Alchemy- Crafting

When players have downtime between, or even in the middle of campaigns, it will be the case from time to time that they will want to use their skills to create something, either for themselves, or to sell and turn a profit while they wait out their next big adventure. The rules here are designed to provide a more comprehensive method for crafting items, as well as provide the DM with some ability to more precisely gage the value of certain magical items they might provide to their players within their adventures.

This supplement will also detail option rules as to what materials a character might find, as well as how to find them and where. Many crafts interact with each-other, and as such, there is some overlap between different crafts where noted.

Alchemy?

Alchemy is the creation of blending natural elements in the world to create quasi-magical effects, such as restorative draughts and the like.

Some make the common misconception that Alchemists can brew -all- potions, when in reality, Brewers, Cooks, and Herbalists also make a variety of consumables that give effects.

Rules for Alchemy(and others)

In order to successfully craft an item, an Alchemist, Cook, Herbalist, or Brewer rolls his Tool Kit+ Intelligence, against a DC set by the Created Item DC+ Tools Modifiers.

One roll is usually all that is made for a single item. The final score may have varying results depending upon the Creator's Roll. Critical Successes and Critical Failures are both possible, and are detailed later in this supplement.

As a Character levels up they gain more access to the types of things they can craft, the types of tools they can use, and the types of hides and scales they can use.

Herbs, the primary ingredient in crafting consumables, are measured in Bundles.

Meat, and Blood are measured in units.

Addiction

Potions and their ingredients harness the natural world to create near magical effects. These substances are almost always highly addictive, similar to drugs, for the effects that they have on the body.

Used in moderation consumables are healthy, however, if a Character uses a consumable of the same type(Drinks two lesser healing potions, etc.) in a 24 hour period, they must make an addiction check.

An addiction check is a simple Constitution Check set by a DC determined by the consumable. Every addiction is different, and carries with it different side effects, as noted in their listings.

A player can be addicted to more than one consumable at a time.

Treating addiction is a long and arduous process. A player must be treated by an individual Proficient with the Medicine Skill. The Treating individual may roll one DC 18 Medicine Check a week, and must accumulate 7 successes before the Characters addiction is overcome. (This process costs 10 Training Points per week to attempt.).

Alchemy/Cooking/Brewing/Herbalism
Level Proficiency Bonus Features
1st +2 Gather Herbs, Novice Tools
2nd +2 Lesser Consumable
3rd +2
4th +2
5th +3 Apprentice Consumable, Apprentice Tools
6th +3
7th +3
8th +3
9th +4 Journeyman Consumable, Journeyman Tools
10th +4 Expert Technique
11th +4
12th +4
13th +5 Master Consumable, Master's Tools
14th +5
15th +5 Expert Technique
16th +5 Master Consumables
17th +6
18th +6
19th +6 Master Consumables
20th +6

Gathering

While anyone can gather herbs, it takes a special hand to gather alchemical herbs in a way that does not render them useless.

Gathering herbs requires a successful Survival check, set by a DC of 17. If you have proficiency with Herbalists kit double your proficiency bonus for this check.

Novice Tools

You are proficient with Basic Artisan Tools of your trade, whether they be Cooks, Alchemists, Brewers, or Herbalists.

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PART 5 | Alchemy

Lesser Consumable

You can craft a Lesser Consumable of the most basic type. Alchemists create Potions, Brewers create Brews, Cooks create Meals, and Herbalists create Pills.

The type of Consumable you can create is dependant upon your proficiency, not all Artisan tools can create all types of consumable. The types of consumable each tool can create will be listed underneath the description.

Apprentice Tools

At 5th level you have learned to use Steel Tools for your chosen profession.

Apprentice Consumable

You can craft a Apprentice Consumables, these are the type most often used by adventurers in the field. Alchemists create Potions, Brewers create Brews, Cooks create Meals, and Herbalists create Pills.

The type of Consumable you can create is dependant upon your proficiency, not all Artisan tools can create all types of consumable. The types of consumable each tool can create will be listed underneath the description.

Journeymans Tools

At 10th Level you can use Stabilized Artisan Tools for your chosen profession.

Journeyman Consumable

You can craft a Apprentice Consumables. These are rare powerful tinctures that rarely see use by adventurers, and most commoners didnt even think items like this could be created!

Alchemists create Potions, Brewers create Brews, Cooks create Meals, and Herbalists create Pills.

The type of Consumable you can create is dependant upon your proficiency, not all Artisan tools can create all types of consumable. The types of consumable each tool can create will be listed underneath the description.

Expert Technique

During your time as a crafter of Consumables you've developed special techniques that you can call all your own. Choose one of the following, you gain its benefits.

You can choose a second Technique at 15th level.

Mad Bomber The DC for crafting a 'Grenade' type item is reduced by 2.

In addition, double the range which you can throw any 'Grenade' type item.

Philospher's Stone(Alchemist only) This item allows an alchemist to add their Intelligence modifier to the healing they gain from potions, and the damage they do with potions.

Emperor's Feast (Cook only)Whenever you cook a meal during a Rest, make a DC 15 Cooking+Intelligence check. If you succeed, instead of rolling Hit Die, everyone gains back the maximum HP for their Hit Die.

Emperor's Feast can only be performed once per day.

Well Aged Brew(Brewer Only) When you craft a Brew, you may decide to 'Age' it. Aging a brew adds 1 Month(30 TP) to its crafting time.

Any brew that is 'Well Aged' may add half of its duration again to its total duration(i.e. 10 turns becomes 15 turns).

Half Pull You are so intimately familiar with consumables that you need not fumble with corks and wrappers.

When you use a 'Utility' consumable, you may chose to take only half. Doing so you cut the duration in half, but may use the other half later(with half duration as well).

Mixed Mixtures You've learned to alter your mixtures just enough that you can utilize different ingredients in them, but get the same effect!

If a consumable deals fire, acid, or cold damage you may substitute its damage type to one of the others instead.

Routine Creation You are so adept at crafting certain consumables that you can do so in less time.

Instead of rolling to create a Lesser Consumable, you may instead opt to double the time it takes to create the item(And TP) and automatically succeed in its creation.

Enriched Consumables Consumables you create with the 'Healing' tag grant your Intelligence modifier in Temporary Hit Points.

Mutable Consumables Your consumables dont look like they normally should. When creating a Consumable, you may choose to change the color, texture, flavor, and scent of the item.

Master's Tools

At 13th Level the Artisan is able to utilize rare, and powerful tools in their craft.

Diamond Tipped Tools are rare and powerful, and thus not often available to be purchased openly.

Master Consumables

You can craft a Master Consumables. These are ancient and powerful recipes that create Alchemical solutions rarely seen by the world.

Alchemists create Potions, Brewers create Brews, Cooks create Meals, and Herbalists create Pills.

The type of Consumable you can create is dependant upon your proficiency, not all Artisan tools can create all types of consumable. The types of consumable each tool can create will be listed underneath the description.

Upon learning Master Consumables you may learn One Recipe.

You learn a second Recipe at level 16, and a third at level 19.

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PART 5 | Alchemy

Tools of the Trade

An Artisans is only so good as his tools are. All Artisans use different tools, with Cooks, Brewers, Alchemists and Herbalists each using their own sets.

Better quality Tools allow an Enchanter to use higher quality materials, and assist in easier Enchanting of items.

Functionally, all Tool Sets have four Different variants, which are described below.

Artisan tools

A simple set of Basic Tools.

Cooks Tools Cook’s utensils include a metal pot, knives, forks, a stirring spoon, and a ladle.

Brewers Tools Brewer's supplies include a large glass jug, a quantity of hops, a siphon, and several feet of tubing.

Alchemists Tools Alchemist‘s supplies include glass beakers, a metal frame to hold a beaker in place over an open flame, a glass stirring rod, a small mortar and pestle, and a pouch of common alchemical ingredients, including salt, powdered iron, and purified water.

Herbalist Tools An herbalism kit includes pouches to store herbs, clippers and leather gloves for collecting plants, a mortar and pestle, and several glass jars.

DC Adjustment= 0

Cost to Purchase 8 SP

Steel Tools

A set of Artisan Tools made out of Reinforced materials, typically steel and higher quality wood.

Cooks Tools Steel pots and pans, and a variety of basic seasonings. Steel Tools typically come with better knives.

Brewers Tools An insulated glass jug, with refined copper piping and a second jug to collect excess steam, allowing more intoxicating brews to be crafted.

Alchemists Tools Reinforced and insulated beakers, copper stirring rods and better grind mortar and pestles.

Herbalist Tools Steel clippers, and an insulated bag.

DC Adjustment= -2

Cost to Purchase 100 SP

Stabilized Tools

Stabilized Tools are crafted out of Meteoric Iron, and rare woods.

Cooks Tools Refined Cooks tools, with a variety of specialized cook ware for various tasks.

Brewers Tools Seasoned brewing barrels, insulated copper steamers and tubing.

Alchemists Tools A greater assortment of beakers and bottles of varying shapes to better refine specific ingredients.

Herbalist Tools Razor sharp sheers, a pouch with indvidualized pockets for specific herbs.

DC Adjustment= -4

Cost to Purchase 1,000 SP

Diamond Tools

Diamond Tools are a pinnacle of perfection. Typically only owned by Grandmasters of a craft , a set of Diamond Tipped Tools is often worth killing for according to most.

Cooks Tools The highest grade cookware a Chef could ask for, razor sharp knives made out of Diamond that never dull.

Brewers Tools Alchemically purified and lined barrels, pressurized tubes and spouts.

Alchemists Tools Lead lined containers, the finest glass ware and diamond tipped grinding stones and stirrers.

Herbalist Tools Temperature neutralized pouches, and diamond bladed sheers, capable of slicing through the toughest of plants.

DC Adjustment= -6

Cost to Purchase May Not be Purchased.

Grenades

Various items created by Alchemists are considered 'Grenade' type weapons. Treat Grenades as Improvised Thrown weapons, with a range of 15/30 feet.

All about Herbs(and other things)

Herbs are the foundation of all consumables, wether mashed, boiled, or put through a variety of process to obtain the desired effects. Gathering herbs is a simple task, requiring a successful Survival check against DC 17. If you are proficient with the Herbalists kit, you may double your proficiency for this check.

While Herbs are the -main- ingredients in consumables, there are also other things commonly used, such as Tar, oils, salts and the like.

If successful on this check, roll 1d20 on the chart below to determine your results. Success grants 2 bundles of the Herb.

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PART 5 | Alchemy

Herbs
Roll Herbs Found
1-3 Stimulants
4 Speckled Mushrooms
5 Fennel Silk
6-10 Healing Herbs
11 Mineral Oil
12 Hydra Thistle
13 Milkweed Seed
14 Spineflower Berries
15 Tar
16 Blue Nettle
17 Wild Sageroot
18 Sulfur
19 Silver Lichen
20 Elemental Salts

In addition to Herbs, consumables often also use Blood and Meat, harvested from creatures.

In order to Harvest a creature, roll an Dexterity+ Survival check, against a DC of 16. If you fail you've ruined the carcass, and nothing can be retrieved. On a success you gain Bones, Servings of Meat(One serving is equivalent to one Ration), and Bundles of Hide(Or Scale) based on the creatures size. A successful check also allows you to harvest Blood in an equal amount of the Meat Harvested.

In addition, the Challenge rating of a creature determines the type of bone that it yields; Lesser, Minor, or Strong. Some specific creatures Bones have special properties, and are detailed below.

Types of Blood and Meat
Challenge Rating Hide Type Yielded
0-4 Lesser
5-9 Minor
10+ Strong

Small Creatures

Bundles of Bones Yielded 0

Servings of Meat and Blood Yielded 1

Bundles of Hide or Scale Yielded 1/2

Medium Creatures

Bundles of Bones Yielded 1

Servings of Meat and Blood Yielded 2

Bundles of Hide or Scale Yielded 1

Large Creatures

Bundles of Bones Yielded 2

Servings of Meat and Blood Yielded 3

Bundles of Hide or Scale Yielded 2

Huge Creatures

Bundles of Bones Yielded 4

Servings of Meat and Blood Yielded 6

Bundles of Hide or Scale Yielded 4

Gargantuan Creatures

Bundles of Bones Yielded 8

Servings of Meat and Blood Yielded 12

Bundles of Hide or Scale Yielded 8

Collosal Creatures

Bundles of Bones Yielded 16

Servings of Meat and Blood Yielded 24

Bundles of Hide or Scale Yielded 16

Materials

Stimulants

Stimulants covers a wide variety of plants, from Coffee Beans, Cacao, Poppy, Peppermint, Cinnamon, Cayenne, Ginko, Ginger and many, many others. These herbs are often used to enhance the strength of a potion.

Cost per Bundle 5 SP

Speckled Mushrooms

This large mushroom is often found growing in clusters near dead trees. It has a bold blue stem accompanied by a large red cap, speckled with blue drops that look like dripping paint.

Cost per Bundle 25 SP

Fennel Silk

Often mistaken for a spider’s web, this white web like plant grows amongst dark environments. It uses sharp hooked tendrils to help secure the edges of the plant to nearby rocks or plants. Adventurers that are adept in the use of Fennel Silk will recognize the many applications it has for protecting your extremities from harsh-low temperature environments.

Cost per Bundle

Healing Herbs

Healing Herbs come in many shapes and sizes, from Bloodleaf, a serrated leaf that grows in the far north with red edges, Peacebloom, a white flower similar to dandelions that grows in rolling plains and sunny areas, Elfroot, a pale green forested vine that has leaves shaped vaguely like an elf's pointed ears, and many others.

Healing Herbs are almost always used in healing potions and poultices.

Cost per Bundle 20 SP

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PART 5 | Alchemy

Mineral Oil

A variety of Oils found near mineral deposits, Mineral oil can be substituted for fat in creation of flammable oils, or used as lubricants or purgatives.

Cost per Bundle 30 SP

Hydra Thistle

Named for its appearance, this three-pronged blue and black flower is often found in dark and dank environments. When used alone, the thistle has no real beneficial effects, however Hydra Thistle can be used by a skilled craftsmen to bring out the effects of other herbs.

Cost per Bundle 75 SP

Milkweed Seeds

These small, white translucent seeds can be found when opening up a Milkweed Flower. They are often eaten by children due to their friendly look, but can cause negative digestive effects this way. When crushed up and diluted with other liquid these seeds are very helpful in countermanding the effects of poison

Cost per Bundle 20 SP

Spineflower Berries

Often found hanging amongst the bone-like flowers, this white berry can be harvested for use in many items. Spineflower Berries are often enhanced through various processes to create fragrant perfumes, or delicious meals.

Cost per Bundle 15 SP

Tar

Tar is a dark brown or black viscous liquid of hydrocarbons and free carbon, obtained from a wide variety of organic materials through destructive distillation. Tar can be produced from coal, wood, petroleum, or peat through various natural, or artificial processes. Tar is often used in glues and grenades.

Cost per Bundle 30 SP

Blue Nettle

With dark blue leaves and shiney silver thorns this plant can be easily spotted. It normally grows in forests and can catch a person’s feet when traveling if they do not have proper footing. Alchemists like to use this plant to create tonics that enhance one’s physical abilities.

Cost per Bundle 25 SP

Wild Sageroot

Thick, light pink roots, Wild Sageroot measure about 3 to 5 inches in length and have a smooth, fuzzy texture to them. They are used every day by skilled Artisans to infuse magic in certain Consumables.

Cost per Bundle 75 SP

Sulfur

A thin, yellow streaked Crystalline substance, Sulfur is one of the most abundant and ubiquitous elements in living things. It is present in organic materials throughout the universe. It can simultaneously be a nutrient, a pollutant, a raw material, and a contaminant.

Cost per Bundle 25 SP


Elemental Salts

Elemental Salts are small material deposits created by magical taint in the lands. Only starting to appear in the Lands of Lore since the arrival of magic, Elemental Salts are still being studied by Alchemists and Sages all across the land.

Cost per Bundle 15,000 SP

Silver Lichen

This silver and grey silky moss can be found growing amongst almost any substance as it seems to ignore environmental standards. Silver Lichen is known to effect the mind in a variety of ways, depending upon how it is processed.

Cost per Bundle 50 SP

Lesser Consumable

Basic Healing Consumable

Healing

The most basic of healing items, using this Consumable heals for 1d4+4 Damage.

When crafted by a Herbalist, this takes the form of a packet of healing herbs, placed directly against a wound.

Conversely, a Herbalist may craft a Potion, which is a faintly blue, see through liquid swirling with pieces of chopped herbs. It often leaves a faint tingle on the tongue.

Time to Craft 1 Week(10 TP)

Requires 2 Healing Herbs

Artisans that may CraftHerbalists

DC= 15

Additional Cost 10 SP

Addiction DC= 14

Addiction Effects When addicted to Basic Healing consumables, they are much more susceptible to pain. When wounded for more than 2 HP's, a Character must roll a Wisdom Check, DC 14 or use a Basic Healing Consumable if one if is available.

Antitoxin

Utility

A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs.

When crafted by either an Alchemist or an Herbalist this is a thick, milky white liquid with a bitter taste.

Time to Craft 1 Week(10 TP)

Requires 1 Milkweed Seed

Artisans that may Craft Herbalism, Alchemist

DC= 15

Additional Cost 10 SP

Addiction DC= 14

Addiction Effects When addicted to Antitoxin, the character is actually poisoned by Antitoxin whenver they take it instead.

Treat the character as having Poisoned status until the Poison is cured.

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PART 5 | Alchemy

Soap

Soaps are typically made of Fat, and scented to be used to clean a person, or other items. A Cook or alchemist can scent soap with any fragrant plant they desire, with spices and flowers being most common.

4 Bars of Soap are created per craft.

Time to Craft 1 Day (2 TP)

Requires 2 Servings of Meat

Artisans that may Craft Cook, Alchemist

DC= 12

Additional Cost 2 SP

Addiction DC= -

Addiction Effects One cannot be addicted to Soap

Perfume

Perfume is a fragrant liquid typically made from essential oils extracted from flowers and spices, used to impart a pleasant smell to one's body or clothes.

2 Bottles of Perfume are created per craft.

Time to Craft 2 Days(3 TP)

Requires 1 Mineral Oil

Artisans that may Craft Alchemist, Brewer

DC= 13

Additional Cost 5 SP

Addiction DC= -

Addiction Effects One cannot be addicted to Perfume.

Oil

Grenade

Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil.

If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil.

You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.

Time to Craft 2 Days(3 TP)

Requires 2 Mineral Oil

Artisans that may Craft Alchemist

DC= 14

Additional Cost -

Addiction DC= -

Addiction Effects One cannot be addicted to Oil.

Rations

Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

A Cook may craft 10 Rations in a day.

Time to Craft 1 Day(2 TP)

Requires 10 Meat

Artisans that may Craft Cook

DC= 10

Additional Cost 1 SP

Addiction DC= -

Addiction Effects One cannot be addicted to Rations.

Alchemical Charcoal

Alchemical Charcoal is created with a variety of common items, and often used in paints and inks.

2 Bars of Alchemical Charcoal are created with one craft.

Time to Craft 1 Day(2 TP)

Requires 1 Tar

Artisans that may Craft Alchemist

DC= 12

Additional Cost 2 SP

Addiction DC= -

Addiction Effects One cannot be addicted to Alchemical Charcoal.

Alcohol

Utility

The Brewer is capable of crafting a variety of Beers, Ales, Meads and Lagers. Most of these items use common ingredients such as barley and hops, though fruits and spices may be added for flavor.

1 Crafting of Alcohol is enough to make a Barrel, which is equal to 15 Servings.

Time to Craft 1 Week(10 TP)

Requires 5 Stimulants

Artisans that may Craft Brewer

DC= 13

Additional Cost 10 SP

Addiction DC= 10(+1 for every drink after the first within a 4 hour period.)

Addiction Effects Addiction to alcohol is marked with slurred speech, disjointed movement, and confusion. For every Day gone without imbibing Alcohol, the Character receives Disadvantage on Saving throws, attack rolls, and skill checks.

Tindertwig

The alchemical substance on the end of this small, wooden stick ignites when struck against a rough surface. Creating a flame with a tindertwig is much faster than creating a flame with Flint and Steel (or a magnifying glass) and tinder.

Lighting a torch or other item with a tindertwig is a Bonus Action (rather than an Action).

5 Tindertwigs are created per craft.

Time to Craft 2 Days(3 TP)

Requires 1 Tar, 1 Sulfur

Artisans that may Craft Alchemist

DC= 14

Additional Cost 2 SP

Addiction DC= -

Addiction Effects One cannot be addicted to Tindertwigs.

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PART 5 | Alchemy

Tanglefoot Bag

Grenade

A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances. When you throw a tanglefoot bag at a Creature (as a ranged attack with a range increment of 10 feet), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled Creature has disadvantage on Dexterity Saving throws, and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying Creature is not stuck to the floor, but it must make a DC 15 Dexterity save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater.

A Creature that is glued to the floor (or unable to fly) can break free by making a DC 15 Strength check or by dealing 5 points of Damage to the goo with a slashing weapon. A Creature trying to scrape goo off itself, may use an action, and all of its movement to gain freedom from the goo. Once free, the Creature can move (including flying) at half speed. The goo becomes brittle and fragile after 1d4 rounds, cracking apart and losing its effectiveness.

Time to Craft 1 Week(10 TP)

Requires 3 Tar

Artisans that may Craft Alchemist

DC= 15

Additional Cost 30 SP

Addiction DC= -

Addiction Effects One cannot be addicted to Tanglefoot Bags.

Light Potion

An Alchemical mixture of herbs and liquids in a clear glass bottle. When shaken violently as an Action, the potion glows with light for one hour. The bottle sheds bright blue light in a 20-foot radius and dim light for an additional 20 feet. Completely covering the object with something opaque blocks the light. It cannot be reused.

Often a Light Potion bottle comes with a hook on the cap to be attached to a belt or buckle.

Time to Craft 1 Week(10 TP)

Requires 1 Speckled Mushrooms, 1 Sulfur

Artisans that may Craft Alchemist

DC= 14

Additional Cost 2 SP

Addiction DC= -

Addiction Effects One cannot be addicted to Light Potions


Volatile Toxins

A volatile mixture of chemicals kept in a tightly corked bottle. When shaken and pointed at an enemy, the mixture inside of this bottle builds pressure until it bursts out.

This Action targets one creature, within 10 feet and projects a spray of toxic chemicals. The creature must succeed on a Constitution saving throw DC 13 or take 1d12 poison damage.

Time to Craft 1 Week(10 TP)

Requires 1 Milkweed, 1 Speckled Mushrooms, 1 Sulfur

Artisans that may Craft Alchemist

DC= 15

Additional Cost 30 SP

Addiction DC= -

Addiction Effects One cannot be addicted to Volatile Toxins

Lovers Morning

A common mixture of various herbs that prevents conception when ingested within 24 hours of sexual activity. If taken more than once a week the user risks complete sterility(50% chance).

A Lovers Morning crafted by an Alchemist is a dull Blue potion with red flecks in it, and tastes sweet, with a bitter after taste.

A Lovers Morning crafted by a Cook typically takes the form of a crumble cake, often with barries added to make it sweet, and cut the after taste.

A Lovers Morning crafted by a Brewer is usually included with some sort of mild alcohol to mask the flavors, and typically mixed with honey.

Time to Craft 1 day(2 TP)

Requires 2 Speckled Mushrooms, 1 Blue Nettle

Artisans that may Craft Alchemist, Cook, Brewer

DC= 15

Additional Cost 10 SP

Addiction DC= -

Addiction Effects One cannot be addicted to Lovers Morning.

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PART 5 | Alchemy

Apprentice Consumables

Acid

Grenade

As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial as a Grenade attack, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage.

Time to Craft 1 Week(10 TP)

Requires 2 Mineral Oil, 1 Sulfur

Artisans that may Craft Alchemy

DC= 16

Additional Cost 30 SP

Addiction DC= -

Addiction Effects One cannot be addicted to Acid.

Alchemist’s Fire

Grenade

This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask as a Grenade, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.

Time to Craft 1 Week(10 TP)

Requires 2 Sulfur, 1 Tar

Artisans that may Craft Alchemist

DC= 16

Additional Cost 30 SP

Addiction DC= -

Addiction Effects One cannot be addicted to Alchemist's Fire

Perfume of Bewitching

This tiny vial contains magic perfume, enough for one use. You can use an action to apply the perfume to yourself, and its effect lasts 1 hour. For the duration, you have advantage on all Charisma checks directed at humanoids of challenge rating 1 or lower. Those subjected to the perfume’s effect are not aware that they’ve been influenced by magic.

Time to Craft 2 Weeks(20 TP)

Requires 2 Silver Lichen, 2 Hydra Thistle

Artisans that may Craft Alchemist, Brewer

DC= 17

Additional Cost 75 SP

Addiction DC= -

Addiction Effects One cannot be addicted to Perfume of Bewitching.

Apprentices Healing Consumable

Healing

An Apprentices Healing Consumable may be used, as an action, to heal the character for 3d4+6 Damage.

Herbalists create an Apprentices Healing Poultice, a thick bundle of herbs applied directly to the wound.

Time to Craft 1 Month(30 TP)

Requires 3 Healing Herbs, 1 Hydra Thistle

Artisans that may Craft Herbalist

DC= 17

Additional Cost 150 SP

Addiction DC= 16

Addiction Effects When addicted to Apprentice Healing consumables, they are much more susceptible to pain. When wounded for more than 5 HP's, a Character must roll a Wisdom Check, DC 15 or use an Apprentice Healing Consumable if one if is available.

Oil of Slipperiness

This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it’s wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a freedom of movement spell for 8 hours.

Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the grease spell in that area for 8 hours.

Time to Craft 2 Weeks(20 TP)

Requires 3 Mineral Oil, 1 Wild Sageroot

Artisans that may Craft Alchemist

DC= 16

Additional Cost 50 SP

Addiction DC= -

Addiction Effects One cannot be addicted to Oil of Slipperiness.

Potion of Growth

Utility

When you drink this potion, The target’s size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category—from Medium to Large, for example. If there isn’t enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. The user also has advantage on Strength checks and Strength saving throws. The target’s weapons also grow to match its new size. While these weapons are enlarged, the target’s attacks with them deal 1d4 extra damage.

The red in the potion’s liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process. This liquid typically has a coppery flavor, and is not pleasant.

Brewers that craft this drink typically have it come in the form of a Dwarven Ale, with a harsh, earthy taste.

The effects of this potion last for 1 hour.

Time to Craft 1 Month(30 TP)

Requires 1 Speckled Mushroom, 2 Blue Nettle, 2 Wild Sageroot, 1 drop of Giants Blood

Artisans that may Craft Alchemist, Brewers

DC= 17

Additional Cost 75 SP

Addiction DC= 16

Addiction Effects Any time someone addicted to Potion of Giants Growth is not enlarged by the potion, their muscles atrophy. Count the character as having disadvantage on melee attack rolls, and strength saving throws and skill checks.

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PART 5 | Alchemy

Potion of Resistance

Utility

When you drink this potion, you gain resistance to one type of damage(Cold, Fire, Lightening, Sonic, Force, Radiant, or Necrotic) for 1 hour, determined by the creator when they craft it.

Alchemist created Potions of Resistance vary in color depending upon the element(Red for Fire, White for Cold, Yellow for Lightening, Clear for Sonic, Violet for Force, White with gold specks for Radiant, or Black for Necrotic), but typically all taste very similar, sweet with a cottony feel to the liquid that tickles the tongue.

Brewers often create Brews of Resistance with special names related to Places, such as Ice Peak Bay Beer(Cold Resistance), or Harkon Stout(Fire). These alcohols typically have a spicey flavor and are full, with thick heads.

Cooks most often create Cakes of Resistance, a simple cake filled with a cream that is simply sweetened, thickened Potion of Resistance.

Time to Craft 2 Weeks(20 TP)

Requires 2 Fennel Silk, 1 Wild Sageroot, 1 Hydra Thistle

Artisans that may Craft Alchemist, Brewers, Cooks

DC= 16

Additional Cost 75 SP

Addiction DC= 17

Addiction Effects Those addicted to Potions of resistance often suffer from mild hand tremors, and a sensitivity to the type of Potion of Resistance they are addicted to(The damage type). Treat a Player with addiction to Potion of Resistance as Vulnerable to that type of damage if they have not had that type of potion in the last 24 hours.

Hard Liquor

A Brewer is capable of crafting hard liquors, such as Whiskey, Vodka, Bourbon, Tequila and the like. These alcohols are quite strong, and often fetch a premium in price.

When a Brewer Crafts a Hard Liquor, they create a Barrel, enough liquor for 15 servings.

Time to Craft 1 Month(30 TP)

Requires 10 Stimulants, 1 Spineflower Berries

Artisans that may Craft Brewer

DC= 16

Additional Cost 30 SP

Addiction DC= 11(+1 for every drink after the second within a 4 hour period.)

Addiction Effects Addiction to Liquor is marked with slurred speech, disjointed movement, and confusion. For every Day gone without imbibing Liquor, the Character receives Disadvantage on Saving throws, attack rolls, and skill checks.

Bead of Refreshment

This spongy, flavorless, gelatinous bead dissolves in liquid, transforming up to a pint of the liquid into fresh, cold drinking water. The bead has no effect on magical liquids or harmful substances such as poison.

Time to Craft 1 Week(10 TP)

Requires 2 Spineflower Berries, 1 Blue Nettle

Artisans that may Craft Alchemist

DC= 16

Additional Cost 5 SP

Addiction DC= -

Addiction Effects One cannot be addicted to Beads of Refreshment.

Dust of Sneezing and Choking

Grenade

This item is detailed in the Dungeon Masters Guide.

Time to Craft 1 Month(30 TP)

Requires 2 Wild Sageroot, 2 Fennel Silk

Artisans that may Craft Alchemist

DC= 16

Additional Cost 75 SP

Addiction DC= -

Addiction Effects One cannot be addicted to Dust of Sneezing and Choking.

Potion of Climbing

This item is detailed in the Dungeon Masters Guide.

Time to Craft 1 Month(30 TP)

Requires 2 Speckled Mushrooms, 2 Blue Nettle

Artisans that may Craft Alchemist

DC= 16

Additional Cost 50 SP

Addiction DC= -

Addiction Effects One cannot be addicted to Potions of Climbing.

Potion of Fire Breath

This item is detailed in the Dungeon Masters Guide.

Dwarves have a special Brew called 'Delvins Spicey Whiskey' that has this same effect.

Time to Craft 1 Month(30 TP)

Requires 2 Sulfur, 2 Wild Sageroot, 1 Spineflower Berries

Artisans that may Craft Alchemy, Brewing

DC= 16

Additional Cost 75 SP

Addiction DC= -

Addiction Effects One cannot be addicted to Potions of Fire Breath.

Faerie Bomb

Grenade

This alchemical mixture consists of small bioluminescent spores that cling to a thin glue-like substance. When thrown, each object in a 5-foot cube within range is outlined in flickering red light. Any creature in the area also outlined in light if it fails a Dexterity saving throw DC 16.

For 10 turns objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.

Time to Craft 1 Month(30 TP)

Requires 1 Speckled Mushrooms, 1 Sulfur, 1 Mineral Oil

Artisans that may Craft Alchemist

DC= 16

Additional Cost 75 SP

Addiction DC= -

Addiction Effects One cannot be addicted to Faerie Bomb's

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PART 5 | Alchemy

Hero's Tonic

Utility

A Stimulant laden creation that fills user with bravery, or just amps them up with enough energy that they don't notice they're afraid. Until the effect ends, the creature is immune to being frightened and gains 1d6 temporary hit points the start of each of its turns. When the potions effects end, the target loses any remaining temporary hit points from this Tonic.

A Hero's Tonic lasts 10 Turns.

An Alchemist Hero's tonic is usually a sea-foam color, and thick with a frothy texture. It has a pleasant, sweet taste.

A Cook makes a Hero's Cake, a crisp pastry filled with sweet berry flavored filling.

Brewers are famed for their 'Champions Brew', a hard liquor with a fiery cinammon bite to it.

Time to Craft 1 Month(30 TP)

Requires 2 Blue Nettle, 3 Stimulants, 1 Silver Lichen

Artisans that may Craft Brewer, Alchemist, Cook

DC= 16

Additional Cost 150 SP

Addiction DC= 16

Addiction Effects Those addicted to Hero's tonic are often jittery and jumpy, their adrenal glands working overtime to try and compensate for the lack of artificial stimulation.

A character addicted to Hero's Tonic who has not had one in the last 24 hours has Disadvantage on saves against Fear and Fear Effects.

Laughing Gas

Grenade

Compressed Gas inside of a glass orb. You may throw a Laughing Gas Grenade at a creature of your choice that you can see. The Creature perceives everything as hilariously funny and falls into fits of laughter if the gas affects it.

The target must succeed on a Wisdom saving throw DC 14 or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected.

At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the effect.

Time to Craft 1 Month(30 TP)

Requires 2 Silver Lichen, 1 Hydra Thistle

Artisans that may Craft Alchemist

DC= 16

Additional Cost 75 SP

Addiction DC= 12

Addiction Effects Those addicted to laughing gas often fall into deep bouts of depression if they dont get a Daily Dose.

If a Character addicted to Laughing Gas has not been exposed in the last 24 hours they suffer Disadvantage on Wisdom Checks and Saving Throws.


Beetle Brew

Noone quite knows who first came up with the recipe for Bettle Brew, though it is often associated with gnomes and dwarves.

Anyone who drinks a Beetle Brew's eyes begin to shift, forming temporary crystals and facets that look similar to an insects(specifically a beetles). This effect lasts for 4 Hours. During this time, the Character gains Darkvision out to a range of 45 feet.

Beetle Brew is a pale ale with hints of citrus and tart notes.

Time to Craft 2 Weeks(20 TP)

Requires 3 Speckled Mushrooms, 1 Wild Sageroot, A handful of Beetles.

Artisans that may Craft Brewer

DC= 16

Additional Cost 50 SP

Addiction DC= -

Addiction Effects One cannot be addicted to Beetle Brew.

Sleep Powder

Grenade

A finely ground yellowish powder, when thrown as a grenade, it sends creatures into a magical slumber.

Roll 5d8; the total is how many hit points of creatures the Sleeping Powder can affect. Creatures within 10 feet of the grenade are affected in ascending order of their current hit points (ignoring unconscious creatures).

Starting with the creature that has the lowest current hit points, each creature affected by Sleeping Powder falls unconscious until the effect ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

Undead and creatures immune to being charmed aren’t affected by Sleeping Powder.

The sleep lasts for 1 Minute.

Time to Craft 1 Month(30 TP)

Requires 2 Silver Lichen, 1 Hydra Thistle

Artisans that may Craft Alchemist, Herbalist

DC= 16

Additional Cost 75 SP

Addiction DC= 14

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PART 5 | Alchemy

Addiction Effects Those addicted to Sleep Powder often use it medicinally to find sleep where they normally cannot.

While addicted to sleeping powder, roll a Constitution Saving Throw, DC 16 any time you attempt to take a Long Rest. If you succeed you are able to sleep through the night. If you fail you can find no helpful rest and gain a level of Exhaustion.

Flash Freeze

Grenade

A Flash Freeze is an Alchemical Mixture that explodes upon contact with air. The Flash Freeze instantly drops temperatures around it to sub-freezing, often causing frostbite.

Make a ranged Grenade attack, each creature within 5 feet of the point where the grenade exploded must succeed on a Dexterity saving throw DC 15 or take 2d6 cold damage, and suffer a -5 foot movement penalty until the start of it's next turn.

Time to Craft 1 Month(30 TP)

Requires 1 Fennel Silk, 2 Wild Sageroot, 1 Mineral Oil, 1 Stimulant

Artisans that may Craft Alchemist

DC= 16

Additional Cost 75 SP

Addiction DC= -

Addiction Effects One cannot be addicted to Flash Freeze.

Journeyman Consumables

Potion of Giant Strength

Utility

When you drink this potion, your Strength score changes to 23 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.

This potion’s transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. The potion of frost giant strength and the potion of stone giant strength have the same effect.

Time to Craft 3 Months(90 TP)

Requires 3 Hydra Thistle, 3 Blue Nettle, 1 Unit of Giants Blood

Artisans that may Craft Alchemist

DC=19

Additional Cost 500 SP

Addiction DC= 18

Addiction Effects When addicted to a Potion of Giants Strength, the Character's muscles atrophy if they have not had a Potion a Giant's Strength in the last 24 Hours.

Count the character as having disadvantage on melee attack rolls, and strength saving throws and skill checks.

Philter of Love

The next time you see a creature within 10 minutes after drinking this philter, you become charmed by that creature for 24 hours. If the creature is of a species and gender you are normally attracted to, you regard it as your true love while you are charmed.

This potion’s rose-hued, effervescent liquid tastes sweet and has heavy floral notes.

If a Character is charmed by a Philter of Love to the same person in this way for 10 days in a row, the effect is permanent.

Time to Craft 3 Months(90 TP)

Requires 2 Stimulants, 2 Silver Lichen, A handful of flower petals.

Artisans that may Craft Alchemist, Brewer

DC= 18

Additional Cost 500 SP

Addiction DC= -

Addiction Effects One cannot be addicted to Philter of Love.

Greater Heroism

Utility

For 1 hour after drinking it, you gain 15 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the bless spell (no concentration required).

When an Alchemist creates a Potion of Greater Heroism, it is a silver hued potion that bubbles and steams as if boiling.

A Cook will often great a 'Hero's Biscuit', a flakey tart flavored biscuit with candied Berries.

The Elves Brew a tart wine called Yallume Yilt, or 'The Last Dance' that carries this effect.

Time to Craft 3 Months(90 TP)

Requires 2 Spineflower Berries, 3 Blue Nettle

Artisans that may CraftBrewer, Alchemist, Cook

DC= 18

Additional Cost 500 SP

Addiction DC= -

Addiction Effects One cannot be addicted to a Greater Heroism Consumable.

Potion of Invisibility

This potion’s container looks empty but feels as though it holds liquid. When you drink it, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell.

Time to Craft 6 Months(180 TP)

Requires 1 Speckled Mushroom, 1 Mineral Oil, 1 Hydra Thistle, 1 Blue Nettle

Artisans that may Craft Alchemist

DC= 18

Additional Cost 1,000 SP

Addiction DC= 18

Addiction Effects Those addicted to Potions of Invisibility often find sections of their body fading in and out of view.

Needless to say, this is quite disturbing to onlookers, and the addict suffers Disadvantage on all Deception, Persuasion, and Bluff checks.

Potion of Water Breathing

Utility

You can breathe underwater for 1 hour after drinking this Consumable.

An alchemist creates a Potion of cloudy green fluid that smells of the sea and has a fishy taste.

A brew crafted by Humans of a long lost settlement created a 'Seafoam Stout', a slightly fishy flavored Stout that causes Gills to grow just behind the ears.

Time to Craft 3 Months(90 TP)

Requires 3 Speckled Mushrooms, 2 Blue Nettle, A fish of any type.

Artisans that may Craft Alchemist, Brewer

DC= 18

Additional Cost 500 SP

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PART 5 | Alchemy

Addiction DC= 14

Addiction Effects When one is addicted to Potions of Water Breathing they long for the sea.

A character may not gain any benefit from a Long Rest unless they are at least half submerged in water.

Dust of Dryness

This item is detailed in the Dungeon Masters Guide.

Time to Craft 3 Months(90 TP)

Requires 2 Wild Sageroot, 3 Tar

Artisans that may Craft Alchemist

DC= 18

Additional Cost 500 SP

Addiction DC= -

Addiction Effects One cannot be addicted to Dust of Dryness

Elixir of Health

Healing

This item is detailed in the Dungeon Masters Guide.

Time to Craft 3 Months(90 TP)

Requires 10 Healing Herbs, 2 Milkweed Seeds

Artisans that may Craft Herbalist

DC= 18

Additional Cost 500 SP

Addiction DC= -

Addiction Effects One cannot be addicted to Elixir's of Health.

Keoghtoms Ointment

Healing

This item is detailed in the Dungeon Masters Guide.

Time to Craft 6 Months(180 TP)

Requires 12 Healing Herbs, 2 Blue Nettle

Artisans that may Craft Alchemist, Cook

DC= 18

Additional Cost 1,500 SP

Addiction DC= -

Addiction Effects One cannot be addicted to Keoghtom's Ointment

Journeymans Healing Consumable

Healing

A Journeyman's Healing Potion heals for 7d4+12 Hit Points.

A Journeymans Healing potion is thick and muddy, and must often be gagged down due to it's foul taste.

Time to Craft 3 Months(90 TP)

Requires 12 Healing Herbs

Artisans that may Craft Herbalist

DC= 18

Additional Cost 1,000 SP

Addiction DC= 18

Addiction Effects Addiction to Journeyman's Healing Potions often involve symptoms such as anxiety, loss of bowel control, vomiting, sweats, and hot flashes.

If a Character is addicted to Journeyman's Healing Potions they gain only half HP's back from any source of healing.


Potion of Vitality

Healing

This item is detailed in the Dungeon Masters Guide.

Cooks often create 'Trail Tack', a hard tack with a dry, powdery flavor that has this effect.

The Iron Circle Brewers created an alcoholic form of this Consumable called the 'Eternal March', a sharp whiskey with an tart apple aftertaste.

Time to Craft 3 Months(90 TP)

Requires 4 Healing Herbs, 2 Blue Nettle, 2 Stimulants.

Artisans that may Craft Cook, Brewer, Alchemist

DC= 18

Additional Cost 750 SP

Addiction DC= 14

Addiction Effects Those addicted to Potions of Vitality often have trouble sleeping.

While addicted to Potion of Vitality, roll a Constitution Saving Throw, DC 16 any time you attempt to take a Long Rest. If you succeed you are able to sleep through the night. If you fail you can find no helpful rest and gain a level of Exhaustion.

Rain of Terror

Grenade

A devastating chemical compound that sends a mind directly into a flight response, A player may use a Rain of Terror as a Grenade attack. Each creature in a 15-foot radius must succeed on a Wisdom saving throw DC 16 or drop whatever it is holding and become frightened for the duration.

While frightened by this consumable, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw again. On a successful save, the effect ends for that creature.

The Fear effect lasts for 1 minute.

Time to Craft 6 Months(180 TP)

Requires 4 Silver Lichen, 2 Sulfur, 1 Mineral Oil

Artisans that may Craft Alchemist

DC= 18

Additional Cost 500 SP

Addiction DC= -

Addiction Effects One cannot be addicted to Rain of Terror.

Barkskin Potion

Utility

Those who consume a Barkskin Potion's skin takes on a rough, bark-like appearance, and the target’s AC can’t be less than 16, regardless of what kind of armor it is wearing.

This effect lasts 1 hour.

Halflings have developed a 'Bark Beer', which they often use to trick those unfamiliar with their playful customs.

Time to Craft 3 Months

Requires 4 Speckled Mushroom, 2 Spineflower Berries, A handful of wood shavings

Artisans that may Craft Alchemists, Brewers

DC= 18

Additional Cost 750 SP

Addiction DC= 15

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PART 5 | Alchemy

Addiction Effects Those addicted to Barkskin often have patches of wooden growth, twigs and leaves growing out of their skin.

Master Consumables

Potion of Speed

Utility

When you drink this potion, you gain the effect of the haste spell for 1 minute (no concentration required). The potion’s yellow fluid is streaked with black and swirls on its own.

Time to Craft 9 Months(270 TP)

Requires 10 Stimulant, 2 Blue Nettle, 1 Elemental Salt

Artisans that may Craft Alchemy

DC= 21

Additional Cost 2,000 SP

Addiction DC= 17

Addiction Effects Addicts of Potions of speed are jittery, and move with sharp, jerking motions. Eyes are typically wide and bloodshot, and they may find themselves running for no reason at times.

If a Potion of Speed addict has not had a Potion of Speed in the last 24 Hours, their movement speed is reduced by half.

Potion of Etherealness

This item is detailed in the Dungeon Masters Guide.

Time to Craft 1 Year(390 TP)

Requires 10 Wild Sageroot, 2 Elemental Salts

Artisans that may Craft Alchemist

DC= 21

Additional Cost 5,000 SP

Addiction DC= -

Addiction Effects One cannot be addicted to Potion of Etherealness.

Grand Healing Potion

Healing

A Grand Healing Potion heals its user for 15d4+15 Hit Points.

A Grand Healing Potion has a sickeningly sweet taste, and burns the tongue as it slides down ones throat. An Earthy black color, and sludge-like consistency makes it unpleasant to use.

Time to Craft 1 Year(390 TP)

Requires 20 Healing Herbs, 2 Elemental Salts

Artisans that may Craft Herbalist

DC= 21

Additional Cost 3,500 SP

Addiction DC= 20

Addiction Effects Addicts of Grand Healing Potions suffer a great number of side effects; Anemia, Tremors, Blurred Vision, Constipation, Pain, Fatigue, and Nausea all being the most common.

If a Character is addicted to Grand Healing Potions they gain only half HP's back from any source of healing.

Potion of Invulnerability

Utility

This item is detailed in the Dungeon Masters Guide.

Cooks create a hard, extremely sour candy filled with an amount of this potion.

The Grandmaster of the Iron Circle is known to favor a Heady Bourbon that has this effect.

Time to Craft 1 Year(390 TP)

Requires 10 Blue Nettle, 2 Fennel Silk, 2 Elemental Salt

Artisans that may Craft Alchemy, Brewing, Cooking

DC= 21

Additional Cost 3,500 SP

Addiction DC= 20

Addiction Effects Addiction to a Potion of Invulnerability causes the body to stiffen, taking a metallic hue.

An addict who has not had a Potion of Invulnerability in the last 24 hours has disadvantage on any strength or dexterity rolls they make, including attack rolls, Saving throws, and Skill Checks.

Potion of Longevity

This item is detailed in the Dungeon Masters Guide.

Foreign Monks from far away lands whisper of an alcohol called the '10,000 year Plum Wine' with a similar effect.

Time to Craft 1 Year(390 TP)

Requires 10 Elemental Salts

Artisans that may Craft Brewer, Alchemist

DC= 25

Additional Cost 10,000 SP

Addiction DC= -

Addiction Effects One cannot be addicted to Potion of Longevity.

Golden Blossoms Mixture

This mixture creates a barrel of dark green liquid, filled with sparkling golden flecks. If you spend 8 hours spreading this mixture, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.

Time to Craft 9 Months(270 TP)

Requires 10 Spineflower Berries, 5 Wild Sageroot, 2 Elemental Salts

Artisans that may Craft Alchemist

DC= 23

Additional Cost 5,000 SP

Addiction DC= -

Addiction Effects One cannot be addicted to a Golden Blossoms Mixture.

Monstrous Mutagen

A Monstrous Mutagen is a thick, green sludge that can be applied to insects. Choose up to up to ten centipedes, three spiders, five wasps, or one scorpion into giant versions of their natural forms for the duration. A centipede becomes a giant centipede, a spider becomes a giant spider, a wasp becomes a giant wasp, and a scorpion becomes a giant scorpion.

Each creature is friendly towards you, acting as if you were their leader, but cannot understand commands. In combat, they act on your turn each round and will defend you and themselves. The DM has the statistics for these creatures and resolves their actions and movement.

A creature remains in its giant size for 1d4 hours, or until it drops to 0 hit points.

A Second Application of the Monstrous Mutagen within the duration makes the effect Permanent.

Time to Craft 9 Months(270 TP)

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PART 5 | Alchemy

Requires 10 Speckled Mushrooms, 5 Elemental Salts

Artisans that may Craft Brewing, Alchemy

DC= 23

Additional Cost 5,000 SP

Addiction DC= -

Addiction Effects One cannot be addicted to

Gunpowder

Gunpowder, also known as black powder is an extremely powerful, and rare explosive, who's use has only recently been widespread in the Land of Lore.

While in its raw form Gunpowder is volatile, it is more often used in devices made by Engineers, such as siege bombs and firearms.

Each craft creates a Keg of Gunpowder.

Time to Craft 9 Months(270 TP)

Requires 20 Sulfur

Artisans that may Craft Alchemist

DC= 21

Additional Cost 150 SP

Addiction DC= -

Addiction Effects One cannot be addicted to Gunpowder.

Critical Success

A Natural 20 on a crafting roll creates a second item of the same crafted type.

Failure

On a Failure, but not a Natural 1, the item is created but there is no save for addiction when the consumable is consumed.

If a Natural 1 is rolled, no potion is created, and the items/ingredients used to make the potion are ruined.

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PART 5 | Alchemy