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Alchemy

Proficiency with alchemy also gives you proficiency in certain thrown weapons included below (Alchemists Fire, Frost, etc.). These potions use your Strength modifier to attack rolls, with a range of 20 feet, long range of 60 feet. Proficiency with either Alchemy or Poisoning allows you to purchase a highly specialised piece of equipment:
 
Alchemist’s Station (50gp): contains a modest chest, vials, varied collection of glassware, a small stovetop, a copy of “Basem bin Rumi’s Many Potions of Adventure”, and leather smock, gloves and reagents. Proficiency in Alchemy allows you to craft Potions at a highly reduced cost compared to market prices or completely fabricate it if you harvest the critical ingredients. This potions are shown in their beginner, intermediate, advanced and masterclass difficulties. The difficultly of the Potions determines the DC roll to successfully creation a potion from the ingredients, and failure means the potion is either of reduced quality, completely inert, or tragically toxic. All efforts require a d20 roll, adding your Intelligence Modifier + Proficiency bonus for Alchemy.
 

Beginner Potions


These potions are extremely common to marketplaces and require exceedingly easy techniques to create, therefore are suitable for mass-production. All of the ingredients are plentifully available from suppliers and can last a long time before the potencies are reduced.
 
Alchemical Solvent: (DC 6) [Pure Elemental Salts; 1gp, Aqua Vitae; 2sp, Ceramic Jar; 5cp] Boiling off the Aqua Vitae with Pure Elemental salt with a green Alchemical flame creates a grainy white paste that is capable of dissolving Alchemical glue and oils, it can also be used to render most Alchemical preparations inert and mundane, making it a valuable part of any alchemists gear.
 
Simple Healing Potion: (DC 6) [Dire-Bear Blood; 2gp, Dire-Lion Blood; 2gp, Glass Vial; 6sp, Dire-Wolf Blood; 4sp] Mixing all the dire-animal blood in a glass vial, adding an alchemical catalyst stone into this light-red fluid. When consumed it restores 2d4 +2 hit points.
 
Dwarven Firewhisky: (DC 8) [Cinderquoil; 1gp 4sp, Dwarven Overproof Whiskey; 5gp, Ceramic Flask; 5cp] Crush the cinderquoil using stone mortar and pestle, keep away from face. Place liquid in Ceramic Flask and heat over a fire, then add Whiskey and leave to cool in a secure place. Consuming it grants you resistance to nonmagical Fire and Acid damage for the next 4 hours.
 
Alchemical Fire: (DC 8) [Hell Hound Blood; 2gp, Zinc Fuse; 5sp, Clay Sphere 5cp] Purifying the thick yellowish portions of the liquid from the black and white portions through spinning techniques, placing within a small clay sphere with a zinc chemical fuse on the outside. When the clay container is broken, the fuse ignites the oil, dealing 2d6 fire damage in a 15ft wide splash and igniting anything that burns. You can also coat it on a blade to add 1d4 fire damage to the next ten attacks.
 
Alchemical Acid: (DC 8) [Rust Monster Bile; 2gp, Ooze Residues; 5sp, Ceramic Flask; 5cp] Mixed the rust monster components into the residual ooze and a dark purple alchemist flame to prevent reactivity with the air, seal inside ceramic flask. If the flask is thrown, it deals 1d6 acid damage in a 15ft wide splash. Gives a non-cumulative -1 to metal armour and weapons it touches. You can also coat it on a blade to add 1d4 acid damage to the next ten attacks.
 
Alchemical Thunder: (DC 10) [Harpy Vocal Cords; 2gp, Copper Sphere; 5sp, Fuse Cord; 1cp] Avoid pulpating the vocal cords, seal within the copper sphere with a fuse cord exiting. Subject the sphere to alchemical blue flame until copper is orange hot for 5 minutes continuously. Once cooled, and throw with the fuse pulled, with explode, you create a high luminary discharge device. All creatures within 15ft must make a Dexterity saving throw or be Blinded until the end of its next turn.
 
Alchemical Silver: (DC 10) [True Brass Dust; 2gp, Silver Dust; 5sp, Mithral Dust; 2gp, Iron Dust; 1sp, Glass Vial; 6sp, Elemental Clay; 15cp] Mixing the metals with the raw clay and a slight charge, then poured into the vial. When added to a weapon or 10 pieces of ammunition, the silver clings to the edges to bypass nonmagical resistances from the weapon for the next 10 attacks or 3 hours.
 

Intermediate Potions


These potions are more uncommon, at very least because of the rarity of their ingredients or the potions tendency to age poorly in storage. They have slightly more difficult techniques, that while easy enough to complete for even a fletching alchemist their do have a failure rate that makes them uneconomical for most alchemists in the end.
 
Alchemical Oil: (DC 12) [Flumph Membrane; 6gp, Aqua Vitae; 2sp, Ceramic Jar; 5cp] Mix the membrane with the vitae and subject to a blue alchemical flame, then deposit the fluid in the jar while it cools, attach tiny brush to the lid and seal tight. When brushed on armour it grants a target Freedom of Movement against nonmagical affects or on ground Grease for the next 8 hours.
 
Alchemical Glue: (DC 12) [Mimic Tongue; 6gp, Crystal Vial; 1gp, Kobold Bone; 5sp] Place the mimic tongue under a green alchemical flame, then grind the kobold bone until a pale white powder, add to solution and stir, then seal inside crystal vial without air while hot. Enough glue to cover 1ft square of surface area and will set in about 1 minute.
 
Eversmoking Bottle: (DC 14) [Mephit Ash; 6gp, Essence of Fire; 5gp, Iron Flask; 1gp, Aerosoliser; 9sp] Place ash in bottom of iron flask, then the aerosoliser fixed at the lip. Finally place the essence of fire within the aerosoliser and afix the cap. Subject the next of the flask to blue alchemical fire for 15 continuous minutes and then cool. When opened it creates a 30ft radius of thick black smoke.
 
Alchemical Frost: (DC 16) [Yeti Blood; 8gp, Elemental Ice; 7sp, Ceramic Flask; 5cp] Spin out the yeti blood and then purify the blueish portion within, adding to elemental ice. Subject to the an orange flame until fluid is clear, but not a moment more least it turn to pink. Then seal within a ceramic flask and subject to a blue flame until the contents are solid. When the flask is broken it deals 2d6 cold damage and slows a target it is thrown at, or can chill a 10ft enclosed space to -50 degrees celsius. You can also coat it on a blade to add 1d4 cold damage to the next ten attacks.
 
Alchemical Lightning: (DC 16) [Behir Gizzard; 9gp, Copper Sphere; 5sp, Ceramic Core; 5sp, Fuse Cord; 1cp] Seal the gizzard within the ceramic sphere, subject the core to alchemical blue flame for a continuous hour. After cooling, surround in the copper sphere. When lit and thrown, it explodes; showering the area within 15ft in copper shrapnel, and deals 1d10 lightning damage to everyone within those 15ft and pulling them 15ft towards the sphere. You can also coat it on a blade to add 1d4 lightning damage to the next ten attacks, or use it to power a mechanical device for 10 minutes.
 
Lesser Dragon Breath: (DC 18) [Pure Elemental Essence; 5gp, Lesser Drake Gizzard; 1gp, Iron Flask; 1gp] Grind up the gizzard into a paste and line the inside of a metal flask, then pour in the pure elemental essence (Acid, Cold, Lightning, or Fire) and then subject to the corresponding alchemical fire (Purple, Orange, Green, Blue) for a continuous hour. Subdue any spiritual presence from the flask (Charisma DC 14) and force back at the flask, if successful it should remove all presence of the elemental essence and create a vacuum seal. When the fluid within is imbibed it alters your throat physiology for the next hour, giving you an elemental breath attack (bonus action) that holds 3 breath attacks, DC 12 Dex save to avoid half damage. Once the potion expires you are Silenced until the next short rest. Depending on the Essence used, your breath attack does one of the following:
 
4d6 Acid damage / 15ft sphere within 50ft
4d6 Cold damage / 30ft cone
4d6 Lightning damage / 60ft line
4d6 Fire damage / 30ft cone
 

Advanced Potions


The rarest of traded potions, with both rare ingredients and high failure rates. They are extremely effective for their uses, with many organisations employing alchemy experts to give their agents access to these affects.
 
Dead Man’s Blood: (DC 20) [Essence of Fire; 5gp, Spontaneous Undead Flesh; 4gp, Letherna Jar; 3gp, Aqua Vitae; 3sp, Living Blood; 2sp] Place the living blood and essence of fire under an alchemical orange flame, then boil the undead flesh in aqua vitae under a purple flame until the solution turns black. Sieve this and hold it (Constitution DC 14) over the essence of fire until a naked flame appears in solution. Pour the essence of undeath slowly, making care to not snuff out the fire, until the flame turns black and then stop. Subject the new undead flame with green alchemical flame until the internal fire extinguishes back into solution. Cool and place within special shadowfell infused jar. When consumed you gain resistance to necrotic damage, but take a -1d4 penalty on all attack rolls and saving throws for the next 4 hours. Any attempts to cure this poison will remove the immunity. Immune to any form of undead tracking or supernatural senses. Deals 10d6 force damage to undead that bite, feed or attempt to vampirically drain you.
 
Potion of Hott’s Crystal Weapon: (DC 20) [Essence of Frost; 5gp, Cendriane Vial; 5gp, Mithral Dust; 3gp, Aqua Vitae; 3sp] Burn the Essence under a alchemical Orange flame, and add incrementally to the aqua vitae until a blue colour change is created. Then pour solution through a charged copper sieve containing the mithral. Collect the pure water in the vial and seal. When unsealed the water transforms into a melee weapon of pure elemental ice. Acts as a +1 weapon for 1 hour.
 
Wraith Oil: (DC 22) [Pure Mithril; 12gp, Adamantine Dust; 8gp, Essence of Storm; 5gp, Letherna Jar; 3gp, Ectoplasm; 2gp, 3 Silver Coins, Small Silver Charm; 2sp] Channel essence of storm into the copper sieve (Strength DC 14), then mix ectoplasm and adamantine on sieve. Grind silver coins and mix with mithril, and hold silver charm in hand and place in alchemical green flame while dwelling on a dead loved one (Wisdom DC 16). If successful the charm should grow incredibly cold, throw it into ectoplasm mix. It should ignite in a distinct ghostflame (blue-green in colour), and pour silver-mithril mix through the flame and sieve into the letherna jar beneath. Seal jar and allow to cool. When used, weapons or 10 Ammunition coated can attack ethereal and incorporeal targets for the next 10 attacks.
 
Potion of Invisibility: (DC 24) [Essence of Air; 5gp, Cendriane Vial; 5gp, Tiefling Blood; 1gp, Token of Trickery; N/a] A fey being truly tricked in a practical joke (Intelligence DC 14) is compelled to give this token. Looks like a small piece of leaf with Selidarian glyphs on it. Mix with Tiefling Blood and boil with a blue alchemical flame until all shadows fade (Wisdom DC 14), then stir in the essence of air until a sufficient gradient is created and transfer to the fey-enchanted vial to cool. When imbibed, you become Invisible for one hour, but sunlight is cause you radiant damage. The damage increases over time.
 
Modest Dragon Breath: (DC 24) [Adamantine Flask; 20gp, Adult Giant-Sized Drake Gizzard; 9gp, True Dragon Urine; 8gp, Pure Elemental Essence; 5gp, Aqua Vitae; 3sp] Grind up the gizzard into a paste and line the inside of the metal flask, then pour in the pure elemental essence (Acid, Cold, Lightning, or Fire) and then subject to the corresponding alchemical fire (Purple, Orange, Green, Blue). Spin out the Urine in an air-sealed room, carefully separating out the white portion, destroying the rest in orange alchemical flame. Place white portion inside charged sieve and pour aqua vitae into flask (Strength DC 16). Immediately seal and burn for 3 hours, Forcing all the spiritual presences (Charisma DC 16) back into the flask. If imbibed aster cooling, you gain an elemental breath attack (bonus action) that lasts for 3 hour or 5 breath attacks, DC 15 Dex save to avoid half damage. Once the potion expires you are Silenced until the next long rest.
 
9d8 Acid damage / 25ft sphere within 80ft
9d8 Cold damage / 45ft cone
9d8 Lightning damage / 80ft line
9d8 Fire damage / 45ft cone
 

Masterclass Potions


The greatest and most exotic of alchemical preparations. Used by divine agents, champions of the realms, and the most elite of the planes.
 
Bead of Dryness: (DC 26) [Graviton Dust; 20gp, Thrax Flesh; 10gp; Essence of Water; 5gp, Token of Trickery; N/a] A fey being truly tricked in a practical joke (Intelligence DC 14) is compelled to give this token. Looks like a small piece of leaf with Selidarian glyphs on it. Burn with thrash’s flesh in purple alchemical flame, making sure to stay conscious (Constitution DC 18), then add essence of water, slowly stirring. Finally mix in graviton dust, making sure to sprinkle it and fold the resulting paste as tightly as possible (Dexterity DC 14). The small bead, when added to a body of water, can suck up to between 20 and 100 gallons of water. If the bead is then broken, all the water is instantly returned to the same space. If used against a water elemental or similar creature, they must make a Con DC 16 save to take 5d12 necrotic damage, or be destroyed instantly.
 
Potion of Flying: (DC 26) [Liquid Joy; 15gp, Essence of Storms; 5gp, Essence of Stone; 5gp, Essence of Water; 5gp, Pixie Dust; 5gp, Cendriane Vial; 5gp, Peryton Heart; 4gp] Grind up stone essence and tear out portions of the Peryton heart with your teeth (Strength DC 18), spitting them into the same mixture. Channel storm essence through copper sieve (Strength DC 14), placing pixie dust inside, pouring essence of water through sieve into the bloody stone mixture. Next you must hold your breath and release the liquid joy, making sure to invert the container since liquid joy flows upwards. Attempt to mix the two substances together with the figure-eight shaking method (Dexterity DC 12) until the mixture is neutral in buoyancy. Drinking the mixture you gain a fly speed (hover) x1.5 speed for the next hour, If you are still airborne after the hour you fill float downward to the nearest surface. Any lose of your composure (DC 12 Wisdom check) will end the effect early.
 
Dust of Dissappearance: (DC 28) [Faerie Dragon Dust; 20gp, Graviton Dust; 20gp, Essence of Storm; 5gp, Essence of Air; 5gp, Letherna Jar; 3gp, Tiefling Blood; 1gp, Pure Elemental Salt; 1gp, Token of Trickery; N/a] A fey being truly tricked in a practical joke (Intelligence DC 14) is compelled to give this token. Looks like a small piece of leaf with Selidarian glyphs on it. Procedure must be in an air-tight room. Mix with Tiefling Blood and boil with a blue alchemical flame until all shadows fade (Wisdom DC 14), then stir in the essence of air and dragon dust (Charisma DC 18). Channel storm essence through copper sieve (Strength DC 14), Line the sieve with graviton dust, then pour in mixture. add elemental salt and allow excess to fall through sieve, then discharge the sieve and collect the finally product into the jar. Make sure to dispose of any residual powder left over before unsealing the room. When thrown into the air, you and each creature within 10ft of you becomes Invisible for 2d4 minutes. It is impossible to know how long the effect will be, and the duration is the same for all creatures. If a creature within the dusts effect attacks or casts an offensive spell, the invisibility ends, but the creature is not aware. Once the invisibility has worn off, the creature has disadvantage on Perception checks for the next 5 minutes.
 
True Dragon Breath: (DC 28) [Adult True Dragon Gizzard; 50gp, Adamantine Flask; 20gp, Essence of Death; 10gp, Pure Elemental Essence; 5gp, Aqua Vitae; 2sp] Ensure you’re in an air-tight room before proceeding. Grind up the gizzard into a paste and line the inside of the metal flask, then pour in the pure elemental essence (Acid, Cold, Lightning, or Fire) and then subject to the corresponding alchemical fire (Purple, Orange, Green, Blue). Force the dragon-soul back into the flask (Charisma DC 20) in a battle fo wills. Seal the flask and burn for a day and night while tending the flame (Constitution DC 16). Once this potion is consumed, you gain an elemental breath attack (bonus action) that lasts for 12 hours. Once used in an encounter, you must roll a d6 at the start of each turn to reclaim it. On a 5 or 6 you can use it again. DC 18 Dex save to avoid half damage. Once the potion expires you are Silenced until a Lesser Restoration, Greater Restoration, Regenerate or Wish spell is cast on you.
 
12d8 Acid damage / 40ft sphere within 120ft
12d8 Cold damage / 60ft cone
12d8 Lightning damage / 120ft line
12d8 Fire damage / 60ft cone

 

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