At 4th alchemist level, you can sacrifice a set of alchemists tools and spend 1 rest dice and 2 AP during a rest to create a mycologists kit, which incurs 1 bulk and allows you to make fungal alchemy creations during rest. These are collections of spores, mycelium vials, soil-jars, and exotic worms that allow you to enhance and rapidly produce odd and rare fungal materials.
A mycologists kit grants 2 AP every rest that can only be used to create fungal alchemy items.
At 4th alchemist level, you learn to create the following new alchemical items:
Puffball bombs (1 AP) - 2d4 bombs created. Thrown. 1d4 + dexterity bonus poison damage. Blinds for 1 turn on critical hit. Ignores block. leaves a 5ft spore cloud in the tile, which applies sickened on a failed con save on exposure.
Glue-spore flask (1 AP) - 2 flasks are created. Liquid 10/4, Thrown. Creature and objects become snared when failing a strength save exposure, requiring them to remake the save again as an action on their turn to break free. Creatures become exhausted(cannot perform more than one of: action or bonus action.) for 1d4 rounds on a failed dex save on exposure. Covered surfaces retain only the snare exposure effect.
Creepy powder (1 AP) - Powder 15/3. On exposure, creatures must make a constitution save and wisdom save, becoming charmed for 1 hour if the save fails. Covered tiles lose exposure effect, but can be watered to fill a 5ft cube with hardened fungal grass over a period of 1 hour. It has the hardness of old wood, and becomes more like dead coral after a year.
Lurkbloom flask (1 AP) - liquid 15/2. Potion. On exposure, creatures must make a dexterity save, becoming hobbled and weakened on a failure, requiring a strength save as an action to break free from the effect. If thrown at a creature and not blocked, it also requires a strength save to not become exhausted while the effect lasts. Taking 10 or more fire damage removes the lurkbloom flask conditions. Covered tiles grow out up to 2d4 tiles of adjacent surface within the next round, making it difficult terrain (Subject to GM.) When consumed, deals 4d12 acid damage, and if it kills the creature, or if administered to dead remains, it consumes the remains of the creature and spreads to adjacent tiles, covering them in lurkbloom and spreading to all tiles within 30ft within 2 rounds.
Stable redcap extract (2 AP) - potion. On consumption, deals 1d3 psychic damage, removes cursed damage (unhealable damage effects) removes charm conditions, and for the next 3d10 minutes you are immune to fear and reduce fatigue damage taken by 1. Afterwards take 1d3 damage to fatigue.
At 4th alchemist level, gain a +2 bonus to nature and medicine checks.
At 5th alchemist level, gain 2 upgrades from the list below:
Creepy fungus separation - When creating creepy powder, you can grant it one of the following extra effects by spending 2 AP, only one per powder:
Sleep for 1d10 minutes on failed con save, as an exposure effect. Is repeated at start of creatures next turn. Creatures can attempt to tough it out, taking 1d2 damage to fatigue instead if not already at 4 damage to fatigue.
Cause creatures current damage taken to become cursed damage (cannot be healed until rest.) on a failed con save, as an exposure effect.
Cause the fungal grass to grow within a minute instead of an hour, and be as tough as fine wood instead, becoming stonelike after the age of 1 year.
Fungal poisons - Whenever you create an alchemical creation that deals poison damage, you may allow it to deal an extra 1d4 psychic damage as well.
Lurkbloom selection - When lurkbloom flasks growing grass consumes a creatures remains, it sprouts a lurkbloom, which can be harvested by you and reprocessed into 1 AP during rest.
Long-term exposure - You gain resistance to poison and psychic damage. -1 Max HP.
Magestool brew - You can create a new fungal alchemy item, a magestool brew - Potion. grants blindness, deafness, distraction, but also ethereal sight and aurasight which ignore the blindness and deafness for 1 hour. Grants a +1 bonus to religion and arcana checks for the duration.
Necrotic spore pod bombs - You can create a new fungal alchemy item, a necrotic spore bomb - Thrown. 1d3 + 1 bombs created. deals 2d6 + int bonus necrotic damage. On critical hit, creatures become infected by necrotic spores, which removes resistances to poison, fire, or cold damage until cured.
Puffball expertise - When creating puffball bombs, create 1d4 extra.
Puffball selection - When creating puffball bombs, up to as many as your int can be big puffballs, requiring a dextrity save instead of an attack, increasing damage to 4d6 + int bonus poison damage, and applying their effect in a 15ft sphere. Creatures are blinded for 1d4 rounds on a critical failure, and take half damage on a success.
Redcap seance insight - Learn a mystic or occult cantrip. Use intelligence as the casting modifier. When you create stable redcap extract, you may infuse it with an occult or mystic cantrip you know, granting the consumer that cantrip for the duration, using your casting modifier for it. Increase duration to 1 hour.
Refined gluespore culture - Your gluespore flask liquid property is increased by +5/+3. You can now use a dose of gluespore flask to repair a simple structure for 1d4 point of damage.
Healing moss salve - You can create a new fungal alchemy item, a healing moss salve - Liquid 10/3. Potion. If consumed, grants regeneration for 3d10 rounds. On exposure, heals for 1d4+int bonus health and grants 1d12 temporary health. Surfaces covered in healing moss salve rapidly green and bloom, reducing grow times of plants and fungus by 1 duration size category (years > days > hours > minutes > rounds)
At 6th alchemist method, choose another fungal methods upgrade.
At 6th alchemy level, you can spend 2 AP during a rest to modify a mycologists kit. A kit you modify can have no more upgrades than your int bonus -3 (min 1, max 5)
The following upgrades are available:
Extraction kit - You can spend a rest dice to extract 1d3+1 AP from a dead or decayed, small or larger creature. For each size category beyond small, +1 AP gained. The process takes 1 hour. Does not work on skeletons or non-biological remains.
Infusion chamber - Once per rest, you can spend 1 AP to create 1 phial of infused spores and sacrifice one alchemical item you can cerate. A phial of infused spores can be planted in appropriate conditions (subject to GM.) and will mature into 2d4+1 infused buds that can be harvested by a DC 15 nature check(losing a bud per difference between DC on a failure.) An infused bud retains a small spheroid that can be consumed or thrown, dealing either a reduced impact or exposure effect on impact, or on consumption. At their baseline, such reduced effects cannot last longer than 1 round, deal more than 1d4+1 damage of any type, heal or grant more than 1d4 temporary health of any kind, or affect an area larger than a 10ft radius around impact. Future modifications can treat an infusion chamber bud as an alchemical item that is either a flask or a bomb.
isolation chamber - During a rest, you can extract an effect from one of your fungal alchemy items, and apply its exposure or consumption effect as an extra exposure or impact effect for uo to 3 bombs, liquids, or potions. You cannot modify an item in this manner more than once.
Lychwarden bulb - A small delicate mishmash of complex lifeforms jammed into a microterrarium that requires maintenance every rest. It's bioluminescence allows you to detect which auras of magic overlap the kit.
Optimized starter jars - Every rest, you gain 2 extra AP points that can can only be spent on mycologist items or abilities.
Sealing compartment - You can spend 2 AP and an alchemical flask or powder during a rest to create 1d4+1 alchemical spore bombs. They can be thrown at half range. Both if not blocked, and on each of the targets next 1d4 turns, apply the flask surface contact or powder exposure effect of the consumed alchemical item to the target.