Your handling of dangerous chemicals has made you more reflexive in dangerous situations, so you now have proficiency in Dexterity saving throws. In addition, you have learned how to include noble gasses in your alchemy. You may now forage for the following ingredients, craft the following essenses and you learn new recipes.
Ingredient | Rarity | # on find | Location | Purchase | Craft |
---|---|---|---|---|---|
Gasoline | Uncommon | 2 | Trader, Mines, Gas Station, Abandoned Vehicles | Value: 5 | N/A |
Distilled Water | Uncommon | 5 | Trader, Brewery, Doctor, Selfmade | Value: 2 | Brewer's Tools (DC 10) |
Natural Gas | Rare | 1 | Trader, Mines, Caves, Selfmade | Value: 10 | Alchemist's Supplies (DC 16) |
Essence Name | DC | # | Ingredient 1 | Ingredient 2 | Ingredient 3 | Ingredient 4 | Ingredient 5 |
---|---|---|---|---|---|---|---|
NOBLE I A | 10 | 1 | 5x Distilled Water | 5x Salt | |||
NOBLE I B | 10 | 2 | 5x Distilled Water | 3x Swampweed | |||
NOBLE I C | 15 | 4 | 1x Noble Gas | 1x Distilled Water | |||
NOBLE II A | 20 | 2 | 5x Distilled Water | 2x Nitre | |||
NOBLE II B | 25 | 2 | 1x Gasoline | 1x Sulfur |
Elixir Ingestible, Applicable
Ingredients: POISON + CALM + 1x Distilled Water
Risk DC: 5
Recommended Tier: 3
Effect:
When you drink or administer this elixir, any ongoing effects caused by poison are halted, and the target does not suffer from the poisoned condition. Damage or instantaneous effects (such as blindness) already caused by the poison are not cured. Applying a drop of this elixir to food or weaponry nulifies any poisons that are contained within. Each elixir contains 3 drops.
Other (Compound) Special
Ingredients: NOBLE II + CHILL I + 3x Distilled Water
Risk DC: 16
Recommended Tier: 5
Effect:
This alchemy crafts a block of Dry Ice. If it's placed on the ground, it will extinguish and prevent any fires from happening within 10 feet of it. Any creature close to the ground inside the radius risks suffocation. It will freeze any liquids it comes in contact with.
Alternatively, can be formed in the shape of shards, which can then be fired at a target using a ranged weapon in a range of 60 feet. When the shards hit the target, they deal 2d8 cold damage, and reduces its speed by 10 feet until the start of its next turn.
This attack scales up by 1d8 when you reach 5th tier (3d8), 7th tier (4d8), 9th tier (5d8), and 10th tier (6d8).
Elixir Applicable
Ingredients: SOFTNENER + HARDENER
Risk DC: 5
Recommended Tier: 3
Effect:
This elixir repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 6 inches in any dimension, you mend it, leaving no trace of the former damage.
Elixir Applicable to Weapon
Ingredients: CHILL I + 1x Goblinberry
Risk DC: 8
Recommended Tier: 3
Effect:
As an action you may apply the Endothermic Concoction to any melee weapon to add 1d8 cold damage to that weapons damage for one hour.
Potion Special
Ingredients: NOBLE I
Risk DC: 2
Recommended Tier: 1
Effect:
As an action you may shake this potion and excite the gasses within the potion. The potion gives off a steady bright neon light. Lights up an immediate area of 20 feet and with dim light for an additional 20 feet outwards. This reaction lasts for 30 minutes before dimming. The same potion may be shaken again up to 3 more times to the same effect before loosing its use.
Bomb Throwable
Ingredients: INCINDIARY + 2x Charcoal
Risk DC: 9
Recommended Tier: 3
Effect:
Smoke Bomb I can be thrown as an improvised weapon. After impact the bomb emits a cloud of smoke in a 30 ft. radius that lingers for 30 Seconds. Every creature that starts its turn within this area must succeed a Constitution Saving Throw against your Chemist save DC or be blinded for two rounds. Any creatures entering the cloud must make the same save. The smoke may be blown away by a strong wind at a rate of 10 feet per round.
Bomb Throwable
Ingredients: NOBLE I + 2x Sulfur
Risk DC: 12
Recommended Tier: 3
Effect:
Sulfuric Vapor can be thrown as an improvised weapon. After impact the bomb emits a yellowish, acrid smelling vapor in a 10 ft. radius that lingers for 30 Seconds. Every creature that starts its turn within this area must succeed a Constitution Saving Throw against your Chemist save DC or have disadvantage on attack rolls for their next turn. Additionally, the acrid smell lingers on their clothes and equipment for 24 hours, giving them disadvantage on Stealth checks for the duration.
Elixir Applicable to Weapon, Ingestible
Ingredients: 2x POISON + 2x Charcoal
Risk DC: 14
Recommended Tier: 6
Effect:
Toxic Concoction II may be drunk, administered or applied to a weapon or a single piece of ammunition. If a weapon is treated with the poison and hits a creature that creature gains the poisoned condition and takes 1d8+INT poison damage. While under the poisoned condition the creature can make a Constitution Saving Throw at the start of it's turn against your Chemist Save DC to end this condition on success. If the creature fails, it takes 1d8+INT poison damage. The Toxic Concoction II may be improved when choosing the School of the Venomist. After application to a weapon Toxic Concoction II loses it's potentcy after 30 minutes.
Bomb Throwable
Ingredients: 2x NOBLE I + INCINDIARY
Risk DC: 12
Recommended Tier: 3
Effect:
Water Bomb may be thrown as a ranged weapon attack. Upon impact all creatures within 5ft take 1d4 fire damage. Imediately afterward 10 gallons of water are created centered on the same location.