##### A Supplementary Guide to DnD 5e for Expanded Features of the Alchemy, Herbology and Poison Kits
###### by piccolo917 and Lyydia (adapted by casualjan)
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## Recipes
### Using a Recipe
An asterisk (*) next to a recipe means that the item is not an official item in D&D, and is considered playtest material and subject to change. The cost of a recipe includes any mundane ingredients and equipment, which are assumed to be included with the appropriate tool. Ingredients specifically listed are considered to be 1 unit (such as flowers, bunches, or vials) unless otherwise specified.
### Starting recipes
When you gain a tool proficiency, you learn 3 Common recipes associated with the tool.
Every adventurer knows for Potions of Minor Healing and Potions of Healing. Adventurers proficient with the herbalism kit can choose two additional common recipes.
### Developing new Recipes
When your proficiency bonus increases, you can add a new recipe to your recipes known. This recipe must be of an appropriate level or lower, as indicated by the Discovering Recipes Table below. If the player gets a higher proficiency bonus, they can instantly learn a new recipe without any cost.
|Proficiency Bonus | Recipe Level
|-------------------|-------------
|+2 | Common (3)
|+3 | Uncommon
|+4 | Uncommon
|+5 | Rare
|+6 | Very Rare
### Learning new Recipes
When you come across a new recipe, you add it to your recipes known. Doing so requires time and money spent in experimentation, as indicated by the Learning Recipes Table below.
| Recipe Level |Time |Cost
|---------------|------------|------
| Common |1 workday |50 gp
| Uncommon |5 workdays |250 gp
| Rare |10 workdays |500 gp
| Very Rare |30 workdays |1000 gp