In one of the Dungeons & Dragons games I DM for, there is a player who is very into the idea of gathering herbs and brewing magic potions. The base game as written doesn’t have much in the way of rules for alchemy, so we’ve just been winging it for the better part of a year. That worked, but it wasn’t as satisfying as either of us would like, so I finally sat down and brewed up a set of rules for herb-gathering and alchemy. Here’s what we’re playing with now. Feel free to use this or adapt it, if it seems like it might be a fun addition to your own games.
Alchemy
An alchemical system for Dungeons & Dragons, 5th edition.
Harvesting herbs
To collect herbs, you must be in an environment where wild plants grow. The DM will determine whether there is anything available for you to gather. Specific environments may give you advantage or disadvantage to your roll, at the DM’s discretion. Gathering herbs takes an hour.
Roll a Nature check to see whether you successfully collect herbs and how much. If you have an Herbalism kit and the proficiency to use it, you may add your proficiency bonus to the roll
Once you have harvested an area, whether you successfully gathered herbs there or not, the plants need a month to regrow before you can harvest the same area again (unless they are affected by magic that causes plant growth).
| Nature check | Herbs collected |
| Less than 11 | None |
| 11 – 15 | 1 batch |
| 16 – 20 | 2 batches |
| 21 – 25 | 3 batches |
| 26 or more | 4 batches |
For each batch of herbs you collect, roll 1d6 to determine what type of herbs you find. (You can also choose to target a specific kind of herbs when you harvest. If you do, you make your harvesting roll at disadvantage, but all herbs you collect are of the kind you want.) Keep track of how many batches of herbs you have of each type.
| 1d6 roll | Herb type |
| 1 | bark |
| 2 | berries |
| 3 | fungi |
| 4 | leaves |
| 5 | roots |
| 6 | seeds |
Making potions
To make potions, you must have enough herbs of the right types (1 batch of each type listed on the table below, unless the chart calls for more). Some potions require special ingredients, to be determined by the DM. Each brewing attempt consumes the given amount of herbs and takes one hour.
Roll an Arcana check to attempt to make each potion. If you have proficiency with Alchemist’s supplies, you may add your proficiency bonus to the roll. If you do not have alchemical equipment, you have disadvantage on the check. Whether the check succeeds or fails, the herbs are consumed. The DC for the check depends on the rarity of the potion you are trying to make:
| Potion rarity | Arcana DC |
| Common | 10 |
| Uncommon | 15 |
| Rare | 20 |
| Very rare | 25 |
| Legendary | 30 |
- If you succeed on your Arcana check by 4 or less, you make 1 potion of the chosen type.
- If you succeed on your Arcana check by 5 to 9, you make 1d4 potions of the chosen type.
- If you succeed on your Arcana check by 10 or more, you make 1d6 potions of the chosen type.
(A DM might also allow a Medicine check in place of an Arcana check, or let proficiency with a Poisoner’s kit apply to the roll, depending on what kind of potions the character is brewing.)
| Potion | Rarity | Herbs required |
| Antitoxin | Common | Bark, berries, seeds |
| Oil of Etherealness | Rare | Bark, leaves x3, roots |
| Oil of Sharpness | Very rare | Fungi x4, leaves x2, roots x2 |
| Oil of Slipperiness | Uncommon | Bark, leaves, roots, seeds |
| Philter of Love | Uncommon | Berries, fungi, leaves, roots |
| Potion of Animal Friendship | Uncommon | Berries, leaves, roots, seeds |
| Potion of Clairvoyance | Rare | Fungi, leaves x2, roots x2 |
| Potion of Climbing | Common | Bark, leaves, roots |
| Potion of Diminution | Rare | Fungi, leaves x3, roots |
| Potion of Flying | Very rare | Bark x2, leaves x4, roots x2 |
| Potion of Gaseous Form | Rare | Bark, leaves 2x, roots, seeds |
| Potion of Giant Strength (Hill) | Uncommon | Bark, leaves 2x, roots |
| Potion of Giant Strength (Stone/Frost) | Rare | Bark 2x, leaves 2x, roots |
| Potion of Giant Strength (Fire) | Rare | Bark 2x, leaves 2x, roots |
| Potion of Giant Strength (Cloud) | Very rare | Bark 3x, leaves 3x, roots |
| Potion of Giant Strength (Storm) | Legendary | Bark 4x, leaves 4x, roots, special |
| Potion of Growth | Uncommon | Bark, leaves 2x, seeds |
| Potion of Healing | Common | Berries, leaves, seeds |
| Potion of Greater Healing | Uncommon | Berries 2x, leaves, seeds |
| Potion of Superior Healing | Rare | Berries 2x, leaves, seeds 2x |
| Potion of Supreme Healing | Very rare | Berries 3x, leaves 2x, seeds 2x |
| Potion of Heroism | Rare | Bark, berries, leaves, roots, seeds |
| Potion of Invisibility | Very rare | Leaves 3x, roots 2x, seeds |
| Potion of Invulnerability | Rare | Bark 2x, leaves, roots, seeds |
| Potion of Mind Reading | Rare | Fungi, leaves, roots 2x, seeds |
| Potion of Poison | Uncommon | Fungi 2x, roots, seeds |
| Potion of Resistance | Uncommon | Bark, berries, roots, seeds |
| Potion of Speed | Very rare | Fungi 2x, leaves 2x, roots 2x |
| Potion of Water Breathing | Uncommon | Bark, berries, leaves, roots |
| Restorative Ointment | Uncommon | Bark, berries, seeds 2x |
| Sovereign Glue | Legendary | Bark 2x, fungi, leaves 2x, roots 4x, special |
| Universal Solvent | Legendary | Berries, fungi 3x, leaves, seeds 2x, roots 2x, special |
The table above includes only items listed in the Systems Reference Document released by Wizards of the Coast under Creative Commons. If you want to expand this table to include other potions and items, you can apply the following principles:
Determine how many ingredients the potion requires. The number of ingredients depends on the rarity of the potion.
| Rarity | Ingredients |
| Common | 3 |
| Uncommon | 4 |
| Rare | 5 |
| Very rare | 6 – 7 |
| Legendary | 9 plus a special ingredient |
Determine which ingredients are needed. The table below gives some general suggestions, but feel free to choose whichever ones feel right for the potion in question.
| Ingredient | Function |
| bark | protection, endurance |
| berries | healing, strength |
| fungi | harm, power |
| leaves | transformation, deception |
| roots | creation, discovery |
| seeds | restoration, growth |
Images: Algorithmically generated images made with Night Cafe: alchemist’s workshop, forest, potion bottle
Of Dice and Dragons talks about games and gaming.



You must be logged in to post a comment.