Bath Potion
(crafting cost: 50 gp)
This frothy, lavender-scented elixir purges all dirt and grime from the drinker upon
consumption, leaving them immaculately clean. For the next 24 hours, their hair gleams,
their nails shine, and their breath carries a subtle fragrance of daisies and honey.
Aether-Purging: If the imbiber is afflicted by Aether Soaked, this potion immediately
neutralizes its effects.
Side Effect: For the duration, the drinker occasionally exhales tiny, iridescent bubbles that
drift lazily before popping.
Potion of Puddle Scrying
(crafting cost: 80 gp and a Water Crystal)
This potion contains a shimmering, silvery liquid that ripples as if touched by unseen
currents. When you drink it, your eyes become as clear as water for 10 minutes.
For the duration, when you open your eyes beneath aether, you can peer into the past,
witnessing events from the puddle’s perspective as they unfolded within the last 24 hours.
Over the course of 1 minute, you relive these moments as if you were just below the
aether’s surface in the same space your head occupies. However, you can only observe
events that occurred since the pool of aether first formed.
While scrying in this way, you are blind and deaf to your actual surroundings, lost in the
echoes of the past.
Vortex Elixir Potion
(crafting cost: 200 gp and a pint of Aether that has been affected by an Aetherstorm in the
last 2 hours)
This potion is effervescent and constantly swirls on its own. When you use an action to
drink this potion, a tempest of wind stirs around you. For the next 10 minutes, ranged
weapon attack rolls against you are made with disadvantage, and you can use a bonus
action on each of your turns to cause the wind to strengthen. When you do, the wind whips
into an instantaneous vortex that extends out from you in a 10-foot radius. Any other
creature within the vortex when it appears must succeed on a DC 13 Strength saving throw
or be thrown up to 20 feet away from you and knocked prone. If a thrown target strikes an
object, such as a wall or floor, the target takes 1d6 bludgeoning damage for every 10 feet it
was thrown. If the target is thrown at another creature, that creature must succeed on a
DC 13 Dexterity saving throw or take the same damage and be knocked prone.
Immediately after using this bonus action, you can fly up to 10 feet without provoking
opportunity attacks. If you are underwater, the vortex is water, instead of wind, but its
effects remain the same.
Bottled Talent Potion,
(crafting cost: 100 gp)
When you drink this potion, you gain proficiency with one skill, saving throw, or tool of your
choice for 24 hours. The glowing potion has a glimmering swirl at its center.
ALCHEMICAL ACID
(crafting cost: 45/80/160 gp Or ooze essence small/medium/large)
A small flask of burbling acid, a strange hissing green viscous liquid. It deals 4d4 acid
damage when poured on an object. Can be used as a simple ranged weapon with the
thrown (20/60)1 property, dealing 4d4 acid damage on hit. You do not add your modifier to
the damage roll.2
Acid
Damage
4d4
6d4
8d4
BOTTLED WIND
(crafting cost: 10 gp and a small or larger Air Mote)
As an action, you can open this casting gust without verbal or somatic components.
Alternatively, you can breathe from it, letting out only a little bit at a time, breathing
directly from the bottle, but each time you must make a DC 5 athletics check. On failure,
you cast gust as above and all the air is lost. You can get 10 minutes of breathable air from
one bottle.
STICKY GOOK
(crafting cost: 25 gp and Ooze essence)
When broken and exposed to air, it creates a very sticky rapidly expanding web like foam,
with the effect of the spell web centered on where the flask breaks. You can reliably throw
the flask to a target point within 30 feet, shattering it on impact.
FROST OIL
(crafting cost: 10 gp and Ice Mote of small and above)
As an action, you can coat a weapon in this oil, causing it freeze over, covered in icy
crystals. For 1 minute, the weapon deals an extra 1d6 cold damage on hit.
FLAMETONGUE OIL
(crafting cost: 25 gp and Fire Mote of Small and above)
As an action, you can coat a weapon in this oil and ignite it. For 1 minute, the ignited
weapon burns, dealing an extra 2d6 fire to attacks made with it, and providing bright light in
a 20-foot radius and dim light for an additional 20 feet
SHADOWSLICK OIL
(crafting cost: 25 gp and Shadow Isle Creature residue)
This inky, almost weightless oil seems to absorb light rather than reflect it. When applied to
a weapon or a suit of armor as an action, it grants the user an eerie, shadowed presence.
For 1 hour, the coated item becomes unnervingly silent—attacks made with a coated
weapon do not create noise, and a creature wearing coated armor has advantage on
Dexterity (Stealth) checks to move quietly.
Additionally, while standing in dim light or darkness, the user can take the Hide action as a
bonus action. Once applied, the oil evaporates into wisps of shadow when exposed to
direct sunlight.
IRONBARK OIL
(crafting cost: 15 gp and AetherPlant residue)
This thick, amber-colored oil has the scent of fresh pine and hardens almost instantly upon
contact with a surface. As an action, you can coat a suit of armor or a shield with this oil.
For the next 10 minutes, the treated item becomes as tough as ancient oak, granting the
wearer resistance to nonmagical bludgeoning damage.
Additionally, while the effect lasts, the armor or shield takes on a rough, bark-like texture,
and its wearer has advantage on Strength checks to resist being moved against their
will (such as from a shove or a push effect).
After 10 minutes, the hardened coating cracks and crumbles away, leaving no residue.
QUICKSILVER OIL
(crafting cost: 500 sp)
This shimmering, silvery oil flows like liquid mercury and seems to hum with latent energy.
As an action, you can coat a weapon, suit of armor, or a pair of boots with this oil. For 1
minute, the coated item becomes unnaturally light and responsive, granting one of the
following effects:
• Weapon: Attacks with the weapon gain +5 feet of reach as the weapon seems to
extend unnaturally in the wielder’s hands.
• Armor: The wearer gains advantage on Dexterity saving throws as the armor
moves with uncanny fluidity.
• Boots: The wearer’s movement speed increases by 10 feet, and they ignore
nonmagical difficult terrain.
Once the effect ends, the oil evaporates, leaving the item cool to the touch.
Burning Wound (Injury)
Poison, uncommon
Applied to a melee weapon or up to 5 pieces of ammunition. A creature subjected to this
poison must make a Constitution saving throw with a DC equal to the crafter’s Poison DC.
On failure, the target becomes poisoned for 1 minute. While poisoned this way, a creature
takes 1d6 fire damage at the end of each of its turns, and any hit points regained is reduced
by half. At the end of each of their turns, they can repeat the saving throw, ending the effect
on success.
Once applied, the poison retains potency for 1 minute before drying, and wears off of a
weapon after that weapon has delivered the effect 5 times.
Crawler Mucus (Contact)
Poison, uncommon
Applied to an object. The first creature that touches it must make a Constitution saving
throw with a DC equal to the crafter’s Poison DC or be Poisoned for 1 minute. The
Poisoned creature is Paralyzed. The creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success, after which the poison is rubbed
off.
Dizzying Touch (Contact)
Poison, common
Applied to an object. The first creature that touches it must make a Constitution saving
throw with a DC equal to the crafter's Poison DC. On failure, the creature becomes
poisoned for 1 minute. While poisoned in this way, they must succeed a Wisdom saving
throw at the end of each of their turns or fall prone.
Endless Dreams (Ingested)
Poison, legendary
Applied to food or beverage. A creature that consumes this poison must make a
Constitution saving throw with a DC equal to the crafter's Poison DC. On failure, the next
time the creature falls asleep they enter endless slumber in stasis. They do not wake and
can't be roused by any normal means. A creature sleeping in this way doesn't require food
or drink and doesn't age.
This effect can only be ended by greater restoration cast at 7th level or higher, or wish.
Essence of Ether (Inhaled)
Poison, rare
When released, this poison fills a 5-foot radius around the source. You can accurately
throw a vial of it (shattering on impact) at a point up to 30 feet away, or release it by other
means. A creature subjected to this poison must make a Constitution saving throw with a
DC equal to the crafter's Poison DC.
On failure, the creature becomes Poisoned for 8 hours. The Poisoned creature is
Unconscious. The creature wakes up if it takes damage or if another creature takes an
action to shake it awake.
If stored as powder, you can throw this powder 5 feet. If stored in a vial, you can throw 30
feet.
Fainting Fumes (Inhaled)
Poison, rare
When released, this poison fills a 10-foot radius around the source. You can accurately
throw a vial of it (shattering on impact) at a point up to 30 feet away, or release it by other
means. A creature subjected to this poison must make a Constitution saving throw with a
DC equal to the crafter's Poison DC. On failure, the target becomes poisoned for 1 hour. If
the saving throw fails by 5 or more, the creature is also unconscious while poisoned in
this way. The creature wakes up if it takes damage or if another creature takes an action to
shake it awake.
Grievous Injury Poison (Injury)
Poison, very rare
Applied to a melee weapon or up to 5 pieces of ammunition.
A creature subjected to this poison must make a Constitution saving throw with a DC equal
to the crafter's Poison DC, taking 6d6 poison damage on a failed save, or half as much
damage on a successful save.
Once applied, the poison retains potency for 1 minute before drying, and wears off of a
weapon after that weapon has delivered the effect 5 times.
Knockout Poison (Injury)
Poison, rare
Applied to a melee weapon or up to 5 pieces of ammunition. A creature subjected to this
poison must make a Constitution saving throw with a DC equal to the crafter’s Poison DC.
On failure, the target becomes poisoned for 1 hour. If the saving throw fails by 5 or more,
the creature is also unconscious while poisoned in this way. The creature wakes up if it
takes damage or if another creature takes an action to shake it awake.
Once applied, the poison retains potency for 1 minute before drying, and wears off of a
weapon after that weapon has delivered the effect 5 times.
Paralyzing Poison (Injury)
Poison, rare
Applied to a melee weapon or up to 5 pieces of ammunition. A creature subjected to this
poison must make a Constitution saving throw with a DC equal to the crafter’s Poison DC.
On failure, the target becomes poisoned for 1 minute. A creature is paralyzed while
poisoned this way. At the end of each of the creature's turns, it can repeat the saving
throw, ending the effect on success.
Once applied, the poison retains potency for 1 minute before drying, and wears off of a
weapon after that weapon has delivered the effect 5 times.
Malice (Inhaled)
Poison, rare
When released (by throwing powder or breaking a vial of it), this poison affects a 5-foot
radius from where it was released. A creature subjected to this poison must make a
Constitution saving throw with a DC equal to the crafter’s Poison DC.
On failure, the creature becomes poisoned for 1 hour. The poisoned creature is Blinded.
If stored as powder, you can throw this powder 5 feet. If stored in a vial, you can throw 20
feet.
Midnight Tears (Ingested)
Poison, uncommon
A creature that ingests this poison suffers no effect until the stroke of midnight. If the
poison has not been neutralized before then, the creature must succeed on a Constitution
saving throw with a DC equal to the crafter’s Poison DC, taking 31 (9d6) poison damage on
a failed save, or half as much damage on a successful one.
Old Reliable (Injury)
Poison, uncommon
Applied to a melee weapon or up to 5 pieces of ammunition. This poison is exceptionally
durable, lasting on a weapon for 1 hour and an unlimited number of hits during that time.
On hit, weapons with this poison applied deal 1d4 additional poison damage.
Potent Injury Poison (Injury)
Poison, uncommon
Applied to a melee weapon or up to 5 pieces of ammunition. A creature subjected to this
poison must make a Constitution saving throw with a DC equal to the crafter’s Poison DC.
On failure, they take 2d6 Poison damage and become Poisoned for 1 hour. At the end of a
poisoned creature's turn, it can repeat the saving throw, ending the condition on success.
Once applied, the poison retains potency for 1 minute before drying, and wears off of a
weapon after that weapon has delivered the effect 5 times.
Potent Inhaled Poison (Inhaled)
Poison, uncommon
When released, this poison fills a 10-foot radius around the source. You can accurately
throw a vial of it (shattering on impact) at a point up to 30 feet away, or release it by other
means. A creature subjected to this poison must make a Constitution saving throw with a
DC equal to the crafter’s Poison DC.
On failure, they take 2d4 Poison damage and become Poisoned for 1 hour. At the end of a
poisoned creature's turn, it can repeat the saving throw, ending the condition on success.
This effect lingers in the area it was released for 1d4 rounds. A strong wind will clear away
and disperse the poison. A creature that enters the area for the first time must save against
the poison.
Potent Contact Poison (Contact)
Poison, uncommon
Applied to an object. The first creature that touches that object after it is applied must
make a Constitution saving throw with a DC equal to the crafter’s Poison DC.
On failure, they take 4d4 Poison damage and become Poisoned for 1 hour. At the end of a
poisoned creature's turn, it can repeat the saving throw, ending the condition on success.
Potent Ingested Poison (Ingested)
Poison, uncommon
A creature subjected to this poison must make a Constitution saving throw with a DC equal
to the crafter’s Poison DC. On failure, they take 3d6 Poison damage and suffer the
poisoned condition for 1 hour.
Simple Ingested Poison (Ingested)
Poison, common
Applied to food or beverage. A creature that consumes this poison must make a
Constitution saving throw with a DC equal to the crafter’s Poison DC. On failure, they take
2d6 Poison damage and suffer the poisoned condition for 1 hour.
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Simple Injury Poison (Injury)
Poison, common
Applied to a melee weapon or up to 5 pieces of ammunition. A creature subjected to this
poison must succeed on a Constitution saving throw with a DC equal to the crafter's
Poison DC or take 2d4 Poison damage.
Once applied, the poison retains potency for 1 minute before drying and wears off a
weapon after that weapon has delivered the effect 5 times.
Simple Inhaled Poison (Inhaled)
Poison, common
When released, this poison fills a 10-foot radius around the source. You can accurately
throw a vial of it (shattering on impact) at a point up to 30 feet away or release it by other
means. A creature subjected to this poison must make a Constitution saving throw with a
DC equal to the crafter's Poison DC. On failure, they take 2d4 Poison damage.
Simple Contact Poison (Contact)
Poison, common
Applied to an object. The first creature that touches must make a Constitution saving
throw with a DC equal to the crafter’s Poison DC or take 2d4 Poison damage, after which
the poison is rubbed off.
Slow Death (Ingested)
Poison, very rare
Applied to food or beverage. A creature that consumes this poison begins to slowly die if
they aren't immune to poison. Each time that creature finishes a long rest, its hit point
maximum is reduced by 1. If the creature's hit point maximum is reduced to 0 by this
effect, it dies. While its hit points are less than half of its original maximum, it is poisoned.
This effect can be removed by effects that remove the poisoned condition and can only be
identified by magic or a DC 15 Wisdom (Medicine) check.
If a creature is cured, it regains its lost hit points after it finishes a long rest.
Veins of Tar (Ingested)
Poison, rare
Applied to food or beverage. A creature that consumes this poison must make a
Constitution saving throw with a DC equal to the crafter's Poison DC. On failure, they are
under the effect of the slow spell for 8 hours. This effect can be removed by effects that
remove poison.
Whispers of Madness (Contact)
Poison, rare
Applied to an object. The first creature that touches must make a Constitution saving
throw with a DC equal to the crafter’s Poison DC. On failure, the character becomes
poisoned for 10 minutes and rolls on the short-term madness table. They are under the
effect of the rolled madness while poisoned.
Withering Soul (Injury)
Poison, uncommon
Applied to a melee weapon or up to 5 pieces of ammunition. A creature subjected to this
poison must make a Constitution saving throw with a DC equal to the crafter’s Poison DC.
On failure, they become Poisoned for 1 minute. While poisoned in this way, a creature
takes 1d4 necrotic damage at the start of their turn and is under the effect of bane. At the
end of a poisoned creature's turn, it can repeat the saving throw, ending the condition on
success.
Once applied, the poison retains potency for 1 minute before drying and wears off a
weapon after that weapon has delivered the effect 5 times.
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