Potions and Poisons (Hyrule Supplement)

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Campaign Setting: Hyrule
World of Hyrule
Astrology
Divisions of the known universe
Geography
Hyrule
Akkala
Central Province
Eldin
Faron
Gerudo
Hebra
Lanaryu
Necluda
Ordona
The Forsaken
The Depths
Termina
Holodrum
Subrosia
Labrynna
Drablands
Islands of the Great Sea
Islands of the Sky
Religion
Gods of Hyrule, their worship, and how they influence the world
History
History of the Light World as known by Hyruleans
Player's Guide
Character Creation
Races
Common: deku scrubs, gerudo, gorons, hylians, and zora
Uncommon: anouki, kokiri, koroks, rito, skull kids, and tokay
Rare: lanayru desert robots, cobbles, kikwis, maiamai, minish, mogma, weapon spirits.
Classes
Fighter: brute, darknut, spellsword, sword savage, archer, tunic, hatamoto
Oathsworn: champion, conqueror, druidic, knight, forsworn
Opportunist: assassin, garo, mystic, skirmisher, instrumentalist, picaroon, survivor
Hunter: scamp, sellsword, shaman, shifter, slayer, stalker, sylvan
Researcher: occultist, technomancer, witch, wizzrobe
Sage: earth, fire, forest, light, shadow, spirit, water, wind, discord
Scion: dragon, fairy, mask, sword, poe, demon
Backgrounds & Languages
Feats
Spells
Equipment
Armor
Weapons
Adventuring Gear
Tools and Vehicles
Potions and Poisons
Mounts and Animals
Other Goods and Services
Downtime Activities
Dungeon Master's Guide
Bestiary
This world bears many monsters unique to it
Legendary NPCs
Figures of myth, history, and happenstance
Traps
Ruins, dungeons, and temples are littered with various hazards
Treasure
Marks of Prestige
Blessings
Epic Boons
Artifacts
Optional Rules
Exotic Races
Fragile Weapons
Optional Actions
Prestige Classes
Recovery Hearts
Targeted Attacks
Adventures
Quests, dungeons, and storylines ready for exploration
Tables
Tables for random generation of dungeons, encounters, treasure, etc.


Work In Progress


In Hyrule, poisons and potions are effectively magic items. This page summarizes common ones that are commonly available in markets, and could be feasibly crafted by anyone proficient in the appropriate tools. For less common and more powerful poisons and potions, see Magic Items (Hyrule Supplement).

Crafting Potions and Poisons[edit]

See crafting as a downtime activity.

Brewing a bottle of a potion requires proficiency in and access to an apothecary's kit. Brewing a vial of poison requires proficiency in and access to a poisoner's kit. Brewing either substance otherwise follows the same rules crafting any other magic item.

Poisons[edit]

Conventional poisons are uncommonly used in Hyrulean combat. Hornets, serpents, and other beasts can effectively administer venoms because they have natural weapons capable of injecting these poisons deep into their victims. By contrast, the smithed weapons used by Hyruleans are less effective for this purpose; at best a rapier or other piercing weapon can be coated with a poison before inflicting a wound, but this remains less effective that a snake's bite. This familiar kind of poison—which is applied to a weapon and has an almost immediate effect—is known as a 'combat poison.'

Poisons used outside of combat have a longer onset—typically 1 hour—and can usually only have an effect if they are ingested or injected.

Any dose of poison is about 1 ounce (or 30 mL), and is typically stored in a vial.

Combat Poisons[edit]

As an action, you can apply a combat poison to a weapon you are holding that deals piercing or slashing damage. If you damage a creature with this weapon, the poison is administered to that creature, and your weapon loses enough of the dose from its blade that it loses

You can use a vial of a lasting poison to coat one slashing or piercing weapon, or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition is subjected to the effect of the poison if it fails a Constitution save, with a DC determined by the poison itself. A lasting poison retains potency for 1 minute before drying; the weapon can administer its poison repeatedly in this span of time.

An instant poison retains its potency for up to 1 minute, or until it hits a creature for the first time, whichever comes first. A vial of an instant poison can be applied to no more than one piece of ammunition.

A weapon or piece of ammunition can only be coated with one poison at a time.

Name Rarity (Cost) Type DC Effect
basic poison Common (1,000 r) lasting DC 10 The target takes an extra 1d4 poison damage.
rope's kiss Uncommon (2,000 r) lasting DC 15 The target takes an extra 1d6 poison damage.
sluggish syrup Common (1,000 r) lasting DC 18 Until the start of the target's next turn, its speed is halved and it has disadvantage on initiative checks.

Other Poisons[edit]

...???

Potions[edit]

Although they can be expensive, potions are commonly brewed and used in Hyrule, especially compared to poisons. For nobles or wealthy adventurers, a healing potion is usually the first response to a deep wound or other serious injury. Explorers often use potions to help them endure bitter cold or arid heat, and knights are known to chug an empowering potion before a life-or-death battle.

Any dose of a potion is about a 0.5 ½ pint (or a 0.5 ¼ liter) and is typically stored in a bottle. Ingesting or administering a potion takes an action.

Healing Potions[edit]

The most famous form of potions are healing potions. These potions simply restore hit points, replenish magic points, or have similarly straightforward restorative effects.

Name Rarity (Cost) Effect when ingested
Healing Potion Common (500 r) Heals 2d4+2
Greater Healing Potion Uncommon (1000 r) Heals 4d4+4
Superior Healing Potion Rare (5000 r) Heals 8d4+8
Supreme Healing Potion Very Rare (13500 r) Heals 10d4+20
Stamina Potion Common (750 r) Recovers 1d4+2 Stamina points
Greater Stamina Potion Uncommon (1500 r) Recovers 2d4+4 Stamina points
Superior Stamina Potion Uncommon (5000 r) Recovers 3d4+6 Stamina points
Supreme Stamina Potion Uncommon (13500 r) Recovers 4d4+8 Stamina points
Potion of Magic Restoration Common (750 r) Replenish 1d4+2 magic points
Greater Potion of Magic Restoration Uncommon (1500 r) Replenish 2d4+4 magic points
Superior Potion of Magic Restoration Uncommon (5000 r) Replenish 3d4+6 magic points
Supreme Potion of Magic Restoration Uncommon (13500 r) Replenish 4d4+8 magic points

Duration Potions[edit]

Although less renowned, there are numerous potions which enhance physical or mental capabilities in a manner less obvious than healing. These potions are occasionally referred to as 'digestion potions,' as their effects last for about as long as they remain in one's stomach.

Any digestion potion has a specified duration. For example, a potion might have a duration of, 'digestion, up to 1 minute.' You can only digest on one of these potions at a time. If you ingest a second duration potion, the effect of any you previously ingested is overwritten, and ends as the new one begins.

Name Rarity (Cost) Duration Effect when ingested
Sneaky Potion Uncommon (1500 r) 1 min. You gain a +2 bonus to stealth checks
Greater Sneaky Potion Rare (3000 r) 3 min. You gain a +4 bonus to stealth checks
Superior Sneaky Potion Very Rare (5000 r) 5 min. You gain a +6 bonus to stealth checks
Hasty Potion Uncommon (1500 r) 1 min. You gain +5 walking speed
Greater Hasty Potion Rare (3000 r) 3 min. You gain +10 walking speed
Superior Hasty Potion Very Rare (5000 r) 5 min. You gain +15 walking speed
Hearty Potion Uncommon (1500 r) 1 min. You gain temporary hitpoints equal to your level

Other Potions[edit]

These potions do not fit into any of the above categories, due to their unique effects and/or durations

Name Rarity (Cost) Effect when ingested
poe soul Common (500 r) Restores health on an even roll of a d20, otherwise deals necrotic damage

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