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Alchemist

As a Minor role, you gain the ability to brew one of three vials. You can brew 1 per long rest. As a Major role, you gain the ability to brew two of three vials. You can brew 2 per long rest. A Vial of Health, giving +5 max and current hp for the 8-hour duration. A Vial of Luck, adding 1d4 to your savingthrows for the 8-hour duration. A Vial of the Dualist, adding 1d4 to your attack rolls for the 8-hour duration. Vials have a shelflife of 3 days, destilling them resets their shelflife.   At level 8 you learn to brew one additional potion per long rest, and learn one additional recipe. Now you can also distil a vial doubling its effect but halving its duration, this is done instead of brewing 1 new vial. A vial can only be distilled once.
Mixing a few ingredienses seems simple enough but one little crosscontamination, one wayward pinch of brimstone, one little twitch, and it goes Boom!
Having the theory is one thing but being able to consistently concoct vials upon vials of this stuff ain't easy. With only a few beakers and vials, you can brew a multitude of alchemical substances, providing you have the right ingredients. It does smell... Unique I admit it, but I swear you'll get used to it like I have. Besides are you sure you would rather do without my amazing vials?
In addition to the vials described you can also craft the following items from the adventuring gear list: Acid, Alchemist's Fire, Antitoxin, Poison (Basic), Potion of Healing*. Each of these costs 80% of their labelled price as a minor role and 60% as a Major role. And requiring a successful alchemist suplies tool skill check of 10 + 1 for each 25g its cost is labelled as in the PHB. If you fail the check you roll on the alchemical mishaps table. You can craft one Item per long rest.
  *The cost of potions of healing are increased by 50% from the price stated in the phb.

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