Open Alchemy

New options for crafting gear in the world's greatest roleplaying game
Heavy Inspiration

Heavy Inspiration has been taken from the City & Wild Guide by AeroDrake. Additionally, kudos to the Wizard School of Geometry for inspiration and mechanics. It can be found here: http://homebrewery.naturalcrit.com/share/SkwZBBxO-

Non-magical crafters

Many of the feats here will refer to your Spellcasting Ability Score. If you do not have a spellcasting ability, use intelligence instead.

Complex Mixtures

The Wilderness Survival Guide works for creating simple products, however, those who are proficient in the relevant are capable of creating more complex devices. When creating a mixture, use the element map seen below.

Element Maps

The drawing of an element map is part of the process an alchemist, herbalist or artificer must undertake when preparing their spells. When you have selected which spells you will prepare, draw a spell map according to the following rules:

  • Draw a node representing each the Element elements of the same type. The connections must form an unlooped chain with open ends, such that each element is connected to two others, except for the ends of the chain which are connected to only one. For example, for four elements, connect the nodes as follows: o-o-o-o.
  • Draw additional-line connections equal to your proficiency bonus (if you are proficient in the tools you are using).
  • Connections must not cross any other connections you have drawn.
  • If you are unable to draw a straight-line connection which fits these rules, you may have to re-configure your pattern of nodes. If it is not possible to draw a potential connection under these rules, you cannot benefit from that connection.

Complexity

Complex mixtures are not meant to be created mid-session in the same way that simple mixtures are. A complex mixture should be something discussed with your GM in between sessions whilst your characters are in some form of downtime. Complex mixtures are designed to be custom items that reward a player following a particular pursuit of craftings, such as a chef or golemancer.

Complex Mixtures

Tool-based mixtures

Depending on which tools you use to create a mixture, you may require different ingredients that create different effects:

Expanding Choices

Whilst these mixture lists are designed to work with that tool set, sometimes it may be suitable to change the lists around. For example, a turret made by tinker's tools might want to pick from the Woodcarver's Tools set.

Alchemists & Herbalists Supplies

These are the basic effects from the Wilderness Survival Guide, with a few modifications to fit the Complex Mixtures. Alchemy supplies can be used to make bombs, potions and weapon coatings.

Combination Effect
+ Heals 1d4 + 1.
+ Deals 1d4 lightning damage on contact. The damage is doubled if the target is wearing a metallic armor or a metallic weapon.
+ Deals 1d4 fire damage of contact. The damage is doubled if the target is wearing clothes, leather or something inflammable.
+ A series of small fragments are released and deals 1d4 piercing damage to all creatures in a 10-feet radius who failed a Dexterity saving throw.
+ When you chew this crystal you can breathe in places without oxygen for 1 minute.
+ A dense fog appears in a 15-feet sphere, blocking the vision for 1d4 turns.
+ On an impact, the targets are covered with a sticky gel. Any effect that deals fire, cold or lightning damage to them while covered in the gel occurs again at the start of each of their turns. A creature can try to remove the gel spending its action to make a Dexterity saving throw.
+ Releases slippery oil on the ground in a 10-feet area, and the creatures in the area must make a Dexterity saving throw. On a fail, the creature falls prone.
+ Deals 1d4 poison damage on contact and the creature must make a Constitution saving throw. On a failed save, the creature is poisoned for 1 minute.
+ Deals 1d6 force damage on contact.
+ A series of small ice shards are released from the bomb in a 5-feet radius. All creatures within range must make a Dexterity saving throw. On a failed save, the creature takes 1d4 cold damage.
+ A bright light explosion is released in a 10-feet sphere, and all creatures in the area must make a Dexterity saving throw or be blinded for 2 turns.
+ A soundwave that deals 1d4 thunder damage to all creatures within 10 feet. The affected creatures must make a Constitution saving throw or be deafened for 1d4 turns.
+ Deals 1d6 acid damage on contact.

Combination Effect
+ Deals 1d6 radiant damage on contact.
+ Deals 1d6 necrotic damage on contact.
+ You have resistance to bludgeoning, piercing or slashing damage for 1 minute (The damage type is chosen when the potion is created).
+ You have resistance to cold, fire or lightning damage for 1 minute (The damage type is chosen when the potion is created).

Tool Based Mixtures

Brewers & Cooks Utensils

These tools create items such as edible food and drinks, potions and vials.

Edibles. When you make a product with Brewers Tools or Cooks Utensils you do not require additional gold, but instead, add the effects to 1lb food or 1gallon of drink. A creature cannot gain the effects of more than one effect from an edible simultaneously.

Combination Effect
+ Heals 1d4 + 1.
+ Your Constitution score increases by 1 until your next short rest.
+ You cast Burning Hands once, the damage is reduced to 1d6 per target.
+ You grow a thin rocky layer to your skin, whilst it does your AC cannot be lower than 14.
+ Your Strength score increases by 1 until your next short rest.
+
+ You gain 1d6+1 temporary hit points until your next short rest.
+ You glow with bright light, as if Light had been cast on you for one minute and gain the ability to cast it for the duration.
+
+ Your Charisma score increases by 1 until your next short rest.
+ Your Wisdom score increases by 1 until your next short rest.
+ Your Intelligence score increases by 1 until your next short rest.
+
+

Combination Effect
+ Your next roll against the frightened condition is made with advantage.
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+ You grow crystalline shards out of your skin. The next attack or grapple against you causes the attacker to take d4 piercing damage.
+

Tool Based Mixtures

Calligraphers Tools

Using the language of magic, you can intricately draw sigils into any material. These sigils must be activated by yourself, or anyone else who understands the language you choose to write it in.

Combination Effect
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Combination Effect
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Tool Based Mixtures

Cartographers Tools (?)

Combination Effect
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Combination Effect
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Tool Based Mixtures

Cobbler's, Leatherworkers, Jewellers, Smiths & Weaver's Tools

These tools are capable of adding effects to worn clothing and items. Adding an effect to an item, then adding a new one will remove the previous one.

Cobbled Shoes. Cobbler's Tools are used to add these effects to shoes.

Weaved Cloth. Weaving Tools can be used to add these effects to light clothing (including armour underlays) and light armour.

Worked Leather. Leatherworker's Tools can be used to add these effects to Medium Armour and Shields.

Forged Metal. Smith's Tools are used to used to these effects to Heavy Armour.

Jewellery. Jewels will be set into rings, bracelets or necklaces (for example).

Combination Effect
+ You gain advantage on the next saving throw against fire and its environmental effects.
+ You gain advantage on the next saving throw against cold and its environmental effects.
+ The next attack against you causes the attacker to take d4 fire damage.
+ For one minute, your weight increases by 50lb, and you have advantage against being knocked prone. This effect triggers when you are moved against your will.
+ You gain a swim speed of 30ft for one minute. This effect triggers when the item touches any water.
+ The next attack against you causes the attacker to take d4 piercing damage.
+ The next non-magical bludgeoning, piercing or slashing (chosen at the time of crafting) attack against you is reduced
+ You gain the ability to breathe underwater for one minute. This effect triggers when water touches the item.
+ The next saving throw you make against the poisoned condition or a poison's effect, is made with advantage.
+ The next time you take damage from falling, reduce it by 2d6.
+ When you are first targeted by a ranged attack, this effect creates a floating shield in a space adjacent to you, which is 4ft by 4ft, has AC 10 and 5 hit points. Standing behind this shield grants you partial cover.
+ Your movement speed increases by 15ft this round. This effect triggers when your movement speed is decreased.
+ You become cloaked in shadow. The next Dexterity(Stealth) check you make has advantage.
+ The next attack against you causes the attacker to take d4 bludgeoning damage.
+ The next attack against you causes the attacker to take d4 psychic damage.
+ The next attack against you causes the attacker to take d4 necrotic damage.
+ Nourishing sap soaks into your skin. You regain one hit point at the beginning of the round, each round for one minute. This effect triggers after an attack deal damage to you.
+ Your AC increases by 1, and your movement speed decreases by 5ft this turn as rocky plating covers you. This effect lasts until an attack causes damage against you.

Tool Based Mixtures

Carpenter's & Masons Tools

Wooden and Stone walls. When you create an object with carpentry or masonry it takes the form of a wall (or similair) as large as 15ft wide and 6ft tall. Each section has an AC 16, 20 hit points and a damage threshold of 7.

Combination Effect
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Tool Based Mixtures

Embalmbing Tools

Animated Undead. When you create a gole, your maximum hitpoints decreases by the maximum hitpoints of the undead. This decrease remains until the undead is destroyed, at which point your hitpoint maximum increases back again but you do not regain those hitpoints back immediately. An undead has a crafting DC of 8 + 2x the amount of links. An undead has no base cost, however you will need access to one body for each one created.

Combination Effect
+
+
+ The undead's Intelligence score increases by 1.
+ The undead gains an additional hit dice, and its hitpoints increase accordingly.
+ One of the undead's senses increases by 30ft.
+
+ The undead gains a hover speed of 15ft. If it already has this, the swim speed increases by ft.
+ The Strength score of the undead increases by 1.
+ The undead's AC increases by 1 for every two of these links.
+ The undead's Dexterity score increases by 1.
+
+ The undead gains resistance to Cold, Fire or Lightning. The damage type is chosen when the undead is created.
+ The undead gains resistance to Bludgening, Piercing or Slashing damage. The damage type is chosen when the undead is created.
+ The undead's Constitution score increases by 1.
+ The undead's Wisdom score increases by 1.
+ The undead's Charisma score increases by 1.
+ The size category increases by one size, as does the hit dice. This requires as many of these as the maximum roll on the new hit dice.
+ The size category decreases by one size, as does the hit dice. This requires as many of these as the maximum roll on the new hit dice.

Medium Undead

Medium Undead, True Neutral


  • Armor Class 11
  • Hit Points (1d6 + 0)
  • Speed 25ft.

STR DEX CON INT WIS CHA
12 (+1) 8 (-1) 8 (-1) 6 (-2) 6(-2) 4 (-3)

  • Condition Immunities poisoned, charmed, parlyzed
  • Senses passive Perception 8
  • Languages One Language of Creator

Resilience. When the creature drops to zero hit points, it drops to one instead.

Actions

Slash. Melee Weapon Attack: -1 to hit, reach 5ft., one target. Hit 2 (1d4 - 1) slashing damage.

Tool Based Mixtures

Painter's Tools

Combination Effect
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Tool Based Mixtures

Poisoner's Kit

Poisoner's Tools are used to craft a wide variety of poisons from natural toxins. Refer to here (http://homebrewery.naturalcrit.com/share/SyZPQmz_Il) for rules on Poisons. All poisons deal half damage on a save, and have a DC of 13 by standard. Poisons will require at least one effect and one transmission.

Combination Effect
+ Dilutes the poison by one step.
+ Gains the Banetoxin feature. You must also add a piece of the creature which the Banetoxin is targeted to.
+ Increases potency by one step.
+
+ Gains the Aquatoxin feature.
+ Gains the Positoxin feature.
+ Gains the Venom feature
+ Gains the Contact transmission.
+ Deals 1d8 Poison damage on a failed save.
+ The target gains the poisoned condition
+ Deals 1d8 Cold damage on a failed save.
+ Gains the Inhaled transmission.
+ Deals 1d8 Psychic damage on a failed save.
+ Deals 1d8 Acid damage on a failed save.
+ Gains the Injury transmission.
+ Target gains a level of exhaustion on a failed save.
+ Gains the Ingested transmission.
+ Deals 1d8 Necrotic damage on a failed save.

Tool Based Mixtures

Potter's Tools

Potter's tools can be used to make the core of a golem, which can then be attached to a clay golem and powered.

Golems. When you create a golem, your maximum hitpoints decreases by the maximum hitpoints of the golem. This decrease remains until the golem is destroyed or deactivated, at which point your hitpoint maximum increases back again but you do not regain those hitpoints back immediately. A golem has a base cost of 50 + 2x the amount of links GP, and has a crafting DC of 8 + 2x the amount of links.

When you craft a golem its proficiency bonus matches yours. As you gain levels and increase your proficiency bonus, remember that your golem’s proficiency bonus improves as well, and is applied to the following areas: Armor Class, skills, saving throws, attack bonus, and damage rolls.


Small Clay Golem

Small Construct, True Neutral


  • Armor Class 11
  • Hit Points (1d6 + 0)
  • Speed 25ft.

STR DEX CON INT WIS CHA
8 (-1) 12 (+1) 8 (-1) 6 (-2) 6(-2) 4 (-3)

  • Condition Immunities poisoned, charmed, parlyzed
  • Senses passive Perception 8
  • Languages One Language of Creator

Regenerative Clay. When the golem takes damage, it gains temporary hit points equal to half the damage taken.

Actions

Slam. Melee Weapon Attack: -1 to hit, reach 5ft., one target. Hit 2 (1d4 - 1)

Combination Effect
+ The golem gains a swimming speed of 15ft. If it already has this, the swim speed increases by ft.
+ The Golem gains the ability to take the disengage action as a bonus action once per charge of nitor.
+ The Golem's Intelligence score increases by 1.
+ The Golem gains an additional hit dice, and its hitpoints increase accordingly.
+ One of the Golem senses increases by 30ft.
+ The Golem gains proficiency in one skill.
+ The golem gains a hover speed of 15ft. If it already has this, the swim speed increases by ft.
+ The Strength score of the golem increases by 1.
+ The Golem's AC increases by 1 for every two of these.
+ The Golem's Dexterity score increases by 1.
+ The Golem gains proficiency in one saving throw.
+ The Golem gains resistance to Cold, Fire or Lightning. The damage type is chosen when the golem is created.
+ The Golem gains resistance to Bludgening, Piercing or Slashing damage. The damage type is chosen when the golem is created.
+ The Golem's Constitution score increases by 1.
+ The Golem's Wisdom score increases by 1.
+ The Golem's Charisma score increases by 1.
+ The size category increases by one size, as does the hit dice. This requires as many of these as the maximum roll on the new hit dice.
+ The size category decreases by one size, as does the hit dice. This requires as many of these as half the maximum roll on the new hit dice.

Tool Based Mixtures

Tinker's Tools

Tinkered devices. can have a timer, or be attached to small constructs that follow the bearer. Each effect can be projected with a range of 20/40, but all must target the same spot.

Combination Effect
+
+ Deals 1d4 lightning damage on contact. The damage is doubled if the target is wearing a metallic armor or a metallic weapon.
+ Deals 1d4 fire damage on contact. The damage is doubled if the target is wearing clothes, leather or something inflammable.
+ A series of small fragments are released and deals 1d4 piercing damage to all creatures in a 10-feet radius who failed a Dexterity saving throw.
+
+ On an impact, the targets are covered with a sticky gel. Any effect that deals fire, cold or lightning damage to them while covered in the gel occurs again at the start of each of their turns. A creature can try to remove the gel spending its action to make a Dexterity saving throw (DC 10).
+ The target must succeed on a Constitution Saving throw (DC 13) or be paralyzed for one round, or until a succesfull attack strikes it.
+ A series of small ice shards are released from the device in a 5-feet radius. All creatures within range must make a Dexterity saving throw. On a failed save, the creature takes 1d4 cold damage.
+ Releases slippery oil on the ground in a 10-feet area, and the creatures in the area must make a Dexterity saving throw. On a fail, the creature falls prone.
+ Deals 1d4 Fire and 1d4 Thunder damage.
+ Deals 1d6 Force damage on contact.
+ Deals 1d6 Lightning damage.
+ Deals 1d6 Thunder damage.
+ Deals 1d6 Acid damage on contact.
+ Target must succeed on a Dexterity Saving Throw (DC 13) or be blinded for one round.
+ Target must succeed on an Intelligence Saving Throw (DC 13) or be deafened for one round.
+ The target must succeed on a Strength Saving throw (DC 13) or be restrained for one round.
+ Deals 1d6 Bludgeoning damage.

Tool Based Mixtures

Woodcarver's Tools

Totems. Woodcarvers create totems that - when placed as a bonus action - create a continuous localised effect. The effects are in a 10ft cylinder centred on the totem. Totems will burn out after one minute of use. Their effects are always applied at initiative step 1.

Combination Effect
+ Heals all creatures (excluding constructs and undead) within range d4-1 hitpoints.
+ Grants all creatures within range an extra 5ft of movement.
+ Creates a thick fog that obscures vision. This fog lasts d4-1 turns without the totem.
+ Grants all creatures (excluding constructs and undead) within range d4+1 temporary hitpoints.
+ Grants all creatures within range +1 AC.
+ Grants all undead creatures within range d6-1 temporary hitpoints.
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+ Deals 1d6 fire damage to the closest target.
+ Deals 1d6 radiant damage to the closest target.
+ Deals 1d6 necrotic damage to the closest target.
+ Deals 1d6 thunder damage to the closest target.
+ Forms a rocky outcroppings, causing the area to become difficult terrain.
+ Floating rocks obstruct the creatures inside, granting them partial cover against ranged attacks whilst within range.
+ When a creature attempting to move into the effect range must succeed on a strength saving throw or lose all movement this turn.

Tool Based Mixtures

New Ingredients

Spices
Ingredient Elements
Flurruce
Jugiosop
Mercy Grains
Becro Husk
Dragon Marjoram
Aco Bud
Sea Leaf
Sapphire Leaf
Sweet Aniseed
Pigments
Ingredient Elements
Flame-tongue Red
Pelor's Orange
Shimmering Yellow
Ooze Green
Arcanic Blue
Eldritch Purple
Chrome Green
Chrome Orange
Chrome Red
Chrome Yellow
Precious Gems
Ingredient Elements
Alexandrite
Amethyst
Aquamarine
Citrine
Diamond
Emerald
Garnet
Jade
Lapis Lazuli
Moonstone
Onyx
Rubellite
Topaz
Zircon

Metals
Ingredient Elements
Compounds & Solvents
Ingredient Elements
Aqua Fortis
Aqua Ragia
Aqua Regia
Aqua Tofani
Aqua Vitae
Brimstone Powder
Caustic Wood Alkali
Calomel
Cinnabar
Green Vitriol
Plumbago
Lunar Caustic
Lime Sulfur
Woods
Ingredient Elements
Fabrics
Ingredient Elements

New Ingredients

New Spells

NewSpells

New Feats

Cullinary Adept

PH Text.

Ability Score Increase. Increase your spellcasting ability by one.

Bulk Feast. When you create an edible with Brewer's Tools or Cook's Utensils, you may create a number of items equal to your spellcasting ability.

Cullinary Expert

PH Text.

Ability Score Increase. Your Dexterity score increases by one.

Inspiring Feast. Each time a creature gains one effect from an edible created by you, they gain a d4 inspiration die. They cannot gain more than one per day.

Cullinary Master

PH text

Ability Score Increase. Increase your spellcasting ability by one.

[PH].

Golemancy Adept

With hours of practice, your golems are now a cut above the rest.

Ability Score Increase. Increase your spellcasting ability by one.

Elemental Construct. When you create a golem you pick one of the following upgrades, based on the materials available to you:

Golemancy Expert

New research into the anima link between golems and yourself has allowed you to fortify it.

Ability Score Increase. Your Constitution score increases by one.

Fortified Anima. When you create a golem, you gain temporary hitpoints equal to half of its health. These hitpoints last until the golem is destroyed.

Golemancy Master

PH text

Ability Score Increase. Increase your spellcasting ability by one.

Durable Materials. For each closed loop in your blueprint, the golem gains an additional five hit points.

Tinkering Adept

PH text

Ability Score Increase. Your spellcasting ability increases by one.

Mana Capacitors. For each terminal in your blueprint, the device gains +1 to damage rolls.

Tinkering Expert

PH text

Tinkering Master

PH text

Ability Score Improvement. Your spellcasting ability increases by one.

Looping power source. For each closed loop in your blueprint, the device gains one additional use.

Emablming Adept

PH text

Ability Score Increase. Your spellcasting ability score increases by 1.

Practiced Necromancer. Any undead you create with embalmers tool's counts as an undead summoned by you for the purpose of class features.

Army of the Dead. When you make an Embalmers Tool Check to raise undead, on a success you raise a number of undead equal to your spellcasting ability.

Embalming Expert

A breakthrough in the understanding of the link between yourself and the animated undead allows you to regain some of your energy when the undead is slain.

Ability Score Increase. Your Constitution score increases by 1.

Soul Fragmentation. When an undead (which you have invested hitpoints into) is slain, you gain half the maximum hitpoints of that undead in temporary hitpoints.

Embalming Master

PH text

Ability Score Increase. Your spellcasting ability score increases by 1.

Amalgamator. When you create multiple identical undead, you may choose to form them together into a paragon creature. The creature gains the Paragon Fury

New Feats

Developer Notes

Complex Mixtures

Harder to create, but work with the feats to make more powerful items for those that follow a certain path.

Changelog

V0.6.0

  • Added Changelog, under which new changes will now be recorded.