Witcher Potions (5e Other)

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Overview

Witchers augment their martial prowess as well as their lifestyle, with alchemical potions. To other peoples, these potions are extremely toxic, and in some cases, even end in death. (5d10+10 poison damage) When a Witcher succeeds in the Trial of Grasses he mutates in such a way that he is able to drink Witcher potions. However, Witchers do not become completely immune to the poison. When a Witcher Reaches max out their Toxicity toxicity threshold they become unconscious and soon after die. This limits how many potions may be active at a time within a Witcher. The maximum Toxicity that a Witcher's threshold may be before death is determined by the level and Witcher school that they choose (see Witcher, Variant (5e Class). Witchers may meditate for 2 or more Hours and cleanse their Toxicity. Another way in which a Witcher may cleanse their system of potions that they drink, lowering their threshold back to zero, and nullifying the effects of any active potions. Another way to reset Toxicity is to use use the potion White Honey. However, White Honey also nullifies any potion effects.

Alchemy and Potion crafting

Potions may be crafted in a variety of ways. During a short rest between battles, or perhaps by using downtime. However, the Witcher must first acquire the ingredients, as well as recipes, for the potions they want to craft.

Ingredients: Every plant ingredient that may be used in a potion is as follows:

  1. Allspice
  2. Berbercane Fruit
  3. Balisse Fruit
  4. Celandine
  5. Cortinarius
  6. Crows Eye
  7. Puffball
  8. Ribleaf
  9. Mandrake Root
  10. Essence of Fart

Bomb Ingredients: Every plant ingredient required to craft bombs are as follows:

  1. Allspice
  2. Aether
  3. Black Powder
  4. Calcium Equum
  5. Celandine
  6. Crows Eye
  7. Fools Parsley
  8. Honeysuckle
  9. Phosphorous
  10. Powdered Pearls
  11. Quicksilver solution
  12. Saltpeter
  13. Sewant Mushrooms
  14. Sulfur

Potions and Decoctions

Witcher Potion Crafting
NameDurationEffect.
Ancient Leshen Decoction8 hoursAdd one additional damage die to your attacks.
Arachas Decoction8 hoursThe lighter the armor worn, the less damage recieved.
Black Blood1 hourCreatures with the bite attack take 1d6 poison damage when they bite you.
Chort Decoction8 hoursYou cannot be knocked prone.
De Vries Extract8 hoursUpgrades one random sign.
Earth Elemental Decoction8 hoursGrants immunity to bleed and fire.
Ekhidna Decoction8 hoursSuccessfully dodging attacks restores 1d4 hit points.
Ekimmara Decoction8 hoursA killing blow restores 1d4+2 hit points.
Full Moon8 hoursadds 2d10 + Constitution to your hit points. (Temporarily raises max hp)
Grave Hag Decoction8 hoursEach enemy slain heals 2d12 hp.
Griffin Decoction8 hoursIncreases damage resistance to 25%. If your damage resistance is higher than this, it does nothing.
Nekker Warrior Decoction8 hoursMounts never panic in the presence of monsters.
Nightwraith Decoction8 hoursMaximum hit points are increased by 1d4 after each monster killed. This effect lasts for eight hours, unless either meditation or a long rest occurs.
Noonwraith Decoction8 hoursImmune to charm effects, and cannot be knocked prone.
Swallow15 minutesReplenishes 1d4 + Constitution hit points per turn.
The GrassesN/AThis potion is used on normal humans who wish to become witchers and train under a witcher. The grasses put the drinker into a prolonged siezure, resulting in excruciating pain, among other things. Many times, it will result in death.
Water Hag Decoction8 hoursDeal an additional damage die while your hit points are at their maximum.
Werewolf Decoction8 hours+10 Speed
White HoneyInstantReduces toxicity to 0, as well as nullifying any effects of potions, poisons, etc.
White Raffards DecoctionInstantInstantly restores 3d10 hit points.
Wraith DecoctionIf an attack deals more than 25 damage to a player, a Quen shield is automatically deployed at no cost.

Weapon Oils



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