Stamina Potion | Uncommon (1500 r) | Recovers 2d4+4 Stamina points |
Potion of Magic Restoration | Common (750 r) | Replenish 1d4+2 magic points |
Greater Potion of Magic Restoration | Uncommon (1500 r) | Replenish 2d4+4 magic points |
Duration Potions
Although less renowned, there are numerous potions which enhance physical or mental capabilities in a manner less obvious than healing. These potions are occasionally referred to as 'digestion potions,' as their effects last for about as long as they remain in one's stomach.
Any digestion potion has a specified duration. For example, a potion might have a duration of, 'digestion, up to 1 minute.' You can only digest on one of these potions at a time. If you ingest a second duration potion, the effect of any you previously ingested is overwritten, and ends as the new one begins.
Name | Rarity (Cost) | Duration | Effect when ingested |
---|---|---|---|
Sneaky Potion | Uncommon (1500 r) | 1 min. | You gain a +2 bonus to stealth checks |
Greater Sneaky Potion | Rare (3000 r) | 3 min. | You gain a +4 bonus to stealth checks |
Superior Sneaky Potion | Very Rare (5000 r) | 5 min. | You gain a +6 bonus to stealth checks |
Hasty Potion | Uncommon (1500 r) | 1 min. | You gain +5 walking speed |
Greater Hasty Potion | Rare (3000 r) | 3 min. | You gain +10 walking speed |
Superior Hasty Potion | Very Rare (5000 r) | 5 min. | You gain +15 walking speed |
Hearty Potion | Uncommon (1500 r) | 1 min. | You gain temporary hitpoints equal to your level |
Back to Main Page → 5e Homebrew → Campaign Settings → Hyrule→ Hyrulean Equipment