Arcanist

But Taborlin the Great knew the Names of all things, he said to the stone "Break!", and the stone broke. Fresh air entered his smooth stone cell...

She hears the fire alarms, runs out to the street and quickly creates a Binding from her torch to the outbreaking fire and throws it into the water well. She can greatly reduce the impact of the roaring fire...

The gnome peered deep into the flames of the campfire, and suddenly without warning, it was there, clear as crystal. And he read the Name of fire with great ease. Others around the campfire simply heard him say: "Fire." The flames burst up out of nowhere.

Arcanists are well-studied wielders of a special kind of magic, which grants them the power to manipulate the Laws of Physics and material properties. Some can even gain full control...

## Alar, the riding-crop belief

The mental ability to hold a belief firmly enough that it affects reality, through sheer willpower: **the Alar.** This is the cornerstone of Sympathy, the most studied form of 'magic' an Arcanist can use.

You are able to cast 'Sympathetic Bindings'. This Binding is a sort of link created between two targeted things within a base spell range of 60ft.

## A full-fledged Arcanist

An Arcanist is someone who succesfully finished their studies at the University, and is given an 'Arcanist Guilder' to prove it.

They are people able to use their potent Alar and knowledge of the world, to make it a better place. They provide the Commonwealth with tools like Sympathy Lamps, Coolers and other useful equipment. In some cases however, their abilities are used for the worst and they commit 'malfeasance'.

Anyone can learn to use and build their Alar with enough hard training and discipline, but only true Arcanists can bring studies at the University to a successful end.

## Creating an Arcanist

The Arcanist is defined by their quick and accurate perceptive abilities and assesment of a situation, resolute frame of mind and a very charismatic personality.

They devote themselves to learning the ways of the world and honing their existing skills. They are also very curious and logical beings.

Usually an Arcanist has chosen a certain field of study at the University. It is also possible to be schooled by another Arcanist, not neccesarily at the University itself. The reason for your devotion to becoming an Arcanist is up to you. Maybe you want to know all the ins and outs of how the world works?

Maybe you are aiming to test the limits of your acquired powers?

## Quick Build

You can make an Arcanist quickly by following these suggestions:

First of all, Intelligence should be your main focus, and Wisdom comes right after. Secondly, pick the Sage or Acolyte background.

# Class Features

As an Arcanist, you can select a certain field of study. This Arcane Study is fixed and unchangeable from the moment you choose it, and you devote your entire life from that point on to the chosen subject.

### Hit Points

**Hit Dice:** 1d8 per Arcanist level

**Hit Points at 1st Level:** 5 + your Constitution modifier

**Hit Points at Higher Levels:** 5 + your Constitution modifier per Arcanist level after 1st.

### Proficiencies

**Armor:** Light, Medium

**Weapons:** Simple Weapons

**Tools:** None

**Saving Throws:** Wisdom, Charisma

**Skills:** Choose 3 from Arcana, History, Investigation,Perception and Insight

### Equipment

You start with the following equipment, in addition to the equipment granted by your background:

* (a) A shortbow and 20 arrows or (b) any simple weapon
* (a) An Arcanists Robe (simple black robe) or (b) simple clothing
* (a) A scholar's pack or (b) an explorer's pack
* An Arcanist Guilder

## Spellcasting

After learning the basics of using your Alar, you can use Sympathetic Bindings and occasionally split your mind, with enough concentration.

### Cantrips

At first level, you know two cantrips of your choice from the Arcanist spell list. You learn additional Arcanist cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Arcanist table.

### Spell Slots

The Arcanist table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these Arcanist spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a Long Rest.

### Spells Known of 1st Level or Higher

You know two 1st-level spells from the Arcanist spell list: Split Mind and Sympathetic Binding. The Spell Known column of the Arcanist table shows when you learn more Arcanist spells of your choice from this feature. Each of these spells must be of a level for which you have spell slots on the Arcanist table, and are not subclass specific (coloured). Additionally, when you gain a level in this class, you can choose one of the Arcanist spells you know from this feature and replace it with another spell from the Arcanist spell list, except for Sympathetic Binding and Split Mind. The new spell must also be of a level for which you have spell slots on the Arcanist table.

### Spellcasting Ability

Intelligence is your spellcasting ability for your Arcanist spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an Arcanist spell you cast and when making an attack roll with one.

**Spell save DC** = 8 + your proficiency bonus + your INT modifier
**Spell attack modifier** = your proficiency bonus + your INT modifier
### Spellcasting Focus

An Arcanist cannot use a Spellcasting Focus.

## The Alar

The source of your spellcasting powers. At first level, you concentrate and try to believe two opposing things at once through sheer willpower. Your intellect is so strong it impacts the physical world. You think two things are one and the same and in doing so hard enough, it manisfests...

You are now able to use Split Mind and 'Sympathetic Binding'.

## Battlesense

At the second level, your quick wit and good observation skills give you the ability to rapidly assess your surroundings. At the start of a battle, when you aren't surprised, you can try to use the ability on 1 Creature.

You can only use this ability when you roll Initiative of 15 or higher.

Starting from the 9th level, you can try to use the ability Examine Enemy on 2 Creatures at the start of battle.

Starting from the 17th level, you can try to use the ability Examine Enemy on 2 Creatures, and you can immediately try to cast Sympathetic Binding on one of them.

### Battlesense: Examine Enemy

At the start of a battle, you focus on one Creature you can see within 60 feet of you. You make a Examination Check with DC 8. On success, you can choose 2 pieces of information, which can be the same thing twice, from the following list.

### Enemy Information

* One Saving Throw Modifier
* One Damage Vulnerability if any
* One Damage Immunity if any
* One Damage Resistance if any

## Arcane Studies

Starting at the third level, an Arcanist makes a permanent choice between 4 Arcane Studies:

* Naming
* Artificing
* Otherworldly Magics
* Alchemist

This greatly impacts your future development of the class at 9th, 14th and 20th level

You are promoted to E'lir; tihs means see-er.

## Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 18th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

## Prepared for Binding

At the 5th level, and again at the 7th and 13th, when you roll Initiative and get 15 or higher, you immediately gain an extra Mind Piece in battle. (see Split Mind spell)

## The Heart of Stone

At the 6th level, you gain access to the Heart of Stone. It is a state of consciousness where the user abdicates from all his beliefs and opinions, forgetting all his emotions and prejudices.

It is used to think about things with reason rather than common sense, being used to think in a more rational way. Because it makes the user able to ignore things and not be concerned about feelings and emotions, it really helps to focus on things, so that when in 'Heart of Stone', a person gets a significantly stronger Alar (as he can focus all of himself into the Alar).

Effects: The Spell Save DC for Sympathetic Bindings goes up by 2 points and you can use a higher-class die for the Split Mind success throw.

'Heart of Stone' temporarily dispells any mental alteration spells like charms, intimidations etc. and you gain advantage on Perception, Investigation and Insight skill checks.

The state of mind lasts for 3 minutes and can be used **3 times per Short Rest.**

When you exit the Heart of Stone, all previously inflicted mental alterations are re-applied.

## Feeling of Sympathy

Starting from the 10th level, the potency of your abilities regarding Sympathy increase.

Your proficiency bonus is doubled for any WIS, CHA or INT ability check you make, **once per Long Rest.**

You can also create **one 'Perfect Binding' per Long Rest.**

## Firm Alar

At the 13th level, creating bindings towards creatures becomes more effective.

The Spell Save DC for Sympathetic Bindings goes up by 4 points.

## Mens Sana in Corpore Sano

At the 15th level, you have more power over your own mind and maintain your body.

You become more proficient in creating Sympathetic Bindings: casting a Sympathetic Binding can now be done as a bonus action.

You have a Clear Mind and an Organised Body: You can stay in Mind of Stone/Spinning Leaf for 1 hour.

## Advanced Sympathy

At the 17th level, you rarely fail binding something from the first try.

The Link Categories of the Sympathetic Binding spell simplify to Good Link (d20<11) and Near-Perfect Link (d20>10) for the first 2 Bindings.

# Arcanist Archetypes

This paragraph explains the different archetypes available to the class, what those archetypes specialise in, and what choosing that archetype means for a character.

## Artificing

The way to make sympathy permanent by rune-crafting: There are almost 200 runes which when combined, can perform almost any effect sympathy can, but permanently. The only drawback is that learning these runes is difficult and the slightest mistake can ruin the sygaldry.

Examples:
*"Ule and doch are, Both for binding Reh for seeking, Kel for finding Gea key, Teh lock Pesin water, Resin rock"* Song to remember certain runes

### Artificing Studies

You are now an E'lir.

At the the third level, you receive Tinkerer's Tools to make Sympathetic Bindings permanent. The time to make a Rune depends on the material you carve it in. Carving into wood may take 10 minutes while metal may take an hour to carve a Rune into. The Runes are not indestructible: they can be destroyed just as any other carving. They can still be protected by warding spells and reinforcements. You cannot make runes against or on to living creatures. With the right schematics and materials you are now also capable of crafting magic items.

### Runic Recognition

At the third level, as an E'lir, you are able to decypher runic scripture of any kind, when the runes are in a good state.

History and Insight Checks on runes of any kind gain a +10 modifier.

### Runes of Blood and Bone

Starting at 9th level, as a Re'lar, you are capable of making runes with Sympathetic Bindings to living creatures.

You are now also capable of making a guilder, a guilder worn by an attuned carrier is immune to Sympathetic Bindings and psychic damage (this doesn’t include damage from Split Mind), has resistance against physical indirect damage spells (voodoo magic, telekinesis,...), and gives advantage to spell saves. A guilder is attuned by biological material of the wielder, and will only work for them.

You can now also inscribe Weapons and Armor for certain buffs like Elemental Damage, Extra AC, Temporary Health...Every buff is 500gp.

### Excellent Equipment

You have achieved the Rank of El'the.

You can modify any armour or weapon to fit your Armour or Weapon Class.

*Armour*: by spending 500 gp per weight class and one week of working, (light - 500gp, medium: 1000gp,heavy: 1500gp) you can modify the armour to fit any size and armour class.

*Weapons*: by spending a certain amount of gold and one week of working, you can convert a weapon to any similar weapon of another kind.

* One-Handed to Two-Handed: 100gp
* Two-Handed to One-Handed: 200gp
* Simple to Finesse: 500gp
* Heavy to Light: 500gp
* Two-Handed to Versatile: 150gp
* One-Handed to Versatile: 150gp
* Any Weapon to Silvered: 50gp and 1 piece of Silver

### Master Artificer

At the 20th level, you have a permanent detect magic effect. When a magic item or trap is used against you, you have advantage on the saving throw or the item has disadvantage when hitting you.

You can spend a week looking for a curio, an item that does not follow the normal law of physics. This can be done during expeditions. You roll a d20 for every day that passes.

Divide the end result by 20, that is the rarity level of the found item. (1 - uncommon, 2 - common,...)

For example: 2 stones that can create an impenetrable barrier against any and every thing. A book that makes someone believe everything they read in it.

### Crafting Ideas

* Lucky Coin: Coinflip before battle for Lucky Point
* Dousing Compass: track someone through bio-material
* Sympathy Lamp: lamp that can burn without fuel source, since it uses little heat from your hand
* Arrowcatch: Bloodless Device
* Elemental Runes onto weapons
* Motion Trap
* Alarm Trigger based on heat/movement/luminosity/...
* ...

## Alchemy

You have devoted your life to concocting all kinds of seemingly magical brews and potions with extraordinary ingredients. You are on a quest for the rarest materials and ingredients to brew the strongest potions known to all kin.

### Alchemy Studies

At the third level, as an E'lir, you’re capable of making magic potions using your Alchemist's Supplies\*.

Choose two status conditions (you have recieved before?) You can now make a potion to inflict one of these conditions, on top of the effects of the potion itself.

You can also try to Reverse Engineer a found alchemical item by ingesting a bit of the potion or poison. See Reverse Engineering for effects.

### Alchemy Studies: Reverse Engineering

When you come upon an alchemical poison or potion, you can try to Reverse Engineer it:

You ingest a small portion of the substance, and every hour, for 6 hours in a row, you roll 2d20. This is representative for the effect strength.

If this 'success value' exceeds 140 by the end of these 6 hours, you learn the recipe recieve, and if not, you receive the effect of the ingested potion or poison without learning the recipe.

### Alchemical Sense

At the 9th level, as a Re'lar, you gain a peculiar sense: Working with dangerous chemicals has given you an almost supernatural ability to sense alchemical components. You have advantage on perception checks to sense alchemical components.

### Applied Alchemical Knowledge

Starting at 9th level, you can make potions containing any spell effect you know or have seen. You can always determine the effect of a potion when examining it for more than one minute.

Your Craft DC roll now has a +2 modifier, and Crafting Cost gets halved.

### Advanced Alchemy

At the 14th level, as an El'the, you now have a +3 Craft DC modifier.

You can now also try to reverse engineer Magic Items with a success score of 160.

Reverse Engineering a poison or potion has a success rate of 100 instead of 140.

### Master Alchemist

At the 20th level, your body has gained some advantages through all those experimental trials. You are immune to poisons and the poisoned condition, and your Craft DC roll gains a +5 modifier. The Crafting Time gets halved.

You age 3 times slower than the average person of your race.

Your constitution rises by two points, and this can exceed the twenty points limit.

## Naming

Naming is the hardest to describe with a logical reasoning and comes closer to straight up magic.

Once somebody learns the True Name of a thing, they gain complete control over that thing. This can be anything.

The True Name of a thing can only be perceived by the ‘Sleeping Mind’ or the subconscious, since the amount of information to comprehend such a thing is too much for the ‘Waking Mind’ to handle. There are instances where someone can call the Name of a thing after heavy emotional or physical trauma, without actually knowing the Name of that thing.

### Spinning Leaf

At the third level, you're now an E'lir, and you can enter a state of mind at will, where you discard any rational thinking and let yourself be subject of your own mind, called 'Spinning Leaf'. You tend to do things without thinking about how or why.

You can enter 'Spinning Leaf' at will, but only when 'Heart of Stone' is inactive. Entering 'Spinning Leaf' can be done and undone at will and instantaneously.

You cannot create 'Sympathetic Bindings' or use 'Split Mind', and existing Bindings get disbanded. For every active Binding disbanded you recieve 1d4 psychic damage. When in this state, however, you can try to call the True Name of a thing you do not know three times a day. (view Signature Spell Info.)

When a Creature attacks you with a Melee Attack and misses, you perform an Unarmed Strike parry when both hands are free. The damage is the Unarmed Strike damage + INT modifier.

### Rousing Mind

At the third level, your Sleeping Mind can sometimes give your waking mind unfathomable knowledge. Whenever you roll a skill check between 18-20 (without modifiers), it is seen as a 25. You can do this 3 times per Long Rest.

### Familiar Name

At the 9th level, as a Re'lar, you can choose a basic element you have encountered before. You can now call it's Name **once per Short Rest.**

You control the element for 3 rounds and you must use an action to control the element. This effect should be of an existing spell, like control water or control weather, from the Arcanist spell list, written in purple.

### Nuanced Names

At the 14th level, as an El'the you can control an element for 1 minute, instead of 3 rounds. You can now call your Familiar Name **twice per Short Rest.**

### Master Namer

At the 20th level, you can use your familiar name up to **three times per Short Rest.** You can choose an extra Familiar Name, that doesn't have to be an Element. (Creature, Item,...) Rare and Very Rare creatures must do a DC 22 CHA Saving Throw.

To succeed at Call True Name, you need to roll an 18 or higher at least on one of the three throws.

You can learn the True Name of a thing if you spend **14 workdays** of study to the thing.

## Otherworldly Magics

You are fascinated by the seeming magics of certain actions and items you have seen scarcely throughout all parts of the world. You were sufficiently intrigued to decide to study these magical phenomena. You notice that this is nothing like Naming or Sympathy and an entire world opens up to you...

### The Colour of Magic

At the third level, as an E'lir you decide to study Otherworldly Magics and can choose 3 spells from a Spellcasting Table different from the Arcanists Spellcasting Table with the spells up to lvl6.

### A Knack for New Knowing

At the third level, the time it takes for you to learn new spells from other people is halved, and any spell learned is immediately known and not prepared.

### Enhanced Xeno-Magics

Starting at 9th level, as a Re'lar, you can choose another 3 spells from a different Spellcasting Table with spells up to lvl6, or expand on the current one (see Curious Magics) with up to lvl9 spells.

### Foreign Fortitude

At the 14th level, as an El'the You can choose 3 spells from 4th level or lower. These spells can now be cast without expending a Spell Slot, **5 times per short rest.**

### Mastering The Weave

At 20th level, you can choose another 5 spells from any Spellcasting Table with spells up to lvl 9.

## Alchemist's Supplies\*

Alchemical items include magical medicines, potions, poisons and concoctions made from not only plants, but caustic chemicals, acids and what some might consider dangerous or illegal substances.

Alchemist's supplies contains a variety of instruments such as vials, burners, flasks and other components needed to pursue alchemy. Proficiency with this kit allows you to add your proficiency bonus to any Intelligence checks you make for your alchemical concoctions.

### Crafting Alchemical Items

To craft an alchemical item, you must know the recipe for the item you wish to craft. After choosing the item to craft, you then must gather the required ingredients and then begin crafting the item.

Alchemical items come in three qualities: Minor, Moderate, and Masterwork. Generally, the higher the quality, the more potent the item. Alchemical items do not lose their potency unless they are purposely mixed with other ingredients like water. Many alchemical items and recipes may be purchased from local alchemists, but as these items may take a while to produce, they could be very expensive when purchasing.

### Alchemy Recipes

If you know the recipe for a particular item, you know which ingredients are required to craft an alchemical item, where those ingredients are likely to be found, and how to prepare them. You even know enough to substitute ingredients based on what’s available in the local area.

Every alchemy recipe specifies the DCs required to craft Minor, Moderate, and Masterwork quality versions of that item. It also specifies any unique ingredients you must have access to. Those ingredients must be acquired through special means, either through purchase or during the course of an adventure.

### Crafting an Alchemical Item

Once you have gathered the appropriate materials, it generally takes several hours to craft the item and you need a safe place to conduct these experiments. When you have to make a potion on the spot, the Crafting Time is halved, but your Craft DC is thrown with disadvantage. Sometimes you can leave the item alone after the initial set up, other items might need constant tending to and could take a hit to their potency or be completely unfunctional if you are unable to tend to them: You throw your Craft DC with Disadvantage and with a -2 Modifier.

If an item requires Constant attention, then you must be available to check in or work on your alchemical item multiple times every hour. If an item requires sparse attention, then all that is required is the initial setup and you can come back after a set number of hours.

### Learning New Recipes

There are a number of ways you can learn new recipes. Alchemists can easily teach each other recipes in just a few minutes. If you discover an alchemist’s notes, you can also learn any recipes they had recorded. In addition, if you acquire an alchemical item, you can use your alchemist's supplies to analyze the item. It takes one hour of quiet, careful work to analyze an alchemical item and the item is destroyed in the process. At the end of the work period, roll an Intelligence check and add your proficiency bonus for your use of the alchemist's supplies. If you meet or exceed the DC required to craft the item at Moderate quality, you learn the recipe. Otherwise, you have learned nothing and the item is destroyed.

Example Crafted Items
 Alchemist's Fire
 Potion of Healing
 Smoke Powder
 Truth Serum

## Alchemical Recipes

Following in this next Paragraph are some examples for potion and poison recipes along with their effects and work time.

### Acid

*(Poison/Utility, Common)*

A generic bottle of acid ideal for tricky situations when you just need to dissolve things like wood, stone or metal. As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, roll damage equal to the quality of the acid.

* **Material Cost:** 15 gp per attempt
* **Crafting Time:** 8 hours
* **Attention:** Sparse
* **Craft DC:** 8 (Minor) / 10 (Moderate) / 13 (Masterwork)
* **Minor:** 1d4 acid damage; dissolves up to 5 soft of wood or 2 sq-ft of stone
* **Moderate:** 2d4 acid damage; dissolves up to 7 soft of wood, 3 sq-ft of stone or small chunks of metal
* **Masterwork:** 2d6 acid damage; dissolves up to 10 soft of wood, 5 sq-ft of stone or 1 sq-ft of metal

### Alchemist's Fire

*(Potion, Common)*
Fire is always the answer, at least to some alchemists that holds true. This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes fire damage and continues to take fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames or the flames will extinguish themselves in 1 minute.

* **Material Cost:** 25 gp per attempt
* **Crafting Time:** 8 hours
* **Attention:** Constant
* **Craft DC:** 10 / 12 / 15
* **Minor:** deals 1 fire damage
* **Moderate:** deals 1d2 fire damage
* **Masterwork:** deals 1d4 fire damage

### Assassin's Blood

*(Poison, Uncommon)*
This viscous green goo-like mixture is death itself. If a creature ingests the poison, they can become poisoned for up to a day unless they are subjected to a lesser restoration spell.

* **Cost:** 75 gp per attempt
* **Crafting Time:** 1 day
* **Attention:** Constant
* **Craft DC:** 13 / 15 / 18
* **Minor:** DC 10 Constitution saving throw. 1d6 poison damage per hour and poisoned for 6 hours. On a success, half damage.
* **Moderate:** DC 12 Constitution saving throw. 1d12 poison damage per hour and poisoned for 12 hours. On a success, half damage.
* **Masterwork:** DC 15 Constitution saving throw. 2d12 poison damage per hour and poisoned for 24 hours. On a success, half damage.

### Detect Magic Smelling Salts

*(Utility, Common)*
Mixing together ammonia, perfumes and certain rare oils. As an action, you can inhale this vile mixture and be able to discern the location of any magical item as if you are under the effects of a Detect Magic spell, though you do not see an aura of magic, as you can only smell it.

* **Material Cost:** 10 gp per attempt
* **Crafting Time:** 4 hours
* **Attention:** Constant
* **Craft DC:** 8 / 10 / 13
* **Minor:** lasts for 1 minute
* **Moderate:** lasts for 5 minutes
* **Masterwork:** lasts for 10 minutes

### Potion of Healing

*(Potion, Varies)*
A potion of healing is the main bread and butter for any alchemist. It cost 25 gold in raw costs and once learned, is easy to reproduce consistently. A mixture of water, common herbs and certain chemicals that are the off-product of most herbalist and metal forging productions. All reports are that it's perfectly safe to drink.

* **Material Cost:** 25 gp per attempt
* **Crafting Time:** 8 hours
* **Attention:** Sparse
* **Craft DC:** 8 / 10 / 13
* **Minor:** restores 1d4 + your CON Modifier amount of Hit Points
* **Moderate:** restores 2d6 + 2 times your CON modifier amount of Hit Points
* **Masterwork:** restores 3d8 + 2 times your CON amount of Hit Points

### Smoke Powder

*(Utility)*
The ability to craft explosive powder for firearms and explosives like grenades. It's a coarse, black powder that must be kept dry once crafted. Created from the off-product of mining facilities, it must be milled down with sodium and charcoal into a highly volatile powder. Its best to not work with this around candles, lanterns, or campfires.

* **Material Cost:** 10 gp per attempt
* **Crafting Time:** 4 hours
* **Attention:** Constant
* **Craft DC:** 10 / 12 / 15
* **Minor:** produce 3 shots
* **Moderate:** produce 8 shots
* **Masterwork:** produce 15 shots
* **Grenade:** To create a grenade, you need an additional 8 gold for a metal or ceramic orb, and then you need enough Smoke Powder for 30 shots. As an action you can throw it up to 60 feet and each creature within 10 feet of the detonation must make a DC 12 Dexterity saving throw, taking 2d6 fire and 1d6 piercing damage on a failed save, or half as much damage on a successful one.
* **Keg:** To create a keg of smokepowder, you need 100 shots and an additional 14 gold for the keg to store it in. You can either throw it or roll it up to a range of 15ft and then roll initiative for the keg. On its initiative it explodes, and each creature within 20 feet of it must succeed on a DC 15 Strength saving throw or take 3d6 fire and 2d6 bludgeoning damage and they fall prone. If they succeed, they take half damage.

### Smokestick

*(Utility)*
A black rod of alchemical clay that can be lit as an action and releases a haze of obscuring smoke. All creatures inside of the smoke are lightly obscured. A strong wind can end the effect early.

* **Material Cost:** 25 gp per attempt
* **Crafting Time:** 8 hours
* **Attention:** Sparse
* **Craft DC:** 10 / 12 / 15
* **Minor:** The smoke creates a 5 foot radius cloud that lasts until the start of your next turn.
* **Moderate:** The smoke creates a 10 foot radius cloud that lasts for 1d4 rounds.
* **Masterwork:** The smoke creates a 20 foot radius cloud that lasts for 2d4 rounds.

### Thunderstone

*(Utility)*
This clay sphere is packed with powerful reagents that create a deafening boom and enough volatile energy that can knock creatures back. As an action, this sphere can be thrown up to 20 feet away.

* **Material Cost:** 30 gp per attempt
* **Crafting Time:** 4 hours
* **Attention:** Sparse
* **Craft DC:** 10 / 12 / 15
* **Minor:** Within 5 feet: DC 10 Constitution saving throw. On a failure: defeaned for 1 minute and knocked back 5 feet. They can repeat the saving throw at the end of their turn to end the effect early. On a successful save, a creature is unaffected.
* **Moderate:** Within 10 feet: DC 12 Constitution saving throw. On a failure: 1d4 thunder damage, deafened for 2 minutes and knocked back 10 feet. They can repeat the saving throw at the end of their turn to end the effect early. On a successful save, a creature takes half damage and suffers no other effects.
* **Masterwork:** Within 15 feet: DC 15 Constitution saving throw. On a failure: 2d4 thunder damage, deafened for 10 minutes and knocked back 15 feet. They can repeat the saving throw at the end of their turn to end the effect early. On a successful save, a creature takes half damage and suffers no other effects.

### Truth Serum

*(Potion)*
One of the hardest things for a practicing alchemist to get right, and to get it strong enough to work. Its also only for alchemists that have coin to spare, as the cost of such a thing is high. Mixed with the crushed seeds of a flower that grows in certain tropics, it goes through months of processing until it's outer coating dissolves and the delicate oils are able to be harvested. When ingested, one is unable to speak a lie as if they are under the spell Zone of Truth. This takes 3 days to produce one vial, and you have to make the check at the end of every day. The lowest quality you roll for any of the days will determine the quality of the Truth Serum.

* **Material Cost:** 75 gp per attempt
* **Crafting Time:** 3 days
* **Attention:** Constant
* **Craft DC:** 13 / 15 / 18
* **Minor:** Upon a creature ingesting the serum, they must succeed on a DC 11 Constitution saving throw or take a -2 to all Charisma, Wisdom & Intelligence ability checks for 1 hour.
* **Moderate:** DC 13 Constitution saving throw, or poisoned for 1 hour.
* **Masterwork:** DC 15 Constitution saving throw, or poisoned for 1 hour. The poisoned creature can't knowingly speak a lie, as if under the effect of a zone of truth spell.

### Malice

*(Poison, Uncommon, Inhaled)*
A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. The poisoned creature is blinded.

* **Material Cost:** 250 gp per attempt
* **Crafting Time:** 1 day
* **Attention:** Constant
* **Craft DC:** 8 / 10 / 13

### Purple Worm Poison

*(Poison, Very Rare)*
This poison must be harvested from a dead or incapacitated Purple Worm. It is very potent and powerful.

* **Material Cost:** 1000 gp
* **Crafting Time:** 2 weeks
* **Attention:** Sparse
* **Craft DC:** 17 / 19 / 22
* **Minor:** A creature subjected to this poison must make a DC 17 Constitution saving throw, taking 10d6 poison damage on a failed save, or half as much damage on a successful one.
* **Moderate:** A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 12d6 poison damage on a failed save, or half as much damage on a successful one.
* **Masterwork:** A creature subjected to this poison must make a DC 21 Constitution saving throw, taking 15d6 poison damage on a failed save, or half as much damage on a successful one.

### Diminutive Potion

*(Potion, Rare)*
A creature subjected to this poison must make a DC13 Constitution saving throw, falling under the effects of the Reduce spell on a failed save.

* **Material Cost:** 350 gp per attempt
* **Crafting Time:** 1 week
* **Attention:** Sparse
* **Craft DC:** 10 / 12 / 15

### Potion of Gaseous Form

*(Potion, Rare)*
When you drink this potion, you gain the effect of the gaseous form spell for 1 hour (no concentration required) or until you end the effect as a bonus action. This potion's container seems to hold fog that moves and pours like water.

* **Material Cost:** 1250gp
* **Crafting Time:** 4 days
* **Attention:** Sparse
* **Craft DC:** 10 / 12 / 15

### Vampire Poison

*(Poison, Inhaled, Very Rare)*
This poison is contained in a glass vial that explodes on impact with a hard surface, or creature. Each creature within a 10 ft sphere must make a Constitution saving throw or take Necrotic Damage and the nearest hostile creature gains hit points equal to the damage dealt.

* **Material Cost:** 1250gp
* **Crafting Time:** 2 weeks
* **Attention:** Sparse
* **Craft DC:** 10 / 12 / 15
* **Minor:** Each creature within a 10 ft sphere must make a DC14 Constitution saving throw or take 3D10 Necrotic Damage and the nearest hostile creature gains hit points equal to the damage dealt.
* **Moderate:** Each creature within a 15 ft sphere must make a DC15 Constitution saving throw or take 4D10 Necrotic Damage and the nearest hostile creature gains hit points equal to the damage dealt.
* **Masterwork:** Each creature within a 20 ft sphere must make a DC15 Constitution saving throw or take 5D10 Necrotic Damage and the nearest hostile creature gains hit points equal to the damage dealt.

### Potion of Heroism

*(Potion, rare)*
For 1 hour after drinking it, you gain temporary hit points that last for some time. For the same duration, you are under the effect of the bless spell (no concentration required). This blue potion bubbles and steams as if boiling.

* **Material Cost:** 1250gp
* **Crafting Time:** 1 week
* **Attention:** Sparse
* **Craft DC:** 10 / 12 / 15
* **Minor:** You gain 8 Temporary Hitpoints for 1 hour.
* **Moderate:** You gain 10 Temporary Hitpoints for 2 hours.
* **Masterwork:** You gain 14 Temporary Hitpoints for 3 hours.

### Potion of Invisibility

*(Potion, very rare)*
This potion's container looks empty but feels as though it holds liquid. When you drink it, you become invisible for 2 hours. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell.

* **Material Cost:** 1250gp
* **Crafting Time:** 1 week
* **Attention:** Sparse
* **Craft DC:** 16

### Potion of Poison

*(Potion, uncommon)*
This concoction looks, smells, and tastes like a potion of healing or other beneficial potion. However, it is actually poison masked by illusion magic. An identify spell reveals its true nature. If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0.

* **Material Cost:** 1250gp
* **Crafting Time:** 1 day
* **Attention:** Constant
* **Craft DC:** 16

### Potion of Vitality

*(Potion, Very Rare)*
When you drink this potion, it removes any exhaustion you are suffering and cures any disease or poison affecting you. For the next 24 hours, you regain the maximum number of hit points for any Hit Die you spend. The potion's crimson liquid regularly pulses with dull light, calling to mind a heartbeat.

* **Material Cost:** 2000gp
* **Crafting Time:** 1 week
* **Attention:** Sparse
* **Craft DC:** 16

### Potion of Araneae

*(Potion, Rare)*
After drinking this potion, you can walk on any surface in any direction: walls, roofs, slanted hills... This effect lasts for 1 hour.

* **Material Cost:** 1000gp
* **Crafting Time:** 1 week
* **Attention:** Sparse
* **Craft DC:** 12

### Potion of Bad Connection

*(Potion, Very Rare)*
After drinking this potion, you begin to Blink from the Material Plane to the Ethereal Plane and back continuously every few seconds. This effect lasts for 1 minute. Whenever your turn ends, roll a d20. On an even number, move back to where you were the previous turn. Whenever someone attacks you, or you attack someone else, roll a reactionary d20. When you roll a 10 or higher, you Blink to the Ethereal Realm when performing the attack, or dodging the incoming one. After the effect ends, the cearture under the effect has to roll a d20. When they roll a crit fail, they are permanently transported to the Ethereal Realm.

* **Material Cost:** 2000 gp
* **Crafting Time:** 2 weeks
* **Attention:** Sparse
* **Craft DC:** 17

### Gamer Juice Powder

*(Powder, Uncommon)*
You are able to create an invigorating powder, with a flavour of choice. You mix this powder with water, and create a consumable that helps you concentrate, stay awake longer, and have faster reflexes. You can create 5 drinks with this powder.

* **Material Cost:** 200gp
* **Crafting Time:** 5 hours
* **Attention:** Sparse
* **Craft DC:** 8 / 10 / 13
* **Minor:** You only need 4 hours of sleep for your next Long Rest. You gain advantage on DEX and INT throws, for 1 hour.
* **Moderate:** You only need 4 hours of sleep for your next two Long Rests. You gain advantage on DEX and INT throws, for 3 hours.
* **Masterwork:** You don’t need sleep for your next 2 Long Rests, and 1 Exhaustion Point is removed. You gain advantage on DEX and INT throws, for 1 day.