At 4th alchemist level, you learn to extract a specialized kind of essence called fungal essence.
Fungal essence - Requires adequate fungal, moss, slime, or spore material. Counds as a vital essence for the purposes of other recipes.
contact: Sticky(DC 14 strength check requires when making moving, ending action on a failure) / sticky (-10 movement speed, -4 to checks made to escape grapple or restraints, dc 14 strength check required to end grapple or unequip item.)
2d6 psychic damage
distracted (1d10 rounds)
Duration increased by 1 duration size category (rounds > minutes > hours > days)
At 4th alchemist level, you learn to create the following new alchemical items:
Magebloom elixir (1 AP) - potion. Requires sacrificing 1 fungal essence. On consumption, grants darkvision and aurasight at 90ft and regeneration 1(heal 1 hp at the start of your turn) for 1 minute.
Puffballs (1 AP) - Requires sacrificing 1 fungal essence and 1 vital essence, granting the puffballs 1 effect from the sacrificed vital essence. Creates 1d4 + int bonus puffballs. A puffball can be thrown as a 25/50 thrown weapon, dealing 1d6 poison damage to creatures hit that do not block. On a critical strike, the target becomes poisoned for 1 minute.
Elderlychen salve flask (1 AP) - Requires sacrificing 1 fungal essence and 1 arcane, warping, or volatile essence. Creates a elderlychen salve flask, which has 3 doses, and when applied to a creature as an action or consumed as an action, provides the creature with 2d6 rounds of regeneration. You may spend 1 additional AP to grant the salve 1 effect from the sacrificed non-fungal essence.
Activated tunnel-sponge flask (1 AP) - flask. Requires sacrificing 1 fungal essence and 1 necrotic essence. Creates a flask of tunnel-sponge flask, which can be spilled on up to 4 + your int bonus tiles, or thrown at a point within 40ft, spilling on all adjacent tiles/surfaces. When a tile is covered in tunnel-sponge spores, the slush rapidly grows and absorbs moisture and detritus, filling up each affected tile with tunnel sponge in 1 minute, which is a material that rapidly hardens and ends up forming a solid obstacle which requires a DC 20 strength check to break. Creatures submerged in the fungus have disadvantage on the strength save.
Redcap extract potion (2 AP) - Requires sacrificing 1 fungal essence, ceating a redcap extract 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.
Moonfern extract (1 AP) - Requires sacrificing 1 fungal essence and 1 vital essence. On consumption, grants a +2 bonus to wisdom and intelligence for 10 minutes, and reduces damage taken by 1 for the duration.
web-bloom flask (1 AP) - Requires sacrificing 1 fungal essence and 1 necrotic or vital essence, granting it 1 effect from the necrotic/vital essence. Can be poured on up to 3d4 + int bonus tiles, or sprayed in a 20ft cone, or thrown as a 30/60 thrown weapon affecting all tiles within 10ft of the target. Every affected tile becomes difficult terrain, slowing movement by 5ft per tile. Creatures affected can make a dexterity save, becoming snared for 1 round on a failure. Additional essence effects can affect the difficult terrain created, or to creatures hit when sprayed/thrown on and failing the save.
At 4th alchemist level, during a rest, 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.
A mycologists kit grants 2 AP every rest that can only be used to create fungal alchemy items, and generates 1 fungal essence every rest.
At 4th alchemist level, gain a +2 and a +1 bonus to nature and medicine checks. You may choose which is +2 and which is +1.
At 5th alchemist level, choose 2 upgrades:
Improved mycologists kit - Your mycologist kid provides 1 extra AP and 1 extra fungal essence per rest.
Improved fungal medicine - May sacrifice an additional essence when creating Magebloom elixir, Elderlychen salve flask, or redcap extract potion. When doing so, create an extra instance of the alchemical item and grant it an additional effect from the essence.
Improved fungal growth - Your activated tunnel-sponge flasks tiles fully grow in 3 rounds. Web-bloom flasks cover an additional 1d4 tiles, 5ft of area when sprayed or thrown, and 1 extra round of being snared. Your mycologists kit grants 1 extra fungal essence per rest.
Improved extract creatoion - Your magebloom elixir, redcap extract, and moonfern extract last 1d4 minutes longer. Each grants an extra bonus: Magebloom elixir grants a +2 bonus to saves vs spells. Moonfern extract grants further +1 bonus to int and wis. Redcap extract grants a +2 bonus to strength.
Panacea-spores - You may spend 1 AP and 1 fungal essence during a long rest to cure a creature of a non-curse disease.
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.