Alchemy (Mastery)

A venerable old philosopher huddles over his flasks of bubbling liquid, immersed in his quest for the elusive stone, a mere grain of which will change a mass of molten lead into the purest form of gold. Mysterious adepts meet in dark, damp alleys, belonging to some secret society, exchanging coded messages in hushed voices. Extraordinary people with paranormal prowess that enabled them to do all sorts of magical things and live to an extreme old age.

The rise of alchemy is near, and with it rises power beyond comprehension.

Official GMBinder: https://www.gmbinder.com/share/-MZ3EGnikvMFKp6gXIwh

## Playtest Material

### Name

This material is categorized under the homebrew mechanics for Masteries. Note that almost all of this information is subject to change. Effects, prices, difficulty classes can change in future revisions. Updates are generally not retroactive unless specifically stated otherwise.

## Becoming an Alchemist

At first tier, you gain proficiency in Alchemist's Tools, and you are able to create concoctions that are available to you at first tier, as well as anything that is available in the **Failed Creations Table.**

In addition to this, you may also choose one Alchemical Advancement (found later in this document) to aid your endeavors in the mastery!

When furthering your mastery, when you reach second tier, you open yourself to the possibilities of the specialization you've chosen, as well as the ability to **Mix** and **Enhance** creations.

## Drinking and Application

Consumption of a potion takes an action unless stated otherwise.

## Gathering Materials

Potions (list of potions) uses materials that can be obtained from missions and/or crafted potions. The crafted potions used as an ingredient can be either successful potions, or failed creations which can be crafted without DC.

### Materials

All of the following can be purchased in Dirramach, or in their noted locales.

1. **Dry ice.** Can be obtained for Jorvunheim. The Jorvunheim Supply & Trade Co. supplies this happily for 25gp.
2. **Fox's tail.** Can be obtained from hunting in Solfinir Forest in Solace. Nearby towns also sell these for 5gp.
3. **Dried mandrake root.** Gardenhome Sanctuary of Sortilege and the Tarmin Academy of the Arcane use this for academix purposes. Can still be purchased for 15gp.
4. **A pound of scales of electric eels.** Found in the Rivens. Can be hunted here or bought from the shops for 10gp.
5. **A handful of eagle feathers.** These live natively in the Ivory Hold. Can be bought from hunting villages for 20gp.
6. **A pound of powdered orichalcum.** Normally found around the lairs of fiends. Ask your local smith for some.
7. **Holy Water.** Sanctified water.

## Crafting Mechanics

A player can begin the crafting process at the end of every mission they participate in. You can pursue a number of projects equal the character's Proficiency Bonus. They will make an **Intelligence or Wisdom-based Alchemist's Tools check** to create an item, enhancement, or mix. The DC for the mastery check are dependent on the project.

Some items also require the use and consumption of a few requisite items in order to start crafting. Do note that these items will be consumed during the crafting process, whether the result is a success or not.

### Crafting Roll

The crafter needs to make an Intelligence or Wisdom-based Alchemist's Tools check. The DC depends on the potion. See Potions List.

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{\displaystyle Crafting Roll = 1d20+[AbilityScoreModifier]+[Tools Proficiency]}

*\*see Herbalist description.*

Example: Character with only a single point invested in Alchemy has a +3 Wisdom modifier (Wisdom ability score of 16/17). Below level 5, their proficiency bonus would be +2. Therefore, they roll:

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{\displaystyle Crafting Roll = 1d20 + 3 + 2}

### Failing a creation

When you fail to meet the crafting DC for a creation, you roll 1d8 on the Failed Creations Table. The outcome determined by the roll will be granted instead of the intended craft. An alchemist may also craft any item on the Failed Creations Table. Objects made in this table have no crafting DC or gp requirement.

## Tier 2

When you reach this point in your study, you unlock the ability to distill, purify, and enhance the concoctions you've made. You also unlock the Shatterbomb.

### Enhancement

A concoction can be enhanced by distilling it with a concoction of the same kind. Enhancing requires two of the same concoction to brew. Enhancement DC is equal to the base's Crafting DC+3. Enhancing also carries a gold cost of 50gp, and increases by 50gp per enhancement after.

* **Example.** Creating a Potion of Healing II is a DC 15 and 50gp investment, requiring you to consume two Potions of Healing I during the crafting process. Creating a Potion of Healing III is a DC 18 and a 100gp investment, requiring you to consume two Potions of Healing II during the crafting process.

**Enhancement Limits**: At Tier 2, you unlock the ability to create up to third level enhancements. At Tier 3, this limitation is removed.

DC for Bottle of Stars II is 13.

### Mixing

A concoction can be mixed with others that are applied in the same way. For example, both concoctions that are mixed must be drunk to gain their effects. Mixing DC is equal to the higher DC component's Crafting DC+3. Mixing also carries a gold cost of 50gp multiplied by the highest enhancement level of the two components-1

The output concoction will contain the effects of both concoctions at a lowered enhancement level, and will inherently have an enhancement level equal to the effects that the concoction contains

* **Example.** Mixing a Potion of Healing II and an Antitoxin III will have a Crafting DC of 18 (derived from Antitoxin III's 15+3), and cost 150gp (Derived from Antitoxin's Enhancement level of (3-1)\*50). The resulting concoction will have the effects of Potion of Healing I and Antitoxin II. This concoction will have an enhancement level of III (From Healing I and Antitoxin II).

Naming convention is up to the alchemist that crafted the concoction, but the effects must be listed down in the item description.

### Discipline

At tier 2 you must specialize into one of two disciplines: Pharmacy or Mutanotomy which will unlock crafting of the unique items of each discipline.

## Alchemical Advancements

**\*Alchemists at level 1 can already get an alchemical advancement! This is unique to alchemists compared to the other masteries**

Every time you invest a Mastery Point in Alchemy, you may choose an advancement within this list to gain an Alchemical Advancement Trait that affects the way you create potions, be it having an eye for better ingredients, developing an eye for safety, or even just acquiring enough supplies to create more!

List of Potions Here