A Homebrew Alchemy System for Dungeons & Dragons

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 checkHerbs collected
Less than 11None
11 – 151 batch
16 – 202 batches
21 – 253 batches
26 or more4 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 rollHerb type
1bark
2berries
3fungi
4leaves
5roots
6seeds

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 rarityArcana DC
Common10
Uncommon15
Rare20
Very rare25
Legendary30
  • 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.)

PotionRarityHerbs required
AntitoxinCommonBark, berries, seeds
Oil of EtherealnessRareBark, leaves x3, roots
Oil of SharpnessVery rareFungi x4, leaves x2, roots x2
Oil of SlipperinessUncommonBark, leaves, roots, seeds
Philter of LoveUncommonBerries, fungi, leaves, roots
Potion of Animal FriendshipUncommonBerries, leaves, roots, seeds
Potion of ClairvoyanceRareFungi, leaves x2, roots x2
Potion of ClimbingCommonBark, leaves, roots
Potion of DiminutionRareFungi, leaves x3, roots
Potion of FlyingVery rareBark x2, leaves x4, roots x2
Potion of Gaseous FormRareBark, leaves 2x, roots, seeds
Potion of Giant Strength (Hill)UncommonBark, leaves 2x, roots
Potion of Giant Strength (Stone/Frost)RareBark 2x, leaves 2x, roots
Potion of Giant Strength (Fire)RareBark 2x, leaves 2x, roots
Potion of Giant Strength (Cloud)Very rareBark 3x, leaves 3x, roots
Potion of Giant Strength (Storm)LegendaryBark 4x, leaves 4x, roots, special
Potion of GrowthUncommonBark, leaves 2x, seeds
Potion of HealingCommonBerries, leaves, seeds
Potion of Greater HealingUncommonBerries 2x, leaves, seeds
Potion of Superior HealingRareBerries 2x, leaves, seeds 2x
Potion of Supreme HealingVery rareBerries 3x, leaves 2x, seeds 2x
Potion of HeroismRareBark, berries, leaves, roots, seeds
Potion of InvisibilityVery rareLeaves 3x, roots 2x, seeds
Potion of InvulnerabilityRareBark 2x, leaves, roots, seeds
Potion of Mind ReadingRareFungi, leaves, roots 2x, seeds
Potion of PoisonUncommonFungi 2x, roots, seeds
Potion of ResistanceUncommonBark, berries, roots, seeds
Potion of SpeedVery rareFungi 2x, leaves 2x, roots 2x
Potion of Water BreathingUncommonBark, berries, leaves, roots
Restorative OintmentUncommonBark, berries, seeds 2x
Sovereign GlueLegendaryBark 2x, fungi, leaves 2x, roots 4x, special
Universal SolventLegendaryBerries, 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.

RarityIngredients
Common3
Uncommon4
Rare5
Very rare6 – 7
Legendary9 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.

IngredientFunction
barkprotection, endurance
berrieshealing, strength
fungiharm, power
leavestransformation, deception
rootscreation, discovery
seedsrestoration, growth

Images: Algorithmically generated images made with Night Cafe: alchemist’s workshop, forest, potion bottle