TBD
Alchemists wield an impressive array of skills, allowing them to craft remarkable draughts and potions through the art of combining various ingredients and infusing them with their own willpower. Among their creations are potent healing potions, empowering draughts that bolster allies, and even explosive concoctions capable of turning the tide of battle. The versatility of the alchemist's arsenal is matched only by its sheer usefulness in diverse situations.
With their expertise in concocting elixirs, alchemists become invaluable additions to any group, providing much-needed support and utility. Whether it's mending wounds on the battlefield, enhancing the capabilities of their allies, or unleashing destructive forces upon foes, the alchemist's craft is boundless in its potential. Their concoctions not only serve as essential tools during adventures but also stand as a testament to the alchemist's ingenuity and mastery of their craft.
Alchemy is the art of harnessing the elements and blending them with willpower to create a liquid with magical properties.
As a novice alchemist, you have learned to brew all Novice Potions. Brewing a potion takes 1 hour, and during a long rest, you can craft two potions while still benefiting from a long rest. To brew a potion, you need to have the required components and willpower available.
In alchemy, the ingredient itself is not important, but rather the element that people associate with it. Alchemy is the process of distilling that elemental essence out of the ingredient to then combine them to create potions.
Determining an ingredient's element is related to the perceived association. For example, feathers are associated with winds, while spicy peppers are associated with fire and earth.
When a recipe asks for 1000 coins' worth of Fire ingredients, this could be 100 spicy peppers or a dragon flower.
After you finish a long rest, you have the option to brew potions through Improvised Brewing. This process involves using ingredients you scavenge during your rest and heavily infusing them with willpower to make them viable for potion crafting. To determine the ingredients available, you roll a number of d4s equal to half your power and note all individual values, representing the different components you've gathered.
In the Potions table, you can find the combination of dice needed to craft the specific potion without having the exact ingredients. However, you still have to spend the required Willpower. It's important to note that potions crafted through Improvised Brewing will expire at the end of the day.
The 4 numbers on the dice represent the elements used in alchemy: 1 for Earth, 2 for Water, 3 for Fire, and 4 for Wind.
Instead of rolling, you can also choose to redo the exact same batch as the last one you did.
For example, in the Novice Potions table, under the Improvised Brewing column, it may indicate that you need a 2, a 3, and a 4 to craft a certain potion. This means you must have rolled at least one of each of these values on your d4s during the scavenging process. Once you have the required ingredients, proceeding to brew the potions consumes the dice and the necessary willpower.
You can now brew potions from the Apprentice list.
The coin cost of crafting potions is reduced by 10%, and you can now craft a potion in 30 minutes, allowing you to prepare 4 potions in a long rest.
Additionally, when you are done improvising potions, you regain a quantity of Willpower equal to half your level.
You can now brew potions from the Adept list.
You can now brew potions from the Master list.
Willpower Points: 2
Ingredients: 500 Ȼ Any combination
Improvised Brew: Any one
Drinking this potion restores 2d6 + the crafter's power in health.
Willpower Points: 4
Ingredients: 300 Ȼ Earth & 300Ȼ Wind
Improvised Brew: 1 / 4
After drinking this potion for a number of minutes equal to twice the crafter power, you triple in size, double your movement speed, gain advantage on Strength checks and your attacks scale with you, upgrading your damage dice by one category.
Willpower Points: 3
Ingredients: 500 Ȼ Wind
Improvised Brew: 4
Drinking this potion increases the user's speed by 3 for 1 hour.
Willpower Points: 3
Ingredients: 500 Ȼ Fire
Improvised Brew: 3
Drinking this potion increases the user's Power by 1 for 1 hour.
Willpower Points: 3
Ingredients: 500 Ȼ Water
Improvised Brew: 2
Drinking this potion increases the user's Health and Max Health by twice the crafter power for 1 hour.
Willpower Points: 3
Ingredients: 500 Ȼ Earth
Improvised Brew: 1
Drinking this potion increases the user's Defense by 1 for 1 hour.
Willpower Points: 4
Ingredients: 300 Ȼ Water & 300 Ȼ Fire
Improvised Brew: 2 / 3
Drinking this potion, make a Wits saving throw against the crafter's power. If you fail the saving throw, this potion makes you fall in love with the crafter. For 1 hour, you consider the crafter a trusted ally and are ready to do what you can to help them, as long as it is not harmful to you.
Willpower Points: 6
Ingredients: 200 Ȼ Earth & 200 Ȼ Fire 200 Ȼ Wind & 200 Ȼ Water
Improvised Brew: Any Two
After drinking this potion for a number of minutes equal to the crafter's power, you shrink to one-fourth of your size. Your Defense is reduced by 2, and the damage dice you take are increased by 1 category while the damage dice you deal are decreased by 1 category.
Willpower Points: 4
Ingredients: 500 Ȼ Fire & 500 Ȼ Wind
Improvised Brew: 3 / 4
Drinking this potion grants you resistance to all lightning, cold, and fire damage for a duration equal to twice the crafter's power in minutes.
Willpower Points: 4
Ingredients: 500 Ȼ Earth & 500 Ȼ Water
Improvised Brew: 1 / 2
Drinking this potion grants you resistance to all sharp, blunt, and force damage for a duration equal to twice the crafter's power in minutes.
Willpower Points: 5
Ingredients: 500 Ȼ Earth & 500 Ȼ Wind
Improvised Brew: 1 / 4
Drinking this potion grants you advantage on all skill checks for a duration equal to three times the crafter's power in minutes.
Willpower Points: 4
Ingredients: 1000Ȼ Firer
Improvised Brew: 3 / 3
This volatile concoction explodes when subjected to a shock, such as being thrown.
In such cases, it bursts into flames, dealing 2d6 + the crafter's power in fire damage to all creatures within 5 meters (15 feet).
Willpower Points: 2
Ingredients: 1000 Ȼ Water
Improvised Brew: 2 / 2
Drinking this potion grants you the ability to breathe underwater and move at your normal speed. This effect lasts for a duration equal to four times the crafter's power in minutes.
Willpower Points: 6
Ingredients: 1000 Ȼ Earth
Improvised Brew: 1 / 1
Drinking this potion deals 8d6 + three times the crafter's power in decay damage.
This concoction can be applied to a weapon that Sharp damage for a number of uses equal to the crafter's power.
Whenever you make an attack, a number of uses equal to the number of weapon damage dice is consumed. On a successful hit, for each weapon damage die rolled, you deal an additional 1d6 as decay damage.
Willpower Points: X
Ingredients: 500 Ȼ Earth & 500 Ȼ Water
Improvised Brew: 1 / 4
Drinking this potions allows you to alter you appearance for a number of minutes equal to four time the crafter's power.
You can use this potion to alter your appearance, excluding your clothing, armor, weapons, and other belongings on your person. The changes can make you look different until the effect ends. You have the flexibility to appear up to 30 cm (1 foot) shorter or taller and can also appear thin, fat, or anywhere in between. You can't change your body type, so you must adopt a form that maintains the same basic arrangement of limbs. Other than that limitation, the extent of the changes is up to you.
Willpower Points: 4
Ingredients: 1000 Ȼ Wind
Improvised Brew: 4 / 4
Drinking this potion removes all poison, disease, and curse-related effects, as long as the level of the source of the effects does not exceed the crafter's level.
Willpower Points: 8
Ingredients: 800 Ȼ Earth & 800 Ȼ Water
Improvised Brew: 1 / 2
Drinking this potion turns your body and equipment into slime, lasting for a number of minutes equal to twice the crafter's power.
You gain control over whether your body is slimy or solid.
While in this form, you can occupy the same space as another creature and move through spaces as narrow as 2.5 cm (1 inch). You also gain resistance to Elemental and Physical damage.
Willpower Points: 8
Ingredients: 1600 Ȼ Earth
Improvised Brew: 1 / 1
Drinking this potion makes you vulnerable to Sharp and Blunt damage types for a number of minutes equal to four time the crafter's power.
This concoction can be applied to a weapon that deals Sharp or Blunt damage for a number of uses equal to the crafter's power.
Whenever you make an attack, a number of uses equal to the number of weapon damage dice is consumed. On a successful hit, the damage dealt is calculated as if the creature was vulnerable to Sharp and Blunt damage.
Willpower Points: 4
Ingredients: 800 Ȼ Wind & 800 Ȼ Fire
Improvised Brew: 3 / 4
Drinking this potion makes you ethereal for 1 turn. While ethereal, you cannot take any actions, but you cannot be touched or interacted with, and you are immune to all effects.
Willpower Points: 6
Ingredients: 1600 Ȼ Wind
Improvised Brew: 4 / 4
Drinking this potion grants you a flight speed equal to your movement speed for a duration equal to three times the crafter's power in minutes.
Willpower Points: 4
Ingredients: 1600 Ȼ Water
Improvised Brew: 2 / 2
This volatile concoction explodes when subjected to a shock, such as being thrown.
In such cases, a water sphere expands from the point of impact, creating a 20-meter (65-foot) radius sphere. All creatures inside are considered underwater, and the sphere lasts for a duration equal to twice the crafter's power in minutes. Afterward, it collapses, flooding the area with water.
Willpower Points: 4
Ingredients: 1000 Ȼ Any combination
Improvised Brew: Any two
When drinking this potion, you gain the effects of two random potions.
You determine the effects by rolling 2d10 and referencing each d10 result to potion listed below:
Deadly Poison
Explosive Concoction
Healing Potion
Growth Elixir
Agility Draught
Intelligence Draught
Wits Draught
Strength Draught
Brightscale Draught
Skinstone Draught
Willpower Points: 10
Ingredients: 2000 Ȼ Earth & 2000 Ȼ Fire & 2000 Ȼ Water
Improvised Brew: 1 / 2 / 3
Drinking this potion activates a short time loop. At the end of your turn, time rewinds, restarting your turn.
Rewinding time returns to you all resources, items, and statuses as they were when you drank the potion and allows you to replay your turns.
The rewind only affects you and does not apply to the environment or enemies; others just see two versions of yourself glitching and acting at the same time.
Drinking a second Elixir of Time within 7 days would kill you, and the Elixir of Time used to trigger the rewind is not returned and is lost.
Willpower Points: 10
Ingredients: 2000 Ȼ Wind & 2000 Ȼ Fire & 2000 Ȼ Earth
Improvised Brew: 1 / 3 / 4
When crafting this potion, you must add a sample of a creature, which can be blood, skin, hair, or other biological material.
When drinking this potion, you transform into the creature from which the sample comes for a duration equal to three times the crafter's power in minutes.
The potion fails if the creature from which the sample comes exceeds your level or is legendary.
Willpower Points: 10
Ingredients: 2000 Ȼ Wind & 2000 Ȼ Earth & 2000 Ȼ Water
Improvised Brew: 1 / 2 / 4
Drinking this potion afflicts you with Titansbane poison.
Titansbane gives you two disadvantages on all actions until you take a long rest.
This concoction can be applied to a weapon that deals Sharp or Blunt damage for a number of uses equal to the crafter's power.
Whenever you make an attack, a number of uses equal to the number of weapon damage dice is consumed.
On a successful hit, the creatures gain a number of Titansbane buildup equal to the number of weapon damage dice. If the value ever reaches 20, the creature contracts Titansbane poisoning.
Willpower Points: 10
Ingredients: 2000 Ȼ Wind & 2000 Ȼ Fire & 2000 Ȼ Water
Improvised Brew: 2 / 3 / 4
This volatile concoction explodes when subjected to a shock, such as being thrown.
In such cases, it bursts, liberating a bolt of lightning that jumps to the closest creature. The creature makes a Strength saving throw against the crafter's power, taking 6d6 + Three Times the Crafter's power as Lightning damage, or half as much on a success.
If there is another creature within 3 Meters (10 Feet) that has not been affected by the lightning bolt, it jumps to the closest new target, dealing damage and repeating this process until it cannot bounce anymore.