
TL;DR - I made a system for crafting potions and poisons for D&D, and I wanted to make it available for anyone who might find it useful.
**[Homebrewery Link](https://homebrewery.naturalcrit.com/share/UZIxpufoXmCv)**
Hey guys, I'm probably what you might call a career lurker. I don't generally post on any kind of site but I got really excited about this project.
I am not a super experienced player, I was making my second ever character for a new campaign and I really wanted to base it around them being on a journey to becoming a potions master. I didn't find much 5e guidance on how the mechanics of tool proficiencies worked, like herbalist kit, poisoner kit, smith tools, etc. so I started diving into some homebrew rules. It felt to me like a lot of the systems I was seeing were either way to intense or not deep enough for what I wanted and I kinda just obsessively hammered out a system over the last week that felt right.
I'll just bullet point some of the highlights and anyone interested can take a look at it from the link below.
- Addresses potions and poisons
- Foraging system - Results scale by DC. Higher rolls = multiple ingredients across rarities
- Progression tied to level - Crafting with different rarities is gated by proficiency bonus
- Crafted potions are weaker than official versions - doesn't make loot obsolete
- Simple 3 part Crafting system
- Base - healing/damage amount or effect duration
- Catalyst - doses created
- Reagent - effect type
- Brew duration scales with rarity
- New list of available poisons to craft
- The background images are from my imgur account, feel free to use.
I also printed it out and aged the paper which my DM was pretty excited about (see pictures). I'm going to try it out for this new campaign and see how it goes. Depending on how smoothly it fits into the game and if it gets some positive responses from the community I might try taking a stab at some other crafting systems.