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## Alchemist's Supplies
Alchemy is the skill of exploiting unique properties of certain plants, minerals, and creature parts, combining them to produce fantastic substances. This allows even non-spellcasters to mimic minor magical effects. This set of equipment includes beakers, mixing and measuring containers, and a miscellany of chemicals necessary for alchemical crafting. Proficiency with these tools allows you to extract the alchemical elements from various ingredients, and allows you to add your proficiency bonus to any ability checks you make to craft items with them.

### Foraging Ingredients
Make an Intelligence (Nature) check, adding your proficiency in alchemist's tools to the check if you are not proficient in the Nature skill, with a DC based on your method of searching as per the table below. Each foraging attempt takes 1 hour of time with the availability of ingredients in the area determined by the DM.

<div style='margin-top:5px'></div>

| DC | Method of Search 
|:---|:-------------
| **10** | Dedicated search without traveling
| **15** | Traveling at a slow or stealthy pace 
| **18** | Traveling at a normal pace 
| **21** | Traveling at a fast pace

On a failure, you find nothing. On a success, you recover one ingredient, first rolling on the Common Ingredients table. If you roll an 11 or 12, reroll on the Special Ingredients table.

Additionally, ingredients can be harvested from dead or incapacitated creatures at the DM's discretion. Harvesting requires 1d6 minutes followed by a DC 20 Intelligence (Nature) check to harvest a usable ingredient. Should you fail this check, you are unable to extract any ingredients.

### Crafting from Alchemical Recipes
There are four primary essences that can be extracted from potent herbs, fungus, or animal parts for use as alchemical components: <earthEl></earthEl>**earth**, <waterEl></waterEl>**water**, <airEl></airEl>**air**, and <fireEl></fireEl>**fire**.  Additionally, some rare ingredients harbor one of two forms of energy, <positiveEl></positiveEl>**positive** and <negativeEl></negativeEl>**negative**, which can be used to further enhance your creations. The Alchemical Recipes section lists several formulas well-known to most alchemists, denoting the type and quantity of each alchemical essence needed to craft an object.  Any selection of raw ingredients can be used to complete the recipe, as long as the correct combination of elements is met.

Alchemy requires 4 hours of uninterrupted work per 25 gp value of the item being crafted. At the end of each 4-hour period, an Intelligence check is made using your alchemist's supplies proficiency, with a DC of 6 plus 2 for every raw ingredient used.  As such, higher-quality ingredients containing more elements will result in a lower DC. On a successful Intelligence crafting check, 25 gp of progress is made toward creating the item. On a failure, no progress is made and all used ingredients are lost.

Any item with a total value of 25 gp or less may be crafted in the field. Otherwise, crafting must be done in a safe workshop environment such as a room at an inn.

```
```
##### Common Ingredients
<div style='margin-top:0px'></div>

| d12 | Ingredient | Element |
|:---|:-----------:|:---------|
| **1, 2**  | Rockvine | <earthEl></earthEl> |
| **3, 4**  | Amanita Cap | <waterEl></waterEl> |
| **5, 6**  | Fennel Silk | <airEl></airEl> |
| **7, 8**  | Lightningbug Thorax | <fireEl></fireEl> |
| **9**     | Radiant Synthseed | <positiveEl></positiveEl> |
| **10**    | Voidroot | <negativeEl></negativeEl> |
| **11,12** | Roll on Special Ingredient table | - |

##### Special Ingredients
<div style='margin-top:0px'></div>

| d8 | Ingredient | Element |
|:---|:-----------:|:---------|
| **1** | Ironwood Heart | <earthEl></earthEl>+<earthEl></earthEl> |
| **2** | Hydrathistle | <waterEl></waterEl>+<waterEl></waterEl> |
| **3** | Wisp Stalks | <airEl></airEl>+<airEl></airEl> |
| **4** | Drakus Flower | <fireEl></fireEl>+<fireEl></fireEl> |
| **5** | Frozen Seedlings | <earthEl></earthEl>+<waterEl></waterEl> |
| **6** | Blue Toadshade | <waterEl></waterEl>+<airEl></airEl> |
| **7** | Luminous Cap Dust | <airEl></airEl>+<fireEl></fireEl> |
| **8** | Wrackwort Bulbs | <fireEl></fireEl>+<earthEl></earthEl> |

<div style='margin-top:-0px'></div>

### Custom Alchemical Bombs
Each alchemical element has useful properties that can harnessed to deadly effect. The General Alchemical Effects table lists these properties which may be combined into a single flask of volatile liquid, to be unleashed by throwing the flask up to 20 feet as a ranged attack, shattering it, and releasing its contents in a 5-foot area. Up to 6 ingredients can be combined in this way, with a total value of 10 gp plus 15 gp per effect beyond the first selected below. Crafting follows the same steps as those in the Crafting from Alchemical Recipes section.

##### General Alchemical Effects
<div style='margin-top:0px'></div>

| Elements | Effect      |
|:---------|-----------|
| <earthEl></earthEl>+<earthEl></earthEl> | Throw shrapnel dealing 1d4 piercing damage to other creatures within 10 feet of impact.  |
| <waterEl></waterEl>+<waterEl></waterEl> | Release slippery oil on the ground. Creatures failing a DC 10 Dexterity save fall prone. |
| <airEl></airEl>+<airEl></airEl> | Deal 1d4 lightning damage on contact. Double damage to targets touching metal.|
| <fireEl></fireEl>+<fireEl></fireEl> | Deal 1d4 fire damage on hit. Lasts 2 rounds. |
| <earthEl></earthEl>+<waterEl></waterEl> | Release gel that sticks to target.  Each round, any damage effects continue to deal 1 damage each until an action is used to remove the gel with a DC 10 Dexterity check.| |
| <waterEl></waterEl>+<airEl></airEl> | Deal 1d4 cold damage on contact. Reduce target speed by 15 feet for next round.|
| <airEl></airEl>+<fireEl></fireEl> | Fill a 10-foot cube with mist for 1d4 rounds. Until it dissipates, any damage effects repeat each round for creatures remaining within. |
| <fireEl></fireEl>+<earthEl></earthEl> | Deal 1d6 acid damage on contact. |
| <positiveEl></positiveEl> | Double number of all damage dice. |
| <negativeEl></negativeEl> | Increase radius of all effects by 5 feet. |


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<div class='footnote' style="width:300px; position:absolute; top:1100px;">ALCHEMIST'S TOOLS | Rules by /u/calculuschild </div>
<div class='footnote'
  style='text-align:left; position:absolute; top:1100px; left:56px; width:900px;'> ART: Master Alchemist by Mind Juice Media Inc.</div>

\page

### Alchemical Recipes

<p>***Acid (25 gp)*** <earthEl></earthEl>x1 <fireEl></fireEl>x1 <positiveEl></positiveEl>x1 . As a ranged attack, you can throw this vial up to 20 feet, shattering it on impact. On a hit, the target takes 2d6 acid damage.

***Alchemist's Fire (50 gp)*** <fireEl></fireEl>x2 <earthEl></earthEl>x1 <waterEl></waterEl>x1 <positiveEl></positiveEl>x1 . This sticky, adhesive fluid ignites when exposed to air. As a ranged attack, you can throw this flask up to 20 feet, shattering it on impact. 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.

***Alchemist's Frost (50 gp)*** <waterEl></waterEl>x2 <airEl></airEl>x2 <positiveEl></positiveEl> . This glittering, misty fluid flash-freezes when exposed to air. As a ranged attack, you can throw this flask up to 20 feet, shattering it on impact. On a hit, the target takes 4d4 cold damage, or half that damage on a miss due to splash. For the next minute following a hit, all of the target's speeds are reduced by 15 feet and any bonuses to speed are suppressed. A creature may end the effect by using its action to successfully make a DC 10 Strength check.

***Alchemist’s Spark (50 gp)*** <airEl></airEl>x4 <negativeEl></negativeEl>x1 . A flask of alchemist’s spark is actually a double-chambered bottle of normally inert alchemical substances. As a ranged attack, you can throw it up to 20 feet, shattering it on impact. When it hits a target, the double-vial is broken and the two substances mix in an alchemical reaction that produces a powerful electrical discharge, causing the target to take 3d4 lightning damage. Also on a hit, all other creatures within 5 feet of the target take the same amount of damage, or half as much on a successful DC 10 Dexterity saving throw. Creatures wearing armor or wielding weapons made of metal have disadvantage on the save.

***Breath Bottle (20 gp)*** <airEl></airEl>x3 . This oversized bottle contains a spongy alchemical substance in which a quantity of concentrated breathable air has been dissolved. Useable underwater (if the depth is less than 30 feet) or in any other environment that lacks breathable air, a character can unstopper this bottle and suck clean, fresh air out, enabling her to breathe directly and continuously from the bottle for up to 10 rounds, after which the bottle’s supply is exhausted. The bottle can be re-stoppered to save unused air – it need not be used all at once.

***Dust of Dryness, 3 doses (60 gp)*** <earthEl></earthEl>x3 <negativeEl></negativeEl>x2 . You can use an action to sprinkle a pinch of of dust from this small pouch over water, shrinking a cube of water 15 feet on a side into one marble-sized pellet, which floats or rests near where the dust was sprinkled. The pellet’s weight is negligible.  Someone can use an action to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed. Doing so ends that pellet’s magic. An elemental composed mostly of water that is exposed to a pinch of the dust must make a DC 13 Constitution saving throw, taking 10d6 necrotic damage on a failed save, or half as much damage on a successful one.

***Firesnuff (10 gp)*** <fireEl></fireEl>x1 <negativeEl></negativeEl>x1 . This ashen powder, when cast upon a small fire such as a lit torch or a small campfire automatically puts it out. It also puts out alchemists fire with one application. A character who is on fire can have his flames immediately extinguished by casting a dose of firesnuff upon himself. In addition, firesnuff can injure fire elementals, causing them 1d8 damage if hit with a melee attack. Firesnuff has no effect on lava or magma based creatures, or ones that are merely hot rather than flaming.

<br><br><br><br><br><br><br><br><br><br>

<p>***Flash Pellet (25 gp)*** <fireEl></fireEl>x2 <positiveEl></positiveEl>x1 .  This tiny, brittle object is often disguised as a button or other decoration. You can throw a flash pellet up to 10 feet. When thrown against a hard surface, it bursts with a bright flash. All creatures within 5 feet must make a DC 15 Constitution check or be blinded for one round.

***Instant Rope (75 gp)*** <earthEl></earthEl>x2 <waterEl></waterEl>x2 <negativeEl></negativeEl>x1 . A large waterskin bladder filled with a pudding like blue substance that hardens into a high quality rope one minute after being exposed to air, and then disintergrates into a fine powder 2 hours later. Instant rope has 8hps per strand and can be burst with a DC 20 Strength check. Each pouch holds enough material to make 300ft of rope.

***Melt Powder (25 gp)*** <earthEl></earthEl>x1 <fireEl></fireEl>x2 . Melts up to 1 cubic foot of ice, or 1 inch deep 10 ft square area. Hazardous to creatures made of ice, causing 2d6 acid damage if ingested, with DC 13 Constitution save for half damage, bitter tasting but harmless to everyone else.

***Night Eyes (25 gp)*** <waterEl></waterEl>x1 <fireEl></fireEl>x1 <negativeEl></negativeEl>x1 . Thick greasy substance that takes a full round to apply to the naked eye and grants darkvision vision of 60 feet for 10 minutes. The eyes become unnaturally sensitive to light for the duration. Bright sources of light cause disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.

***Noxious Smokestick (40 gp)*** <airEl></airEl>x2 <fireEl></fireEl>x2 <negativeEl></negativeEl>x1 . A variation of the common smokestick, this item spews forth a cloud of extremely foul-smelling smoke. Along with the obscuring effects of a smokestick, it causes nausea in all creatures in range who fail a DC 15 Constitution check, effectively incapacitating them while the smoke remains.

***Smokestick (20 gp)*** <airEl></airEl>x2 <fireEl></fireEl>x1 . This alchemically treated wooden stick instantly creates thick, opaque smoke when ignited. The smoke fills a 10-foot cube making the area heavily obscured. The stick is consumed after 1 round, at which time the smoke dissipates naturally.

***Snappowder, 5 doses (25gp)*** <earthEl></earthEl>x2 <positiveEl></positiveEl>x1 . One dose of this semi-colourless powder covers a 5 ft x 5 ft area. Any creature weighing more than 20 lbs. that steps on it sets off tiny harmless explosives with a snapping sound and a tiny flash of light. The effect lets you hear creatures sneaking up on you and automatically locate the square where a moving creature is, even if it is invisible or concealed by darkness. Creatures standing perfectly still can’t be detected. The strewn powder can be detected with a DC 18 Wisdom (Perception) check. It can be swept up without setting it off.

***Tanglefoot Bag (50 gp)*** <earthEl></earthEl>x2 <waterEl></waterEl>x2 .  This fragile canvas sack contains coiled strands of fibrous goo that expand and become sticky when exposed to air. As an action, you can throw the bag up to 30 feet, causing an effect identical to the *Web spell* except only filling a 5-foot cube and with a duration of 1 minute. The tanglefoot bag has no effect on creatures that are Huge or larger, formless, or incorporeal.

***Titan Gum (55 gp)*** <earthEl></earthEl>x2 <waterEl></waterEl>x1 <positiveEl></positiveEl>x1 . This ceramic tube can be broken off at the top to pour a particularly strong and fast-setting form of glue, bonding completely after one round. Bonded objects require a DC 20 Strength check to separate and can support up to 500 lbs before breaking. 

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<div class='footnote' style="width:300px;">ALCHEMIST'S TOOLS | Rules by /u/calculuschild </div>

<div class='footnote'
  style='text-align:left; position:absolute; top:1100px; left:56px; width:900px;'> ART: Mountains by Vittorio Maria Vecchi, Drop by Wayne Tyler Sall, Air by Vectors Market, Fire by Lloyd Humphreys, Sun (public domain), Moon by Edward Boatman </div>

<div class='footnote'
  style='text-align:left; position:absolute; top:25px; left:350px; width:500px;'> ART: Alchemy Table Concept Art by Bethesda Softworks</div>

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