Alchemy

Alchemical items include magical medicines, potions, poisons, and concoctions made from not only plants, but caustic chemicals, acids and what some might consider dangerous or illegal substances.

Alchemist's Supplies

An Alchemist kit includes:

Your tools weigh 8 lbs and cost 50 gp.

Proficiency with this kit allows you to add your proficiency bonus to any Alchemy checks and allows you to create any recipes you know.

Purchasing Items

Many alchemical items and recipes may be purchased from local alchemists, but as these items may take a while to produce, they could be very expensive when purchasing.

Learning New Recipes

Characters with proficiency in Alchemy know 3 recipes and may be able to learn new recipes if they can find other Alchemist, Alchemist notes, or by experimenting with different chemicals. In addition, if you acquire an alchemical item, you can use your alchemist's supplies to analyze the item. It takes one hour of quiet, careful work to analyze an alchemical item. At the end of the work period, roll an Alchemy check + Int + PB. If you meet or exceed the DC required to craft the item, you learn the recipe. Otherwise, the item is destroyed, and you learn nothing.

Recipes

Item

Craft Time (hrs)

DC

Ingredient Cost

Acid

8

13

15 gp

Alchemical Elementals

8

15

50 gp

Alchemical Silver

16

18

100 gp

Alchemist's Fire

8

15

25 gp

Anxious Energy

16

18

50 gp

Assassin's Blood

24

18

75 gp

Blast Canister

8

18

100 gp

Choking Gas

24

18

320 gp

Clear Water

4

13

20 gp

Dark Drops

8

15

60 gp

Delayed Fuse

8

15

10 gp

Detect Magic Smelling Salts

4

13

10 gp

Flame Strike

4

13

5 gp

Healing Potion

4

15

25 gp

Healing Potion, Greater

16

18

75 gp

Healing Potion, Superior

24

21

225 gp

Healing Potion, Supreme

48

24

675 gp

Keoghtom's Ointment

8

15

300 gp

Living Alchemical

48

18

1000 gp

Lock Chalk

8

18

25 gp

Mutagen of Iron Mind

24

20

200 gp

Mutagen of Speed

24

20

200 gp

Mutagen of Strength

24

20

200 gp

Oil of Etherealness

16

18

960 gp

Oil of Sharpness

24

20

1600 gp

Oil of Slipperiness

8

15

240 gp

Philosopher's Stone

48

20

900 gp

Potion of Growth

8

15

135 gp

Potion of Invisibility

24

18

90 gp

Smoke Powder

4

12

10 gp

Smokestick

8

15

25 gp

Sovereign Glue

48

20

200 gp

Thunderstone

4

15

30 gp

Truth Serium

20

72

75 gp

Universal Solvent

24

20

150 gp

Wizard Oil

16

18

50 gp

Acid

A generic bottle of acid ideal for dissolving things like wood, stone, or metal. As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, 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, roll damage equal to the quality of the acid.

Alchemical Elementals

This flask contains a multi-colored liquid that spins as if in a small whirlpool. A creature can apply this liquid to a nonmagical or magical weapon as an action, augmenting its blade. This can also be applied to up to 20 arrows or bolts as an action. When the alchemist creates this flask, they decide on what element (acid, cold, fire, lightning, or thunder) is bottled inside. Multiple uses of this alchemical do not stack, nor does it stack with similar alchemical items.

Alchemical Silver

This flask contains a silvery liquid that bubbles slightly as if boiling. A creature can apply this liquid to a nonmagical or magical weapon as an action, augmenting its blade. This can also be applied to up to 20 arrows or bolts as an action. This silver is especially deadly to those creatures who have Damage Resistance or Damage Immunity from Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered, like Werewolves, Devils or certain Undead. This silver has no special effect on creatures that are not susceptible to silver. Multiple uses of this alchemical do not stack, nor does it stack with similar alchemical items.

Alchemist's Fire

This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, 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 fire damage and continues to take 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 or the flames will extinguish themselves in 1 minute.

Anxious Energy

This small flask contains a dark liquid that appears to be thick and slow. Upon ingesting the elixir as an action, the creature becomes anxious and uneasy. The world around them seems to be closing in on them and they might appear to be jittery or nervous. This nervous energy keeps them wound up for any fights that might come their way and they can quickly act out. Unfortunately, this energy makes them easily distracted and they suffer when it comes to talking with others or focusing on them.

Assassin's Blood

This viscous green goo-like mixture is death itself. If a creature ingests the poison, they can become poisoned for up to a day unless they are subjected to a *lesser restoration* spell.

Blast Canister

Made of crushed minerals and filled into a thin stone or metal casing, this canister delivers quite a surprise to any who step on it. While it is typically designed for a creature to step on it, any sudden bludgeoning force will cause it to explode like hitting it with a hammer or throwing it to the ground. If a creature wishes to hide the device, they must make a Dexterity (Sleight of Hand) check which sets the Perception or Investigation DC to spot the device. How long it takes to hide the device is up to the DM's discretion, but simply laying down the device and putting a few twigs, stones, or similar materials over it is typically an action. If a creature wishes to have advantage on their check, they can spend longer digging a hole and hide the device beneath the ground up to a depth of 1 foot.

Choking Gas

This horrible gas is often banned by most kingdoms for alchemists to create due to its devastating effect. To properly prepare this noxious gas, careful quantities of caustic materials must be ground into dust and then added with a gentle hand into a glass flask. The flask must then be heat treated and then carefully sealed after a single drop of alcohol is added. The mixture then immediately turns to a gas and the flask should be sealed before any gas escapes.

When a creature breathes in the fumes, they begin choking and coughing up blood as the caustic fumes burn their throat and lungs. As an action, this flask can be thrown up to 20 feet away and lightly obscures the area in a white fog based on the size of its area of effect and quality. The toxic fumes affect creatures even if they hold their breath or don't need to breathe.

Clear Water

This small pouch of minerals is used to turn stagnant and diseased water into potable water. As an action, this dust can be dispersed into a container of water, transforming a portion of it into clean, drinking water and the foul contaminants are turned into a small lump of ichor that can be removed from the container.

Dark Drops

This liquid appears as if it has shadow-stuff swirling inside the flask. A creature can, as an action, apply this liquid to their eyes, causing their pupils to expand to strange proportions. For the duration of this item, as determined by its quality, the creature gains darkvision out to a range of 60 feet. If a creature already has darkvision, this expands their range by 60 feet.

Delayed Fuse

This cord can be cut at preset measurements and an end set on fire. The cord acts as a delay for the spark of fire, increasing the number of rounds before it reaches the end of the cord for every foot of fuse used. These cords are used in a variety of situations that require a creature to be far away from danger. How much cord you produce is based on its quality.

Detect Magic Smelling Salts

Mixing together ammonia, perfumes and certain rare oils. As an action, you can inhale this vile mixture and be able to discern the location of any magical item as if you are under the effects of a Detect Magic spell, though you do not see an aura of magic, as you can only smell it.

Flame Strike

This small stick readily lights up when struck against a coarse surface, though it's flame only lasts until the end of your next turn. Flame Strikes are used to light fires, fuses, lock chalk, and more. How fast a flame strike can ignite is based on its quality. You must have a free hand to strike it.

Healing Potion

A mixture of water, common herbs and certain roots that create a drink that will heal. If you drink it as a bonus action you roll, or and action and you get the full benefits.

Healing Potion, Greater

A mixture of water, common herbs and certain roots that create a drink that will heal. If you drink it as a bonus action you roll, or and action and you get the full benefits.

Healing Potion, Superior

A mixture of water, common herbs and certain roots that create a drink that will heal. If you drink it as a bonus action you roll, or and action and you get the full benefits.

Healing Potion, Supreme

A potion of healing is the main bread and butter for any alchemist. A supreme version costs 675 gold in raw costs and once learned, is easy to reproduce consistently. A mixture of water, common herbs and certain chemicals that are the off-product of most herbalist and metal forging productions. All reports are that it's perfectly safe to drink.

Keoghtom's Ointment

This sticky mixture smells faintly of aloe and is created from rare medicinal plants, it requires great quantities that must be cooked down into a sticky paste. This glass jar, 3 inches in diameter, contains five doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound. As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it gains it bonus.

Living Alchemical

You have found the formula for life and can create a tiny construct that is your faithful companion. You sever a small portion of your soul and feed it into the creature, granting it sentience and a shard of your personality. You can only have one Living Alchemical at a time. If you attempt to create another Living Alchemical, your original creation immediately dies as you funnel that portion of your soul into the new creature. While your creation lives, it can provide help in crafting your alchemical items, though it can only focus on one at any given time. It relies on you to make the initial set up of the alchemical recipe and then follows your instructions.

Your soul is tied to your Living Alchemical and if it is destroyed, you suffer 2d12 force damage, as you can feel it destroyed. A creature can expend a 2nd-level spell slot or higher within 1 minute of its death, touching its form. Doing so revives the creature with 1 hit point, otherwise, the creature is destroyed and you must repeat this recipe. If your creature is brought back, you do not regain any hit points from when it was destroyed.

Lock Chalk

This gray-white stick is thin and quite brittle. When exposed to flame, it gives a small pop of sound that can be heard within 10 feet of it. The chalk is used by placing inside of locks and then exposing it to an open flame, the more powerful the chalk, the more likely it is to open stronger locks.

Mutagen of Iron Mind

Sharpening the mind comes with its own consequences, but that hasn't stopped you in the past. As an action, a creature can consume this mutagen, and they have advantage on all Intelligence, Wisdom, and Charisma saving throws, ability checks, and attack rolls. This intense mental fortitude leaves their physical body weakened and once per round, when they are hit by an attack from an enemy for the first time, they become vulnerable to its damage.

Mutagen of Strength

You have unlocked new knowledge of the body and can transform it, though there are always setbacks. As an action, a creature can consume this mutagen, their Strength score increases by 2 (to a maximum of 22), though this sudden increase in muscle mass leaves them slow and their Dexterity score decreases by 2 (to a minimum of 1).

Mutagen of Speed

Transforming the body to your will, you can fashion it into a new form, with some setbacks. As an action, a creature can consume this mutagen, their speed increases by 10 and their AC increases by 1. This change in the body causes strange effects on the mind and their Wisdom score decreases by 2 (to a minimum of 1).

Oil of Etherealness

Beads of this cloudy gray oil form on the outside of its container and quickly evaporate. 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 the etherealness spell for a length of time equal to its quality.

Oil of Sharpness

This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a bonus to attack and damage roll.

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 a number of hours equal to its quality.

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 a number of hours equal to its quality.

Philosopher's Stone

What looks like a reddish-rock is a powerful healing reagent created by the most skilled of the alchemists. When consumed as an action, it begins dissolving almost instantly in the creature, healing and regenerating wounds suffered by the creature for a minute. When the creature first consumes the stone, and at the start of each of its turns for the next minute, it regains a number of hit points based on the quality of the stone.

Potion of Growth

When you drink this potion, you gain the "enlarge" effect of the enlarge/reduce spell. 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.

Potion of Invisibility

This strange potion appears to have nothing in it but when shaken, the sound of water can be heard from within. When you drink it, you become invisible. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell.

Smokestick

A black rod of alchemical clay that can be lit as an action and releases a haze of obscuring smoke. All creatures inside of the smoke are lightly obscured. A strong wind can end the effect early. The smoke creates a 10-foot radius cloud.

Smoke Powder

Black powder that must be kept dry once crafted. Created from the off product of mining facilities, it must be milled down with sodium and charcoal into a highly volatile powder. Its best to not work with this around candles, lanterns, or campfires.

Sovereign Glue

This viscous, milky-white substance can form a permanent adhesive bond between any two objects. It must be stored in a jar or flask that has been coated inside with oil of slipperiness. You create a number of uses based on the quality.

One ounce of the glue can cover a 1-foot square surface. The glue takes 1 minute to set. Once it has done so, the bond it creates can be broken only by the application of universal solvent or oil of etherealness, or with a wish spell.

Thunderstone

This clay sphere is packed with powerful reagents that create a deafening boom and enough volatile energy that can knock creatures back. As an action, this sphere can be thrown up to 20 feet away All creatures within 10 feet of the sphere must succeed on a DC 12 Constitution saving throw. On a failure, the creature takes thunder damage, is deafened for 2 minutes and they are knocked back 10 feet. They can repeat the saving throw at the end of their turn to end the effect early. On a successful save, a creature takes half damage and suffers no other effects.

Truth Serum

When ingested, one is unable to speak a lie as if they are under the spell Zone of Truth. This takes 3 days to produce one vial, and you have to make the check at the end of every day. Upon a creature ingesting the serum, they must succeed on a DC 13 Constitution saving throw or a creature becomes poisoned for 1 hour.

Universal Solvent

This solvent appears to be a milky liquid with a strong alcohol smell. You can pour the contents of this tube onto a surface within reach and the liquid instantly dissolves a certain amount of adhesive it touches, including sovereign glue.

Wizard Oil

Often prescribed to cure diseases, toothaches, heartache, asthma, and more, this cure-all is a powerful concoction that is a well-guarded secret among alchemists. When a creature consumes a dose of this cure-all, they are re-invigorated and regain additional hit points on their next short rest that they spend Hit Die to recover hit points during. A creature can only benefit from this cure-all once per day.