You can attack twice, instead of once, whenever you take the Attack action on your turn.
This feature cannot be taken in addition to any other Extra Attack feature from another class.
Additionally, you learn the following recipes.
Notice: You may not use recipes that use ingredients you have not learned to forage.
Bomb Special
Ingredients: 2x ACID II + INCINDIARY + 1x Noble Gas
Risk DC: 17
Recommended Tier: 6
Effect:
This powerful eplosive expels a beam of acid in a 15ft line from the explosive. The bomb can be thrown or held as it is triggered. It can also be rigged as a part of a trap. Any targets in the beams path must make a Dexterity saving throw. On a failure they take 4d10 acid damage. Additionally if the target is wearing armor or weilding a shield their equiptment takes a -3 penalty to AC permenantly. A second hit to the armor or shield destroys the equiptment completely. If the attack lands on an unarmored target, it will deal an extra 1d10 acid damage.
Potion Applicable, Throwable
Ingredients: 2x CHILL I + QUICKEN + 1x Distilled Water
Risk DC: 20
Recommended Tier: 7
Effect:
Upon contact with this potion, any creature or object is cooled instantly. Make a ranged attack. On a hit, it deals 4d10 cold damage to the target. If the creature has mechanical limbs, its speed is reduced by 10 feet until the start of its next turn.
When applying Flash Coolant to an object or machine. The object is cooled by 4d10 x 5 degrees Celsius. This may cause some metals to warp, liquids to freeze, or shatter glasses and stones.
Elixir Ingestible
Ingredients: NOBLE I + CALM
Risk DC: 11
Recommended Tier: 3
Effect:
Drinking this elixir is like taking a breath of fresh air. If suffocating or holding your breath. You are immediately returned to your max Hold Breath.
Potion Ingestible
Ingredients: QUICKEN + INVIGORATE + 2x Bloodfly Stinger
Risk DC: 10
Recommended Tier: 5
Effect:
The target creature's speed is increased by 15 feet for 30 minutes. If a creature ingests a second Quicksilver Speed within 30 min, they must make a DC 18 Constitution saving throw or suffer a heart attack. Surviving the heart attack does add an additional 15 feet of movement for the remainder of the duration.
Elixir Applicable
Ingredients: HEALING III + HARDENER + SOFTENER
Risk DC: 12
Recommended Tier: 6
Effect:
Apply this elixir to a willing creature to stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For one minute afterward, the target regains 1 hit point at the start of each of its turns (10 hit points each minute).
The target’s severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the elixir instantaneously causes the limb to knit to the stump.
Bomb Throwable
Ingredients: INCIDIARY + HARDENER + 2x Charcoal + 1x Natural Oil
Risk DC: 17
Recommended Tier: 7
Effect:
Upon detonation a large sphere of tar is crafted and hardened. Targets within a 45 foot sphere must make a Dexterity saving throw to avoid being caught in the blast. On a failure, if the target is with 10 feet of the bomb they they take 4d4 bludgeoning damage, are consumed by the tar, and begin to suffocate. At the end of each turn they may make a DC 18 Strength saving throw to free their head and breath. If the target is within 20 feet of the bomb they take 3d4 bludgeoning damage, they are partially stuck in the tar, and must make a DC 16 Strength saving throw to free themselves. If the target is within 30 feet they take 2d4 bludgeoning damage, they are covered in tar, and their speed is reduced by 20 feet for 1 minute. If they are within 45 feet they take 1d4 bludgeoning damage on a failed save.
On success the targets take the apropriate effect as if they were 20 feet further away, and are able to move to avoid the Tar Ball.