| Item | Alchemy DC | Cost |
|---|---|---|
| Acid | 14 | 25 GP |
| Alchemists Fire | 18 | 50 GP |
| Antitoxin | 18 | 50 GP |
| Bable Potion | 18 | 50 GP |
| Hawkeye Tincture | 18 | 50 GP |
| Potion of Healing | 18 | 50 GP |
| Sunrod | 12 | 15 GP |
| Tanglefoot Bag | 20 | 75 GP |
Throw this at a target within 20 ft. of you. The target must succeed on a Dexterity saving throw (DC 8 + your profession bonus + your Dex bonus) or take 2d6 Acid damage.
Throw this at a target within 20 ft. of you. The target must succeed on a Dexterity saving throw (DC 8 + your profession bonus + your Dex bonus) or take 1d4 Fire damage and start burning.
As a Bonus Action, you can drink a vial of Antitoxin to gain advantage on saving throws to avoid or end the Poisoned condition for 1 hour.
After ingesting this potion, you can’t keep quiet all your thoughts are spoken out lout. All attempting to decern your mood or determine if you’re lying, gets advantage on their Insight checks.
Drop this tincture into your eyes to get the benefit of Low-light Vision and advantage on all perception checks for an hour.
Potion of Healing
As a Bonus Action, you can drink it or administer it to a creature within 5 feet of you. The creature that drinks the potion regains 2d4+2 Hp.
This rod is covered in a substance that will glow brightly if activated. Use a Bonus Action to gain a glowing stick that lights up Bright Light for 40 ft. and Dim Light for another 40 ft.
Throw this at a medium or small size creature within 30 ft. On a hit the bag releases a gooey substance that hardens in air. Sticking the target to the ground. Their movement is reduced to 0. Escape DC 18.
| Item | Alchemy DC | Caster Check | Cost |
|---|---|---|---|
| Basic Contact Poison | 15 | N/A | 100 GP |
| Black Bile | 20 | DC 10 | 350 GP |
| Mage Bane | 20 | DC 5 | 350 GP |
| Whore’s Kiss | 22 | N/A | 500 GP |
| Wyvern Poison | 25 | N/A | 800 GP |
Administer to a weapon to deal an extra 1d4 poison damage. The Poison last for one minute.
This poison must be ingested by the target. The taste is bitter so administer to bitter food if possible. An hour after ingestion the target takes 3d6 Poison Damage must succeed on a DC 16 Constitution save or get the poisoned condition. After another hour, the target attempts the save again (with disadvantage from poison condition), if the second attempt is failed the target takes 2d6 Poison damage and 1d4 Constitution damage.
After the target is hit with a weapon bearing this poison or has ingested it, the target takes 1D6 poison damage and finds it impossible to concentrate. At the start of each turn the target must roll concentration checks for any concentration spells it got going. The effect lasts 10 rounds.
Administer to a weapon to deal an extra 2D6 poison damage the target must succeed a DC 16 Constitution Save or become Poisoned for 1d6 rounds. The Poison last for one minute or until used.
Administer to a weapon to deal an extra 5D6 poison damage and the gets the Poisoned Condition for one turn.