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Alchemy

The art of mixing ingredients and hoping the results doesn't kill you, alchemy is a fascinating profession. Alchemy is divided into three crafts, Bombs, Poisons and Potions.   Table of Contents
  • General Process
  • Bombs
  • Poisons
  • Potions
  • Mixture Examples
  •    

    General Process

    Requirements

    All alchemical experiments require the following:
    • The Ingredients, specifically the essences used. See Herbalism for more details on ingredients.
    • You need a glass bottle/vial worth 2 gp for each craft.
    • Each craft has an amount of Crafting Points (CP). The first ingredient equals 10 CP, each one added afterwards 15 CP. Crafts that exceed 25 CP require an appropriate workstation.
     

    Crafting a Mixture

    Follow the following steps to create a Mixture.
    1. Determine the number of ingredients and the value of the mixture in CP. If the CP >25, you require an adequate workstation (tools & workbench). Also decide whether you're crafting a Bomb, Poison or Potion.
    2. Distribute the essences of each ingredient. A 'White Poppy' for instance has both a Wind and Positive essence. Decide which of the essences to use. Any unused essences are lost.
    3. The mixture is prepared by spending four uninterrupted hours on it per 25 CP. Thus a craft of 40 CP requires two sessions of four uninterrupted hours of craft. Between each session the brewing may be interrupted. When you start the first session all ingredients are consumed.
    4. At the end of the last session, you make an Intelligence check, where you can add your Proficiency bonus if you're proficient with the specified tools for the craft. The DC = 6 + 2 x (amount of ingredients used). Upon a success, the mixture is brewed successfully. On a fail the experiment failed and all ingredients are lost.
     

    Bombs

    Bombs are throw-able items that release their contents upon being shattered. As an Action, you can throw a bomb to a location you can see up to 30 ft. from you.    

    Bomb Creation Notes

    • When creating a bomb, you can only choose one damaging effect, which are detailed in the Damage Effect table. If you add the same effect twice or more, the area of effect and damage stacks. For example, you cannot create a bomb that deals fire and necrotic damage, but you can make a bomb with 6 fire essences which deals 3d6 fire damage in a 15-foot radius.
    • Additionally, you can add only only one extra bomb effect to the bombs you create, which are detailed in the Additional Bomb Effects table.
    • If the bomb uses a Saving Throw, its DC = 8 + your proficiency bonus + your Intelligence Modifier.
    • Bombs use Alchemist's Supplies as the relevant artisan's tool.
     

    Damage Effect

    Additional Bomb Effect

     

    Poisons

    Poisons are substances that cause disturbances in living creatures. The effect depends on the poison used.  

    Poison Creation Notes

    • Poisons come in the following four types: Contact, Ingested, Inhaled or Injury. When creating a poison, you must choose one of them.
    • A creature must make a Constitution Saving Throw for resisting a poison. The DC for this Saving Throw equals 8 + your proficiency bonus + Inteliigence Modifier.
    • When creating a poison, you can only choose one effect, which are detailed in the Poison Effect table.
    • You can add any number of extra properties to the poisons you create, which are detailed in the Additional Poison Properties table.
    • The Poisoner's kit is the artisan's tool used in crafting poisons.
     

    Poison Types

    Contact: Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects. Ingested: A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You may decide that a partial dose has a reduced effect, such as allowing Advantage on the Saving Throw or dealing only half damage on a failed save. Inhaled: These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body. Injury: Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage. The poison remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.  

    Poison Effect

    Additional Poison Properties

     

    Potions

    Potions are mixtures created to give benefits to anyone who drinks it. The effects depend on the potion used.  

    Potion Creation Notes

    • When creating a potion, you can only choose one effect, which are detailed in the Potion Effect table. If you add the same effect two times or more, the effect and time stacks. For example. if you make a potion with 6 water essences, it will heal 3d4+3 HP, and if you make a potion with 3 earth essences and 3 negative essences, it will grant resistance against slashing damage for 3 minutes.
    • You can only be under the effects of one potion that has a duration, and drinking a new potion will replace the previous effect.
    • Potions use the Herbalism Kit as artisan's tool for crafting
     

    Potion Effect

    Mixture Examples

    Here follow a few examples to illustrate the possible variation in creating a mixture using various types of ingredients. For the ingredients and their essences, check Herbalism.  

    Fire Bomb Examples

    Fire Bomb (four common ingredients)

    A character can create a fire bomb that deals 2d6 fire damage in a 10-foot radius using four common ingredients with 1 fire essence each. The DC for creating this bomb is 14, and it will take a total of 3 sessions of 4 hours each for creating it, since its value equals 55 points.  

    Fire bomb (two rare ingredients)

    A character can create a fire bomb that deals 2d6 fire damage in a 10-foot radius using two rare ingredients with 2 fire essences each. The DC for creating this bomb is 10, and it will take a total of 1 session of 4 hours for creating it (10 poins for the first ingredient, plus 15 CP for the second ingredient).  

    Healing Potion Examples

    Healing Potion (two common ingredients)

    A character can create a potion that deals 1d4+1 using two common ingredients with 1 water essence each. The DC for creating this potion is 10, and it will take 1 session of 4 hours for creating it.

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