Just as they served as the basis for what created them, all witchers learn to prepare complex alchemical mixtures to aid them on the Path. You know a wide range of recipes for potions, bombs, and weapon oils. Your witcher level determines the number of alchemical mixtures you can carry with you at a time, as shown in the Alchemy Pouch column of the Witcher table. You can fill your pouch with any combination of potions, bombs, or oils, but you start with limited access to the formulae required to craft all of them. You learn more formulae as you gain levels in this class. Refer to the Alchemical Formulae List at the end of this document for what each formula creates. Every formula requires ingredients to craft, which equal a specified amount of gold's worth of herbs, alcohol, and organs harvested from monsters. These can be purchased from cities and towns, or harvested from nature and the corpses of monsters, requiring a Wisdom (Survival) check to scavenge for them in the wild. Finding these ingredients in areas without abundant foliage or in poor, rural shops will make it harder to collect what you need. When you gain access to Enhanced and Superior versions of alchemical formulae at higher levels and you have an unused alchemy item in your inventory, you can use that item as the foundation for crafting its Enhanced or Superior version. When you do so, you can deduct the gold cost of the original item from the cost to craft the Enhanced or Superior version. Crafting any standard alchemy item requires 10 minutes of work. When you learn Enhanced and Superior versions of these formulae, they require 20 and 30 minutes to craft, respectively. #### Bombs Bombs are a useful weapon for witchers when facing beasts of immense strength or size, as well as when clearing out monster nests. At 1st level you know the formulae for Devil’s Puffball, Dragon’s Dream, Grapeshot, and Samum bombs. Bombs can be thrown as an action as far as 60 feet and detonate on impact. Standard bombs have an impact radius of a 5-foot sphere. When you reach 5th level, you learn the formulae for Dancing Star, Dimeritium, Moon Dust, and Northern Wind bombs. You learn the Enhanced versions of every bomb type at 9th level, and the Superior versions at 13th level. #### Oils Weapon oils are essential for exploiting a monster's weakness. They provide additional damage when used against the corresponding creature type and are crafted to either play to a monster's vulnerability or bypass their resistances. At 1st level you know the formulae for Fey, Giant, Plant, and Undead oils. Only one type of oil may be applied to a weapon at a time, and one batch of oil is enough to coat a single slashing or piercing weapon or five pieces of slashing or piercing ammunition. Applying these oils requires 1 minute of application to take full effect, and can be wiped off in an equal amount of time. Standard oils provide 1d8 additional damage of their respective damage type and last up to 1 hour. When you reach 3rd level, you learn the formulae for Elemental, Monstrosity, and Ooze oils, and at 5th level you learn the formulae for Aberration, Dragon, and Fiend oils. You learn the Enhanced versions of every oil type at 9th level, and the Superior versions at 13th level. #### Potions Potions are indispensable tools that help witchers achieve further feats of inhuman ability. Brewed with highly toxic materials, they provide you various boons and prove fatal when ingested by non-witchers. At 1st level you know the formulae for Black Blood, Cat, Full Moon, White Honey, and White Raffard's Decoction potions. Imbibing multiple potions at once can be a hazard, as even for your mutated physiology they are still highly toxic in large doses. You can only have a number of potion effects active at the same time equal to your Constitution modifier (minimum of 1). With the sole exception of the White Honey potion, which is brewed with simple alcohol and honeysuckle nectar, when a witcher potion is ingested by someone without a least one level of witcher the concoction acts with the same negative effects as a Potion of Poison (DMG page 188). Giving the target a White Honey potion immediately cancels this effect. Ingesting a potion takes an action, and doing so gives you 1 Toxicity Point. Toxicity is a measure of how many potions you can imbibe before you begin to suffer from negative consequences. \pagebreakNum