The Alchemical Almanac
This post is the home for the information about all the many varied Reagents found in the Crescent Wildlands and beyond. Each entry will include the name of the reagent, how difficult it is to use, the methods by which it can be activated within a mixture, it’s rarity, cost, and location as well as the effects it will have on an alchemical mixture and the durations of any of it’s lingering effects.
Some reagents may be harvested from a specific regions, others carved from monster carcasses, while others may require careful cultivation or expensive purchases. This list is by no means comprehensive and will be updated over time as reagents are discovered and their utilities discerned. That being stated I hope you enjoy crafting all manner of weird and powerful poultices, potions and poisons with these ingredients, be they mundane or magical.
Harpy Egg
Imbibe, Contact, Aerosol
Difficulty: (1♥)
Rarity: Common
Region: Cliffside Roosts
Cost: 2 Support
Minimum Concentration (Y)
Concentration Effects
Stage 1: A falling creature’s rate of descent slows to 60ft per round and it takes no falling damage as long as it lands within the duration of the mixtures effect.
Stage 2: The affected creature rises vertically up to 20 feet, this affect can levitate up to 500 pounds. The creature can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. An unwilling creature may make a constitution saving throw using the spellcasting DC of the person who made the mixture to resist the effect. If imbibed the affected creature may move up or down as part of their movement.
Stage 3: The affected creature gains a flight speed of 30ft.
Duration
+2 10 mins
+1 2 mins
Base 1 min
-1 30sec
-2 18secs
Hazewood
Imbibe, Contact, Aerosol
Difficulty (2♥♥)
Rarity: Uncommon
Region: The Hazewood
Cost: 4 Support
Minimum Concentration (N)
Concentration Effects
Stage 1: The area around the creature becomes heavily obscured.
Stage 2: Any other creature has disadvantage on attack rolls against a creature effected by the mixture. An attacker is immune to this effect if it doesn't rely on sight or has truesight.
Stage 3: The creature turns invisible.
Duration
+2 10 mins
+1 2mins
Base 1min
-1 18s
-2 6s
Amanita Mushrooms
Imbibe, Contact, Aerosol
Difficulty (1♥)
Rarity: Uncommon
Region: The Mushroom Forest
Cost: 3 Support
Minimum Concentration (N)
Concentration Effects
Stage 1: Heal 2d4+2 hp
Stage 2: Heal 3d4+3 hp
Stage 3: Heal 4d4+4 hp
Duration: N/A
Chanterelles
Imbibe, Contact, Aerosol
Difficulty (2♥♥)
Rarity: Rare
Region: The Mushroom Forest
Cost: 5 Support
Minimum Concentration (Y)
Concentration Effects
Stage 1: Heal 1d4+1 immediately and upon the start of the creatures turn
Stage 2: Heal 2d4+2 immediately and upon the start of the creatures turn
Stage 3: Heal 3d4+3 immediately and upon the start of the creatures turn
Duration
+2 30 seconds
+1 24 seconds
Base 18 seconds
-1 12 seconds
-2 6 seconds
Lycan Canines
Imbibe
Difficulty (1♥)
Rarity: Common
Harvested: From dead lycanthropes in hybrid or full beast form
Cost: N/A
Minimum Concentration (Y)
Concentration effects
Stage 1: The creature’s speed is increased by 10ft and they gain advantage on perception checks using smell for the duration.
Stage 2: The creature’s minimum AC becomes 16 and cannot go below 16 for the duration.
Stage 3: The creature gains resistance to non-magical, non-silvered bludgeoning, slashing and piercing damage.
Duration
+2 8 hours
+1 1 hour
Base 10 minutes
-1 1 minute
-2 30 seconds
Chimera Fire Gland
Contact
Difficulty (2♥♥)
Rarity: Rare
Harvested From: Dead Chimeras
Cost: N/A
Minimum Concentration (Y)
Concentration Effects
Stage 1: The creature takes 3d8 fire damage
Stage 2: The creature takes 5d8 fire damage
Stage 3: The creature takes 7d8 fire damage
Duration: N/A
Giant Wasp Venom
Imbibed, Contact, Aerosol
Difficulty (1♥)
Rarity: Common
Region: The Pesterfields
Cost: 2 Support
Minimum Concentration (Y)
Concentration Effects
Stage 1: Con save or suffer 1d6 poison damage
Stage 2: Con save or suffer 3d6 poison damage
Stage 3: Con save or suffer 5d6 poison damage
Duration: N/A
Mimic Flesh
*Same as Copied Reagents
Difficulty (1♥)
Rarity: Very Rare
Region: The Mirror Pools
Harvested From: Doppelgangers and Mimics
Cost: N/A
Minimum Concentration: *Same as Copied Reagents
Concentration Effects
Mimic Flesh counts as one of every other reagent within the mixture in every way except for difficulty, which it maintains at (1♥).
Duration: *Same as Copied Reagents
Ulcerated Thorn
Imbibe, Contact, Aerosol
Difficulty (1♥)
Rarity: Common
Region: The Ulcerated Thicket
Cost: 2 Support
Minimum Concentration (N)
Concentration Effects
Stage 1: The creature must succeed on a constitution saving throw or be poisoned for the duration.
Stage 2: The creature must succeed on a constitution saving throw or be poisoned for the duration and suffer 2d8 poison damage, creatures that succeed take half damage.
Stage 3: The creature must succeed on a constitution saving throw or be poisoned for the duration and suffer 4d8 poison damage, creatures that succeed take half damage.
Duration
+2 10 mins
+1 1mins
Base 18sec
-1 12s
-2 6s
Wild Magic Infusion
Imbibe
Difficulty (2♥♥)
Rarity: Rare
Region: The Forest of Chaos
Cost: 5 Support
Minimum Concentration (N)
Concentration Effects
Stage 1: Causes a wild magic surge targeting the creature
Stage 2: The creature restores a spent lvl 1 spell slot if they have one. If they do not, they gain a breath weapon that is a 15ft cone that does 3d6 fire damage that can be used as a bonus action for the duration. Creatures make a Dex save for half damage.
Stage 3: The creature gains 2 temporary sorcery points, that can be used to either Quicken or Empower spells cast during the duration. Temporary sorcery points do not stack and are counted separate from any sorcery points a creature may already possess.
Duration
+2 1hr
+1 10mins
Base 1mins
-1 30s
-2 18s
Crystal Cluster
Contact
Difficulty (1♥)
Rarity: Common
Region: The Crystal Wake
Cost: 2 Support
Minimum Concentration (N)
Concentration Effects
Stage 1: Causes tremors to knock creatures that fail a Str save prone when the mixture is activated.
Stage 2: Crystal burrs attach to the creature, causing 2d4 slashing damage when activated and an additional 2d4 damage any time the creature moves more than 1ft in a turn without teleporting. A creature may make a str check as an action to remove the burrs.
Stage 3: The next time a creature suffers damage during the duration they are vulnerable to that source of damage, then the mixture’s duration ends.
Duration
+2 1hr
+1 10mins
Base 1mins
-1 30s
-2 18s
Sonic Stone
Contact
Difficulty (1♥)
Rarity: Common
Region: The Echo Cliffs
Cost: 2 Support
Minimum Concentration (N)
Concentration Effects
Stage 1: When crafting you may record a short message that repeats on activation either once or for the duration of the mixture.
Stage 2: Creates a thunderous boom that can be heard for several hundred feet, creatures must succeed a Con saving throw or take 2d8 thunder damage on activation, half as much on a Con saving throw.
Stage 3: Causes a shattering roar that deals 50 damage to any structure contacted
Duration
+2 1hr
+1 10mins
Base 1mins
-1 30s
-2 18s
Pungent Succulent
Imbibe, Aerisole
Difficulty (1♥)
Rarity: Uncommon
Region: The Acid Timberlands
Cost: 3 Support
Minimum Concentration (Y)
Concentration Effects
Stage 1: Creature must make a Con save at the start of their turn or spend their action retching. Creatures that successfully save two turns in a row end the effect
Stage 2: N/A
Stage 3: N/A
Duration
+2 2 mins
+1 1 min
Base 30 secs
-1 18 secs
-2 6 secs
Emberbloom
Imbibe, Aerisole
Difficulty (2♥)
Rarity: Rare
Region: The Crescent Wildlands after a large fire
Minimum Concentration (Y)
Concentration Effects
Stage 1: Creature gains Resistance to Cold
Stage 2: The creature can use a bonus action to exhale fire at a target within 30 feet of itself. The target must make a Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. The effect ends after the creature exhales the fire three times or once the duration is over.
Stage 3: The creature can use a bonus action to exhale fire in a 30 foot cone. Creatures in the cone must make a Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. The effect ends after the creature exhales the fire three times or once the duration is over.
Duration
+2 4 hours
+1 2 hours
Base 1 hour
-1 1 min
-2 18 secs
Rime Rose
Imbibe, Aerosol
Difficulty (1♥)
Rarity: Uncommon
Region: The Everwinter Grove
Minimum Concentration (Y)
Concentration Effects
Stage 1: Creature gains Resistance to fire damage
Stage 2: Creature gains 4d6 temp HP for the duration
Stage 3: Creature gains 4d6 temp Hp for the duration and deals 1d8 cold damage to any creature that attacks it within 5ft while the temp HP remains
Duration
+2 4 hours
+1 2 hours
Base 1 hour
-1 30 seconds
-2 18 seconds
Lightning Orchid
Contact, Aerosol
Difficulty (2♥♥)
Rarity: Rare
Region: A location struck repeatedly by lightning within the Crescent Wildlands over an extended period of time
Minimum Concentration (N)
Concentration Effects
Stage 1: The creature is Shocked taking 2d8 lightning damage and becoming unable to take reactions until it’s next turn.
Stage 2: The creature is Charged for the duration. Every melee or ranged weapon attack against a charged creature deals an additional 1d6 lightning damage
Stage 3: Sparks fly from the creature. For the duration each time the creature is struck by a melee or ranged weapon attack another creature that is not shocked or charged within 15ft becomes shocked and charged.
Duration
+2 10 mins
+1 1 min
Base 30 seconds
-1 18 seconds
-2 6 seconds
Crystal Shell Shard
Contact, Aerosol
Difficulty (1♥)
Rarity: Uncommon
Region: The Underdark
Minimum Concentration (Y)
Concentration Effects
Stage 1: The creature illuminates a space within 10ft with dim light
Stage 2: The creature must pass a wisdom saving throw or be Charmed by the mixture for the duration. While charmed the creature is incapacitated and has a speed of 0. Any damage to the creature or a full action by another creature will break the charm.
Stage 3: The creature may not benefit from invisibility and suffers a –10 to stealth checks. Invisible objects coated in the mixture are revealed.
Duration
+2 1 hour
+1 10 min
Base 1 min
-1 30 sec
-2 18 secs
Tentacle Spool
Contact
Difficulty (2♥♥)
Rarity: Rare
Region: The Underdark, The Sea Floor
Minimum Concentration (Y)
Concentration Effects
Stage 1: Creature must pass a strength saving throw or be Restrained for the duration. They or another creature within 5ft may take an action to repeat this saving throw on subsequent turns, ending the condition on a success. Huge or larger creatures have advantage on this saving throw.
Stage 2: While restrained the creature takes 3d8 poison damage at the start of its turn and every time it attempts to break the condition.
Stage 3: While restrained the creature is blinded, deafened, and silenced.
Duration
+2 1 hour
+1 10 min
Base 1 min
-1 30 secs
-2 18 secs