Table of Contents
Alchemy
Potions Crafting Table
Name | Materials | Crafting Time | Checks | Difficulty | Rarity | Value |
---|---|---|---|---|---|---|
Antitoxin | 2 common curative reagent 1 common poisonous reagent 1 glass vial | 2 hours | 1 | DC 13 | common | 50 gp |
Potion of Climbing | 1 common reactive reagent 1 common poisonous reagent 1 uncommon reactive reagent 1 glass vial | 2 hours | 1 | DC 14 | common | 85 gp |
Potion of Healing | 3 common curative reagent 1 glass vial | 2 hours | 1 | DC 13 | common | 50 gp |
Potion of Animal Friendship | 2 common reactive reagent 1 common poisonous reagent 1 uncommon curative reagent 1 common primal essence 1 glass vial | 2 hours | 1 | DC 13 | uncommon | 145 gp |
Potion of Firebreath | 1 common reactive reagent 1 uncommon reactive reagent 1 glass vial | 2 hours | 1 | DC 15 | uncommon | 75 gp |
Potion of Growth | 1 common reactive reagent 1 uncommon curative reagent 1 uncommon reactive reagent 1 glass vial | 2 hours | 1 | DC 14 | uncommon | 115 gp |
Potion of Greater Healing | 1 common curative reagent 2 uncommon curative reagent 1 glass vial | 2 hours | 1 | DC 15 | uncommon | 120 gp |
Potion of Poison | 1 common poisonous reagent 1 uncommon poisonous reagent 1 glass vial | 2 hours | 1 | DC 13 | uncommon | 65 gp |
Potion of Resistance | 1 uncommon primal essence 1 uncommon reactive reagent 1 common curative reagent 1 glass vial | 2 hours | 1 | DC 15 | uncommon | 240 gp |
Potion of Water Breathing | 1 common reactive reagent 1 uncommon poisonous reagent 1 uncommon reactive reagent 1 glass vial | 2 hours | 1 | DC 15 | uncommon | 120 gp |
Potion of Hill Giant Strength | 1 uncommon primal essence 1 uncommon reactive reagent 1 uncommon curative reagent | 4 hours | 2 | DC 15 | uncommon | 260 gp |
Potion of Clairvoyance | 1 uncommon reactive reagent 1 uncommon poisonous reagent 2 rare reactive reagent 1 common arcane essence 1 glass vial | 2 hours | 1 | DC 16 | rare | 570 gp |
Potion of Gaseous Form | 2 uncommon reactive reagent 1 rare curative reagent 1 rare reactive reagent 1 glass vial | 2 hours | 1 | DC 16 | rare | 560 gp |
Potion of Diminution | 1 uncommon curative reagent 1 rare curative reagent 1 rare poisonous reagent 1 glass vial | 2 hours | 1 | DC 15 | rare | 480 gp |
Potion of Heroism | 1 uncommon curative reagent 1 uncommon reactive reagent 2 rare curative reagent 1 common divine essence 1 glass vial | 2 hours | 1 | DC 15 | rare | 480 gp |
Potion of Mind Reading | 1 uncommon poisonous reagent 1 uncommon reactive reagent 1 rare poisonous reagent 1 rare reactive reagent 1 glass vial | 2 hours | 1 | DC 16 | rare | 550 gp |
Potion of Superior Healing | 2 uncommon curative reagent 2 rare curative reagent 1 glass vial | 4 hours | 2 | DC 15 | rare | 525 gp |
Draught of Damnation | 1 rare reactive reagent 1 rare poisonous reagent 1 uncommon arcane essence | 4 hours | 2 | DC 16 | rare | 680 gp |
Potion of Supreme Healing | 1 uncommon curative reagent 1 rare curative reagent 2 very rare curative reagent 1 uncommon divine essence 1 crystal vial | 4 hours | 2 | DC 18 | very rare | 5000 gp |
Potion of Flying | 2 uncommon reactive reagent 2 rare curative reagent 2 very rare reactive reagent 1 uncommon primal essence 1 uncommon arcane essence 1 crystal vial | 4 hours | 2 | DC 19 | very rare | 5500 gp |
Potion of Invisibility | 2 uncommon reactive reagent 2 rare curative reagent 1 very rare reactive reagent 1 very rare curative reagent 1 crystal vial | 4 hours | 2 | DC 19 | very rare | 5200 gp |
Potion of Speed | 2 uncommon reactive reagent 2 rare reactive reagent 1 very rare reactive reagent 1 very rare curative reagent 1 rare arcane essence 1 crystal vial | 4 hours | 2 | DC 20 | very rare | 6150 gp |
Panacea | 1 legendary curative reagent 2 very rare curative reagents 1 legendary divine essence 1 crystal vial | 8 hours | 4 | DC 24 | legendary | 54000 gp |
Potion of Storm Giant Strength | 1 legendary reactive reagent 1 legendary curative reagent 1 very rare primal essence 1 crystal vial | 8 hours | 4 | DC 23 | legendary | 25000 gp |
Concoctions Crafting Table
Name | Materials | Crafting Time | Checks | Difficulty | Rarity | Value |
---|---|---|---|---|---|---|
Alchemical Acid | 2 common reactive reagent 1 common poisonous reagent 1 glass flask | 2 hours | 1 | DC 13 | common | 50 gp |
Alchemical Fire | 3 common reactive reagent 1 glass flask | 2 hours | 1 | DC 13 | common | 50 gp |
Alchemical Napalm | 3 common reactive reagent 1 common curative reagent 1 glass flask | 2 hours | 1 | DC 14 | common | 70 gp |
Bottled Wind | 2 common reactive reagent 1 glass flask | 2 hours | 1 | DC 14 | common | 40 gp |
Potent Alchemical Acid | 2 uncommon reactive reagent 1 uncommon poisonous reagent 1 glass flask | 2 hours | 1 | DC 14 | uncommon | 140 gp |
Potent Alchemical Fire | 3 uncommon reactive reagent 1 glass flask | 2 hours | 1 | DC 15 | uncommon | 140 gp |
Sticky Goo Potion | Either (a) 1 finely shredded scroll of web or (b) 2 uncommon poisonous reagents 1 uncommon reactive reagent 1 glass flask | 2 hours | 1 | DC 14 | uncommon | 140 gp |
Powerful Alchemical Acid | 2 rare reactive reagent 1 rare poisonous reagent 1 glass flask | 2 hours | 1 | DC 17 | rare | 690 gp |
Powerful Alchemical Fire | 3 rare reactive reagent 1 glass flask | 2 hours | 1 | DC 17 | rare | 690 gp |
Liquid Lightning | 2 rare reactive reagent 1 uncommon primal essence 1 glass vial | 2 hours | 1 | DC 16 | rare | 640 gp |
Magical Dust
Name | Materials | Crafting Time | Checks | Difficulty | Rarity | Value |
---|---|---|---|---|---|---|
Dust of Disappearance | 1 handful of sand 1 common arcane essence 2 common reactive reagent 1 common curative reagent | 4 hours | 2 | DC 15 | uncommon | 130 gp |
Dust of Dryness | 1 handful of sand 1 common primal essence 1 common reactive reagent 1 common poisonous reagent | 4 hours | 2 | DC 14 | uncommon | 100 gp |
Dust of Sneezing and Choking | 1 uncommon poisonous reagent 1 common reactive reagent 1 common poisonous reagent | 4 hours | 2 | DC 14 | uncommon | 95 gp |
Explosives
Name | Materials | Crafting Time | Checks | Difficulty | Rarity | Value |
---|---|---|---|---|---|---|
Dwarven Alcohol | 1 flask of alcohol 1 common reactive reagent 1 sturdy metal flask | 8 hours | 4 | DC 12 | common | 20 gp |
Packet of Blasting Powder | 2 common reactive reagent | 2 hours | 1 | DC 14 | common | 40 gp |
Smoke Powder | 2 common reactive reagent | 2 hours | 1 | DC 15 | common | 40 gp |
Simple Explosive | 2 packets blasting powder 1 common reactive reagent | 2 hours | 1 | DC 15 | common | 120 gp |
Grenade Casing | 2 parts 1 fancy parts 1 glass flask | 4 hours | 1 | DC 15 | uncommon | 50 gp |
Potent Explosive | 4 packets blasting powder 1 common reactive reagent | 2 hours | 1 | DC 17 | common | 250 gp |
Nail Bomb | 3 parts 2 uncommon reactive reagent 1 packet blasting powder | 2 hours | 1 | DC 17 | common | 275 gp |
Powerful Explosive | 8 packets blasting powder 1 rare reactive reagent | 4 hours | 2 | DC 19 | rare | 750 gp |
Magical Ink
Name | Materials | Crafting Time | Checks | Difficulty | Rarity | Value |
---|---|---|---|---|---|---|
Common Magical Ink | 1 common alchemical reagent 1 glass vial | 2 hours | 1 | DC 10 | common | 15 gp |
Uncommon Magical Ink | 1 uncommon alchemical reagent 1 glass vial | 2 hours | 1 | DC 12 | uncommon | 40 gp |
Rare Magical Ink | 1 rare alchemical reagent 1 glass vial | 2 hours | 1 | DC 14 | rare | 200 gp |
Very Rare Magical Ink | 1 very rare alchemical reagent 1 glass vial | 4 hours | 2 | DC 16 | very rare | 2000 gp |
Legendary Magical Ink | 1 legendary alchemical reagent 1 glass vial | 8 hours | 4 | DC 18 | legendary | 5000 gp |
Oils
Name | Materials | Crafting Time | Checks | Difficulty | Rarity | Value |
---|---|---|---|---|---|---|
Burning Oil | 2 common reactive reagent 1 glass vial | 2 hours | 1 | DC 13 | common | 40 gp |
Frost Oil | 1 common reactive reagent 1 common primal essence 1 glass vial | 2 hours | 1 | DC 14 | common | 75 gp |
Silver Oil | 4 silver scraps 1 common reactive reagent 1 glass vial | 2 hours | 1 | DC 12 | common | 20 gp |
Flametongue Oil | 2 uncommon reactive reagent 1 common arcane essence 1 glass vial | 2 hours | 1 | DC 16 | uncommon | 170 gp |
Oil of Sharpness | 1 rare poisonous reagent 2 very rare reactive reagent 300 gp of precious metal flakes 1 crystal vial | 4 hours | 2 | DC 19 | very rare | 5200 gp |
Miscellaneous
Name | Materials | Crafting Time | Checks | Difficulty | Rarity | Value |
---|---|---|---|---|---|---|
Restorative Ointment | 1 common divine essence 2 uncommon curative reagent 3 common curative reagent | 8 hours | 4 | DC 15 | uncommon | 250 gp |
Sovereign Glue | 1 legendary curative reagent 1 legendary reactive reagent 1 very rare divine essence | 16 hours (2 days) | 8 | DC 22 | legendary | 25000 gp |
Universal Solvent | 1 legendary poisonous reagent 1 legendary reactive reagent 1 very rare primal essence | 16 hours (2 days) | 8 | DC 22 | legendary | 25000 gp |
New Potions
Draught of Damnation
Potion, rare
This sticky red liquid has a living viscosity to it, churning slowly within the flask. When you drink this potion, you become a fiend (as if by the spell shapechange for one hour.) The type of fiend you become is determined by your level. The new form is a random fiend ith a Challenge Rating equal to your level, up to a maximum of 10. If there are multiple options at that Challenge Rating, roll to determine which option is selected.
When the effect ends and you revert to your normal form, you take 1d6 necrotic damage equal to the CR of the fiend whose form you assumed as the toxins of pure evil attempt to destroy your body before relinquishing control of it. If this damage kills you, your soul is dragged to the realm of the fiends by the malignant will of the fiend.
Panacea
Potion, legendary
When you drink this potion, you regain all lost hit points, all status effects are removed, all reductions to ability scores are removed, any missing limbs are restored, all diseases are cured, all curses are removed, and all levels of exhaustion are removed, and you cease to age for 1 year. This potion can remove effects that can otherwise only be removed by wish.
If you ever drink a second panacea potion, make a DC 30 Constitution saving throw. On failure, you gain no benefits from it and die.
New Concoctions
Alchemical Acid
Concoction, common
A small flask of burbling acid, a strange hissing green viscous liquid. It deals 4d4 acid damage when poured on an object. Can be used as a simple ranged weapon with the thrown (20/60) property, dealing 4d4 acid damage on hit. You do not add your modifier to the damage roll.
Quality | Rarity | Acid Damage |
---|---|---|
Common | Common | 4d4 |
Potent | Uncommon | 6d4 |
Powerful | Rare | 8d4 |
Alchemical Fire
Concoction, common
A small flask of volatile orange liquid. It deals 2d10 fire damage when poured on an object. Can be used as a simple ranged weapon with the thrown (20/60) property, dealing 2d10 acid damage on hit. You do not add your modifier to the damage roll.
Quality | Rarity | Fire Damage |
---|---|---|
Common | Common | 2d10 |
Potent | Uncommon | 3d10 |
Powerful | Rare | 4d10 |
Alchemical Napalm
Concoction, common
A vicious sticky flammable substance. It deals 3d4 fire damage when poured on an object. Can be used as a simple ranged weapon with the thrown (20/60) property, dealing 3d4 fire damage on hit. You do not add your modifier to the damage roll.
On hit, the target creature or object continues to burn for one minute, taking 1d4 fire damage at the start of their turn (or at the start of your turn for an object without a turn) until a creature spends an action to put the flames out.
Bottled Wind
Concoction, common
As an action, you can open this casting gust without verbal or somatic components. Alternatively, you can breathe from it, letting out only a little bit at a time, breathing directly from the bottle, but each time you must make a DC 5 Athletics check. On failure, you cast gust as above and all the air is lost. You can get 10 minutes of breathable air from one bottle.
Liquid Lightning
Concoction, rare
Drinking this potion allows you to zip around for 1 minute as pure electricity. As a bonus action on each of your turns before the effect ends, you can transform into a bolt of lightning and instantly travel in a straight line to an unoccupied space you can see within 30 feet. This movement doesn't provoke opportunity attacks and you are immune to lightning damage while in this form.
You can pass through small holes, narrow openings, and even mere cracks, as well as through conductive materials such as metal. Each creature in your travel path must succeed on a DC 15 Dexterity saving throw, or take 3d6 lightning damage. You immediately revert to your normal form upon reaching the destination. This potion's stormy liquid arcs with tiny bolts of lightning and it numbs the tongue when sipped.
Sticky Goo
Concoction, common
When broken and exposed to air, it creates a very sticky, rapidly expanding weblike foam, with the effects of the spell web centered on where the flask breaks. You can reliably throw the flask to a target point within 30 feet, shattering it on impact.
Oils
Burning Oil
Oil, common
As an action, you can coat a weapon in this oil and ignite it. For 1 minute, the ignited weapon burns, dealing an extra 1d4 fire to attacks made with it, and providing bright light in a 20-foot radius and dim light for an additional 20 feet.
Frost Oil
Oil, common
As an action, you can coat a weapon in this oil, causing it to freeze over, covered in icy crystals. For 1 minute, the weapon deals an extra 1d6 cold damage on hit.
Flametongue Oil
Oil, uncommon
As an action, you can coat a weapon in this oil and ignite it. For 1 minute, the ignited weapon burns, dealing an extra 2d6 fire to attacks made with it, and providing bright light in a 20-foot radius and dim light for another 20 feet.
Silver Oil
Oil, common
A sparkling chromatic oil. 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 considered silvered.
Explosives
Blasting Powder
Explosive, common
A fine grey powder with large grains and the faint smell of sulfur and charcoal that comes in small packets weighing 1/2 pound.
When ignited by 1 or more fire or lightning damage, it explodes violently. All creatures within 10 feet of it must make a DC 14 Dexterity saving throw. On failure, they take 1d4 fire + 1d4 thunder damage, or half as much on a success. The amount of damage increases by 1d4 (both the fire and thunder) and the radius increases by 5 feet for each additional packet of Blasting Powder detonated in the same spot, up to a maximum of five packets. Deals double damage to buildings and structures. Creatures in range of more than one stack of up to 5 explosives at the same time take damage only from the highest damage effect.
Frequently used for mining and other responsible things… until adventurers get their hands on it.
Dwarven Alcohol
Explosive, common
Only dwarves really know if the name of this liquid explosive is a joke or not, but one must assume it is an acquired taste. An explosively flammable liquid that comes in a flask, this flask can be splashed across a 5 foot square within 5 feet. Once splashed, it can be ignited by 1 or more fire or lightning damage. When ignited it explodes in a plume of fire, dealing 2d4 fire damage to all creatures within 5 feet of the container, or within a square that has been soaked with it.
Grenade Casing
Explosive, uncommon
A simple construction of a two chambered projectile (typically made of glass.) When you add an Alchemist Fire and an Explosive to its separate compartments, it becomes an incredibly dangerous device. As an action, a character can light this bomb and throw it at a point up to 60 feet away. Creatures within the range of the explosive used must make a Dexterity saving throw against the DC of the explosive used, or take damage equal to the explosion + 1d4 piercing damage + 1d4 fire damage.
Nail Bomb
Explosive, uncommon
A brutal instrument, this mixes explosive powder and nails to create a devastating fragmentation device. An exceedingly dangerous device. Heavier and more deadly than other explosives, the primary damage comes from the metal shrapnel (nails) flung in all directions. It can be detonated by dealing 1 fire or lightning damage to it. As an action, a packet of this explosive can be accurately thrown 20 feet, but will not detonate on impact (usually). When it detonates, all creatures within 20 feet of the target point must make a Dexterity saving throw with a DC equal to the crafter's Alchemy DC. On faiure, they take 8d4 piercing damage, or half as much on a success.
You can fuse your explosives. When fused, intentionally dealing fire damage to the explosives (or otherwise lightning the fuse) causes it to detonate on a delay, selected from: short (the end of your turn), medium (the start of your next turn), and long (2 rounds, at the start of your turn.)
Smoke Powder
Explosive, common
A fine grey powder with large grains and the faint smell of sulfur and charcoal that comes in small packets weighing 1/2 pound.
When ignited by 1 or more fire or lightning damage, it releases a blast of thick black smoke that fills a 20-foot radius. Everything in this smoke is heavily obscured for 2d4 rounds. At the start of your next turn after the number of rounds rolled, the smoke begins to fade leaving everything within the radius lightly obscured, and it clears completely at the start of your next turn after that.
Additional uses of the smoke powder extend the duration of heavy obscurement for an extra 1d4 rounds.
Simple/Potent/Powerful Explosive
Explosive, common/uncommon/rare
A bundled explosive alchemical preparation. It can be detonated by dealing 1 fire or lightning damage to it. As an action, a packet of this explosive can be accurately thrown 20 feet, but will not detonate on impact (usually). When it detonates, all creatures within 10 feet (for common) of the target point must make a Dexterity saving throw with a DC equal to the crafter's Alchemy DC. On failure, they 1d8 fire + 1d8 thunder damage, or half as much on a success. Creatures in range of more than one explosive take damage only from the highest damage effect.
Name | Radius | Damage |
---|---|---|
Common | 10 feet | 1d8 fire + 1d8 thunder |
Potent | 15 feet | 2d8 fire + 2d8 thunder |
Powerful | 20 feet | 4d8 fire + 4d8 thunder |
You can fuse your explosives. When fused, intentionally dealing fire damage to the explosives (or otherwise lightning the fuse) causes it to detonate on a delay, selected from: short (the end of your turn), medium (the start of your next turn), and long (2 rounds, at the start of your turn.)
Miscellaneous
Magical Ink
Component, common/uncommon/rare/very rare/legendary
Magical ink that is used by Enchanters to create scrolls, made by rendering down magical alchemical ingredients.
Alchemy Modifiers
The following are alchemical modifiers that can be applied to a potion. All alchemical modifiers require approval from the GM if the modifier will work with a given potion or creation.
Modifier | Difficulty Modifier | Effect |
---|---|---|
Aerosol | +8 | Requires two additional reactive reagents of equal rarity to the rarest reagent of the potion. Rather than drinking it, when uncorked or broken (as an action) it affects all creatures in a 5-foot radius as if they'd consumed it. |
Celestial | +3 | Requires a common divine essence. Adds the effect of lesser restoration to the potion. |
Divine | +6 | Requires a rare divine essence. Adds the effect of greater restoration to the potion. |
Endothermic | +4 | Any fire damage the potion does becomes cold damage. |
Expansive | +5 | Requires an additional common reactive reagent. Expands the area of effect the potion has by 5 feet. |
Insidious | +3 | The effect of the potions becomes shrouded from magic such as identify. You can make the potion appear as another potion of the same rarity. Another alchemist can identify it by making an Alchemy Check against your Alchemy DC. |
Additional Materials
You can simply load more reagents into any potion, increasing its potency in different ways, though it increases the difficulty. You can make a 'custom potion' simply by using these modifiers with no base potion. When you do so, the base DC is 8.
Additional Reagent | DC Modifier | Effect |
---|---|---|
Common Curative | +2 | The potion restores +1d4 hit points when consumed. |
Common Reactive | +2 | The potion deals +1d4 fire damage when shattered (or consumed). |
Common Poisonous | +2 | The potion deals +1d4 poison damage when consumed. |
Uncommon Curative | +3 | The potion restores +2d4 hit points when consumed. |
Uncommon Reactive | +3 | The potion deals +2d4 fire damage when shattered (or consumed). |
Uncommon Poisonous | +3 | The potion deals +2d4 poison damage when consumed. |
Rare Curative | +4 | The potion restores +3d4 hit points when consumed. |
Rare Reactive | +4 | The potion deals +3d4 fire damage when shattered (or consumed). |
Rare Poisonous | +4 | The potion deals +3d4 poison damage when consumed. |
Very Rare Curative | +5 | The potion restores +4d4 hit points when consumed. |
Very Rare Reactive | +5 | The potion deals +4d4 fire damage when shattered (or consumed). |
Very Rare Poisonous | +5 | The potion deals +4d4 poison damage when consumed. |
Legendary Curative | +6 | The potion restores +5d4 hit points when consumed. |
Legendary Reactive | +6 | The potion deals +5d4 fire damage when shattered (or consumed). |
Legendary Poisonous | +6 | The potion deals +5d4 poison damage when consumed. |