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Alchemist's Supplies

This sizable trunk holds two glass beakers, a metal frame to hold a beaker over an open flame, a glass stirring rod, a hand held mortar and pestle, and pouches containing salt crystals, powdered iron, and purified water. These are commonly used with gathered ingredients to create alchemical materials such as powders, tinctures, and inks for a variety of purposes.

Downtime Actions:

Smelling Salts [Travel] - During a day of travel, you synthesize a mildly powerful smelling substance. Your party's passive perception is increased by 5 while you rest as your sentries use the salts to stimulate their senses and maintain wakefulness. During your rest, your party also has advantage on any saving throws against effects that would cause them to fall asleep.
Apothecary's Mints [Town] - There is a basic, but quite useful curative able to be created from a common mint often grown in gardens around Japan. You can create one mint for every Downtime Action spent on this, but may only maintain a number of them equal to your proficiency bonus. A mint may be produced and consumed as a bonus action, healing the user for 1 hit point and allowing them to immediately make a Constitution saving throw against an ongoing Disease or Poison with no penalty for failure. On a success, the creature is treated is if they had succeeded on one Constitution saving throw against the effect.
Craft DC:
N/A
Craft Time:
N/A
Base Price:
25 gp
Weight:
8 lbs

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