At 4th alchemist level, you can modify a large flask/barrel or a set of brewers tools by sacrificing it and a set of alchemists tools to create an extraction cask. So long as sufficient material is used, it will automatically produce 1 alchemical essence every rest. An extraction cask incurst 1 bulk while carried and can be fitted onto a backpack or belt.
At 4th alchemist level, choose 2 new alchemical items that you can now create from the following potion alchemy list:
Distilled spirits flask - Requires sacrificing a volatile or vital essence. Can be sprayed on up to 1d10+1 tiles like a reactive flask, or sprayed in a 15ft cone. Exposed creatures and tiles gain distilled spirits exposure for 1 minute. Whenever a distilled spirit exposure covered creature or place takes fire damage, it is ignited. Creatures on fire take damage as per the on fire condition, while tiles deal 1d8 fire damage to creatures that enter or start their turn in the tiles. If consumed, deals 1d10 poison damage. If consumed by a dwarf, half-orc, orc, or dragonborn grants a +2 bonus to strength and charisma for 10 minutes, and deals 1 damage to fatigue afterwards.
Power potion - Requires sacrificing an essence which one of flammable, fire damage, or lightning damage. Regain use of a per-rest or per-long-rest ability when consumed. You may spend an additional 1 AP when crafting to infuse an additional positive effect from the essence into the potion, either modifying it or the consumer when drunk.
Energy potion - Requires sacrificing an essence which has the following effects: temporary health, lightning damage, light. Restore 1 rest dice.
Resistance potion - Requires sacrificing an essence with a damage effect. The potion grants resistance to the chosen damage effect.
Speed potion - Requires sacrificing an alchemical essence with flammable and temporary health. For each dice of temporary health, grants 5 ft of movement speed.
Minor healing potions - Requires sacrificing an alchemical essence with temporary health. The temporary health granted is instead turned into healing.
Greater healing potion - Requires sacrificing an alchemical essence with at least 2 of: temporary health, arcane health, poison damage. All effects of the stated kind are combined and turned into 1d8+1 points of healing per dice. The dice amount of healing is then reduced by 1.
Physical attribute potion - Requires sacrificing an alchemical essence with a resistance effect. Per present resistance effect, the potion grants a +3 bonus to the following attribute for 10 minutes:
fire - Strength
cold - Dexterity
poison - Constitution
psychic - Intelligence
lightning - Wisdom
necrotic - Charisma
Vitality potion - Requires sacrificing an alchemical essence with a necrotic damage, poison damage, and a resistance effect. When consumed, heals one failed death save, 2d8 + 4 health, and allows remaking a save vs an engoing disease, poison, or disabling effect.
Learn an additional item recipe at 5th and 6th alchemist level.
At 4th alchemist level, choose 1 upgrade:
Distilled to perfection - You can modify one potion or flask by successfully making a DC 15 alchemists tools check. On a failure, you must spend 1 AP. Allows you to increase the duration by 1(rounds, minutes, or hours) and increasing its effects (damage, healing, bonus/penalty) by 1. This cannot be applied more than once to an item.
Extra potion recipe - Learn an extra potion from the potion alchemy list. Also learn an additional alchemy methods(alchemist lvl 1) upgrade. Can be taken multiple tames.
Improved extraction cask - Your extraction cask bestows 1 AP at the start of rest. You cannot benefit from this more than once per rest.
Invigorating alchemy - Health restored, temporary health gained, and arcane health granted, as well as fatigue restored from your alchemical creations is increased by 1. Healing effects from your alchemical items that overheal grant temporary health equal to the overheal instead.
Refining chamber - You can spend 1 AP to modify your alchemists tools, allowing you to perform 1 alchemical refinement per rest, free of AP cost.
Siphon chamber - You can spend 1 AP to modify your alchemists tools, allowing you to siphon 1 effect from 1 alchemical essence into another, once per rest, free of cost.
Chug chug chug! - You can consume more than 1 potion per turn.
Fire breathing - Requires distillid spirit flask recipe. You can consume a dose(tiles worth) of a distilled spirit flask to spit/spray it in a narrow 30ft cone. Creatures can make a dexterity save to avoid distilled spirit exposure. If a torch or source of fire is present, creatures instead take 4d6 + your int bonus (min 1) + your con bonus (min 1) fire damage, taking only half on a successful save.
Fermentation chamber - You can spend 1 AP and 1 bulk worth of metal to upgrade your extraction cask to produce an additional alchemical essence per rest, by adding a fermentation chamber. This requires having access and profiiciency with smiths tools. Additionally, the added fermentation chamber can be used once during a rest, allowing you to turn 1 vital essence into 2 caustic essences, or 1 caustic essence into 2 necrotic essences, or 1 necroic into 2 spectral essences.
Dilute product - You can spend 1 AP to spread a potion or elixir into smaller phials, turning one item into 1d4+1 phials. The items effects are reduced by half (If they have a duration, it is halved, if they add a benefit or bonus, it is halved, if they deal damage it is halved, and if they have an effect on a failed save, it is not applied.)
Gain an extra upgrade at 5th and 6th alchemist level.
At 6th alchemist level, choose two secret alchemical recipes from the list below:
Berzerker elixir - Sacrifice 1 extra AP and up to 2 essences, so that among them, there is a fire damage, flammable, and lightning damage effect. When consumed, it grants the drinker a +4 bonus to strength and dexterity, a -4 penalty to block checks, and resistance to cold and physical damage for 1 minute.
Clarity elixir - Sacrifice 1 extra AP and up to 2 essences, so that lightning damage, temporary health, and flammable effects are present. When consumed, grants the consumer a +4 bonus to wisdom and intelligence for 2d4 minutes.
Regeneration elixir - Sacrifice 1 extra AP and up to 2 essences, so that temporary health, healing, and arcane health effects are present. For each dice effect present in the essences, it grants 1d6 rounds of regneration. At more than 5d6 rounds, it restores missing digits, teeth, and impraired hearing and vision.
Life elixir - Sacrifice 1 extra AP and up to 2 essences, so that necrotic damage, temporary health, and arcane health are present. For every dice effect present in the essences, grant 2d6 healing. When administered to a creature that died within 2 rounds, the administrating creature can make a DC 18 medicine check, reviving the creature on a success and healing them for half the elixirs healing value.
Mana potion - Sacrifice 1 extra AP and 4 spectral essences. Functions as a mana potion: When consumed do one of the following: Regain use of a per-rest ability, restore 1d2 rest dice, restore 1d4+1 levels worth of spell slots, gain a +2 bonus to damaged creatures.