Waywatcher Medicine

A Hard Pill to Swallow
Waywatchers must be self reliant to survive, but the harsh conditions they subject themselves to make it exceedingly difficult without magic. A slight cut could get infected and they could die the next day, the cough could end up including blood. Waywatcher medicine is incredibly effective, but dangerous to consume, and foul in taste and smell.

'''All Waywatcher Medicine Requires a DC 14 Con Save. This save is rolled with disadvantage until you have consumed at least 10 of them total, of any kind After that, the DC decreases by 1 every time you successfully use Waywatcher Medicines, which can be reduced to 0. If you don't succeed, you don't benefit from consumable, although few of them have a consequence for failure. 'You may only ingest a number of Waywatcher potions equal to your Constitution modifier per long rest, or the thick concentrations of alcohol and plant material that in some circumstances are ''toxic, will cause you to vomit.

Pale Salamander
At the beginning of your turn, you regain 1d4+1 hp for three turns. If out of combat, you may regain a hit die.

Nimble Mongoose
Anti-poison. You gain resistance to poison damage and immunity to the poisoned condition. Whether or not you successfully ingest it, you take 3d4 necrotic damage as the potion literally boils your blood and neutralizes any poisons of venoms in your bloodstream.

Stubborn Goat
Cures Disease. Poisoned for 3 days.

Salt Crab
Removes the paralyzed condition, but stuns for 2 rounds.

Diving Whale
You can hold your breath for twice as long, and gain 10ft of swim speed.

Charging Bear
You have advantage on Strength Saves, but disadvantage on Intelligence saves

Honey Badger
Advantage on Constitution saves, but disadvantage on Wisdom saves

Darting Hare
advantage on Dexterity saves but disadvantage on Wisdom saves

Cunning Crow
advantage on Intelligence saves, disadvantage on Strength saves

Gliding Owl
advantage on Wisdom saves, disadvantage on Constitution saves

Loyal Hound
advantage on Charisma saves, disadvantage on Constitution saves

Shadow Moon Purge
Cures Lycanthropy if used while turning. Cures vampirism if used within 8 hours of contracting it. Inflicts 5 exhaustion.

Frostnettle Salve
Resist fire, acid. Disadv on stealth. Weapon attacks deal 1d6 cold to you. Lasts 8 hours.

Rattlesnake
If you fail the Constitution save, you take 1d4 poison at the start of each of your turns. Immune to the poisoned condition, and whenever your are hit by a melee attack within 5ft, or a natural weapon, the attacker takes 1d6+2 acid damage.

Viper
You have thermographic vision. If you fail the Con save, you are poisoned. If you fail by 5 or more, you are instead blinded. This is a paste smeared into the eyes, and can be used one eye at a time.

Moonsilver Salve
An oil applied to weapons to treat them as silvered for 3 hours.