Alchemist's Supplies

An Alchemist specializes in using rare or magical ingredients and turning them into various potions and elixirs that can aid the noble adventurer.

**What you can craft:** magical medicines, potions, poisons and concoctions (made from plants and/or caustic chemicals), acids

### Alchemist's Supplies

Contents: Instruments such as vials, burners, flasks and other components needed
Proficient?: add prof. bonus to Int. checks to craft alchemical concoctions
### Crafting Alchemical Items

Needed: Proficiency with alchemist's supplies, know the item's recipe, required ingredients
Alchemical items do not lose their potency unless they are purposely mixed with other ingredients like water.

#### Alchemist's Lab

* *was unterwegs / labor*
* was wird im Labor leichter?
* kommt nicht nur auf check an
* dex oder int?

#### Alchemy Recipes

To craft a particular item you need to know the recipe. The recipe states needed ingredients, where to find those likely and how to prepare them. On this basis you could potentially even substitute ingredients with local ones. Unique ingredients need to be purchased or otherwise acquired.
* purchase recipes from local alchemists
* learn from another alchemist (takes a few minutes)
* through discovering an alchemist's notes
* by analyzing an alchemical item
An hour of quiet, dedicated and cautious work, requiring your supplies and destroying the original item potentially lets you learn it's recipe. After spending 1 hour on it, roll an Int. check + prof. bonus. If the masterwork DC is met you learn the recipe.

#### Crafting the Item

Using the supplies and ingredients you can start. It takes some time and you require a safe place for your experiments, such as a lab.
We use Crafting Tokens as a measure for the ammount of crafting a character can conduct, instead of hours. To create a potion you need a recipe, the materials and enough Crafting Tokens as indicated here.
#### Alchemical Recipes

* Ability Score Boosts
* Acid
* Alchemist's Fire
* Assassin's Goo
* Coffein-Shake
* Smelling Salts
* Mageeater Energy
* Mageeater Power Drink
* Mana Potions
* Potion of Healing
* Resistenz Tränke
* Smoke Powder
* Smoke Stick
* Thunderstone
* Truth Zerum
* Zielwasser
* Zustands Tränke

* Ability Score Boosts
* Acid
* Alchemist's Fire
* Assassin's Blood
* Coffein-Shake
* Detect Magic Smelling Salts
* Mageeater Energy
* Mageeater Power Drink
* Mana Potions
* Potion of Healing
* Resistenz Tränke
* Smoke Powder
* Smoke Stick
* Thunderstone
* Truth Zerum
* Zielwasser
* Zustands Tränke

Standardmaterial:
Standardmaterialkosten:100gp
Crafting Time: 8
Attention: konstant
Unterwegs/Labor: Labor
Wirkung: +2
Duration 1 hour

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.

organische Säure / anorganische Säure
Material Cost: 0 / 5gp
.Crafting Time: 1

Attention: Sparse
Wirkung: deals 1d6 acid damage / deals 2d6 acid damage

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: 10
Crafting Time: 1
Attention: Constant
Wirkung: d6 on hit + 1d6 on end of targets turn. dex DC14 action to end

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.

Material Cost: 20
Crafting Time: 1
Attention: Constant
Wirkung: A creature must make a DC 15 Constitution saving throw. On a failed save, it takes 12 (2d12) poison damage if ingested and half as much damage on contact and is poisoned for 24 hours. On a success, they creature takes half damage.

Macht den char nervös.

Material Cost: 10gp
Crafting Time: 1
Attention: sparse
Wirkung:one minute, -1 auf perception und acrobatics,10 +2 auf AC if in light armor or unarmed

These smelling salts detect magic as if Detect Magic were casted.
2 Portionen, funktioniert nicht unter Wasser

Material Cost: 10
Crafting Time: 1
Attention: sparse
Wirkung: Detect Magic

Material Cost: 40
Crafting Time: 2
Attention: moderate
Wirkung: Sorcery Points = Prof. Bonus werden wiederhergestellt

Material Cost: 100
Crafting Time: 5
Attention: moderate
Wirkung: Du kannst für 5 Runden Cantrips als Bonus Action casten, auch wenn sie eigentlich eine Action verbrauchen.

Spell Slot wiederherstellen

Material Cost: 40 - 320gp
Crafting Time: 3 - 17
Attention: konstant
Wirkung: stellt einen spell slot wieder her

A potion of healing is the main bread and butter for any alchemist. It costs 20 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.

Heiltrank / Lebensgebräu / Infusion
Material Cost: 20 / 140 / 240
Crafting Time: 2 / 7 / 12
Attention: Sparse
Wirkung: restores 2d6+2 / 4d6+6 / 4d6+4d12+12 Hit Points
Mindest Charakterlevel: 1 / 7 / 12

Resistenz Tränke, 5 runden / Resistenz Tränke, 1min
(nicht gegen Umweltschäden, Temperaturdauerbelastung)
acid, cold, fire, lightning, necrotic

Material Cost: 80gp / 140 gp
Crafting Time: 5 / 8
Attention: sparse
Wirkung: Resistenz gegen acid, cold, fire, lightning, necrotic

The ability to craft explosive powder for 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 (including a metal or ceramic orb)
Crafting Time: 2
Attention: Constant
Wirkung: 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.

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: kann aus dem Ausschuss vom Alchemist's Fire hergestellt werden (1St) / 10 (4St)
Crafting Time: 1
Attention: Sparse
Wirkung: The smoke creates a 20 foot radius cloud that lasts for 2d4 rounds.

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: 20
Crafting Time: 1
Attention: Sparse
Wirkung: All creatures within 15 feet of the sphere must succeed on a DC 15 Constitution saving throw. On a failure, the creature takes 2d4 thunder damage, is deafened for 10 minutes and they are 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 sufefrs no other effects.

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: 40gp
Crafting Time: 2
Attention: Constant
Wirkung: Upon a creature ingesting the serum, they must succeed on a DC 15 Constitution saving throw or a creature becomes poisoned for 1 hour. The poisoned creature can't knowingly speak a lie, as if under the effect of a zone of truth spell.

Lässt besser sehen und verbessert Hand-Augen-Koordination.

Material Cost: 20
Crafting Time: 1
Attention: moderate
Wirkung: +1 to hit for 5 rounds

Zustand typ a = erschwert die handlungen, verhindert nicht die kontrolle (poisoned, blind, deaf, charm, slow, silenced)
Zustand typ b = entreißt die kontrolle oder macht kampf unfähig. (mindcontrol, paralys, sleep, stunned confused)
Heilung schwach = erlaubt es den save zu wiederholen und reduziert die schwirigkeit.
Heilung stark = entfernt den zustand (ohne checks saves oder sonst was)

Material Cost: 100 - 250
Crafting Time: 5 - 14
## Tränke einnehmen

Eine Kreatur kann (außer bei Giften) immer nur von einem Trank profitieren. Wird ein zweiter genommen, verfliegt die Wirkung des ersten und wird ersetzt. Ausgenommen sind die Ability Score Boosts, von diesen kann eine Kreatur nur einmal pro long rest profitieren.

## Collaborative Crafting

* *alchemist kann tinte für calligrapher machen*

*(https://dumpstatadventures.com/)*