Alchemy

Brewing potions

 

Like all crafting processes, working in a safe workshop environment won't require rolling crafting checks to brew potions. The quality of the lab has to match the intended quality of the potion to avoid having to roll a craft check. You can produce potions out in the field provided that you have Alchemist’s Supplies on you and a pot or cauldron to boil and mix your ingredients in.

Potion Quality

Some potions can vary in quality. If the potion grants an effect that uses dice roll (healing or damage), has a DC save, or is a spell potion, the quality is the key factor on how powerful the potion is.
Type Poor Basic Greater Superiour Supreme Perfect
Magic item rarity
-
Common
Uncommon
Rare
Very Rare
Legendary
Dice rolled
d2
d4
d6
d8
d10
d12
Modifier
+0
+2
+4
+6
+8
+10
DC
8
10
12
14
16
18
Spell level
1st
1st-2nd
3rd
4th-5th
6th-8th
9th
Price Mod
x1
x2
x3
x5
x7
x10
To brew potions, you need to fulfill two or three of the following cafeterias to even begin a potion crafting project. The recipes states each Alchemical Base, Reagents, and special ingredient that is needed. One bulk of the alchemical ingredient produces one dose of potion  

1. The Alchemical Base

All potions concoctions require an alcemical base, a foundation upon which sets the base quality of the potion. The more powerful the potions will need a more powerfull base.
Base Rarity Cost Availability
Alcohol Common 10 gp General
Calcium Grease Common 10 gp General
Phosphorus Common 10 gp General
Black Powder Uncommon 25 gp Specialist
White Phosphorus Uncommon 25 gp Specialist
Sulfur Uncommon 25 gp Specialist
Distilled Alcohol Rare 100 gp Specialist
Lithium Grease Rare 100 gp Specialist
Aluminum Grease Very Rare 250 gp Limited
Pure Alcohol Very Rare 250 gp Limited
 

2. Reagents

Essence of the material and mystical of which alchemy as a whole is founded on. Each alchemical ingredient consists of one reagent. Recipes that requires more than one alchemical ingredient still produces one dose at the end of the crafting process. These can often be found in flora and menials, where it has to be identified beforehand.
Extracted Reagents. Using fine proceed Reagents rather than raw ingredients reduces the crafting difficulty by one tier. Since the brewing don't include the initial processes of infusing the Reagents into the alcemy.
Reagent Symbol Example of Source
Fire
Salamander Orchid, Sandbery bush,
Air
Blueleaf, Arrowroot,
Water
Deep Kelp
Earth
Weirwood Bark, Bloodstaunch
Purity
Pearlwood Bark, silver shavings
Divinity
Unicorn blood, Aasimar hair
Spirit
Ectoplasm, Dryad tears
Axiom
Zenith Wisp
Adamant
Adamantium Shavings
Life
Dragonworth
Taciturn
Pyrite shavings, Bismuth
Brim
Tiefling horn
Umbra
Basilisk Breath
Necros
Death bells, Corpse-bomb
 

3. Special Ingredients

Some recipes require special ingredients to create the potion, or adding the Special Ingredient will allow the potion to take on properties unique to the added ingredient. Like adding the stinger or poison gland of a Pseudo-dragon to your poison will make it so that the target affected by it will also fall unconscious if it fails the save by 5.
Ingredient Synergy. Some Ingredients also provides a Reagent. The brewer can chose to either exclude or include either the Reagent or special effect for the potion. If they are brewing a potion that requires both the Reagent and the Special effect, then the difficulty tier is reduces by one crafting difficulty tier.    

List of potions

Acid
  • Alchemical Base: Phosphorus
  • Reagents: + or +
  • Special Ingredient: Not required
The acid deals 1 die of Dice rolled as Acid damage upon contact. Increased quality increases the size of the dice.
Attack. When you take the Attack action, you can replace one of your attacks with throwing a vial of Acid. Target one creature or object you can see within throwing range. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take the Acid damage.
Imbibed. If a creature consumes the acid, then two of the Dice rolled as damage. The target can roll a constitution saving throw against the DC to take half.
Alchemist Fire
  • Alchemical Base: Alcohol
  • Reagents:
  • Special Ingredient: Not required
The flammable mixture deals 1 die of Dice rolled as Fire damage upon contact. Increased quality increases the size of the dice.
Attack. When you take the Attack action, you can replace one of your attacks with throwing a flask of Alchemist's Fire. Target one creature or object you can see within throwing range. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take the Fire damage.
Gelling agent. As a Special ingredient, the mixture becomes sticky and apply the Burning condition on the target if hit.
 
Potion of Flying
  • Alchemical Base: Distilled Alcohol
  • Reagents:
  • Special Ingredient: Roc's feather
When you drink this potion, you gain a Fly Speed equal to your Speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it.
Potion of healing
  • Alchemical Base: Alcohol
  • Reagents: or + or +
  • Special Ingredient: Not required
You regain Dice rolled + Modifier hit points when you drink this potion. The potion's red liquid glimmers when agitated.