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Part 1 | The Alchemist
##### The Alchemist | Level | Proficiency Bonus | Features | Reagent Points | Max Reagent cost | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Alchemy, Ingredients gathering| 4 | 2 | | 2nd | +2 | Alchemical Research | 4 | 2 | | 3rd | +2 | Field of Research |6 | 3 | | 4th | +2 | Ability Score Improvement | 14 | 3 | | 5th | +3 | Journeyman alchemist | 14 | 5 | | 6th | +3 | Field of Research feature | 17 | 5 | | 7th | +3 | Improvised Alchemy | 27 | 6 | | 8th | +3 | Ability Score Improvement | 27 | 6 | | 9th | +4 | - | 32 | 7 | | 10th | +4 | Field of Research feature | 38 | 7 | | 11th | +4 | Magnum Opus: Negredo traits| 38 | 9 | | 12th | +4 | Ability Score Improvement | 44 | 9 | | 13th | +5 | -|57 | 10 | | 14th | +5 | Field of Research feature |57 | 10 | | 15th | +5 | Magnum Opus: Albedo traits | 64 | 11 | | 16th | +5 | Ability Score Improvement |73 | 11 | | 17th | +6 | - | 73 | 13 | | 18th | +6 | Magnum Opus: Citrinitas traits | 73 | 13 | | 19th | +6 | Ability Score Improvement | 84 | 13 | | 20th | +6 | Magnum Opus: Rubedo traits | 84 | 13 |
### The Alchemist A dwarf gleefully watches as his chimera tears through the pack of kobolds before throwing his own explosive into the pack, its content primed to flush them out of their tunnels. A human carefully measures out the distilled droplets that will be mixed into the token her companions will use to cross the ocean, the small talisman fitting within her palm, turning into a great ship when it touches water. A weakly orc proves that there is more than one path to strength as he downs a concoction giving him the strength to push over a tree to form a bridge over a canyon. Whether secreted away in a smoky basement laboratory or gleefully experimenting in a well respected school of magic, the alchemist is first and foremost a scientist who seeks to unravel the very nature of creation, dissecting it and then putting it together as talismans, potions or life itself. Each alchemist's field of research allows them to express their soul, while the magnum opus that they'll one day create is as much a tool as it is a statement and a work of art. \columnbreak ### Researchers and craftsmen of creation To be an alchemist is to understand the forces and components that make up the material plane and to use this understanding to manipulate and combine them into new matter with wondrous effects, bound together with a little bit of the alchemist's own Viriditas. The life force that resides in all things, according to most alchemist's model to explain creation and according to the same model are tied to the Anima Mundi, the living soul of all of creation. But to the layman, alchemy is something that happens in a lab but even the most novice alchemist can swiftly whip up potent concoctions and talismans in the field with scrounged up ingredients. Alchemists learn early that to understand everything is simply too much and find an aspect that speaks to them or choose the most effective means of achieving their goals, focusing their research on a specific field. Some focus on the fundamentals, others on the crafting of life and some on how to create very big explosions. \pagebreakNum
Part 1 | The Alchemist
### Magnum Opus For the vast majority of its practitioners research into alchemy eventually stops or at least slows down when they master the art enough to make a living, becoming the potion peddlers, court doctors and village wisemen of the world. For the driven though, their art allows them to unlock deeper secrets of how aspects of the world works, allowing them to create a grand work, be it for the sake of science, as a powerful means to a goal or to make a statement of what they believe is the ideal form. They are the ones often found in delving into dungeons for ancient secrets, traveling the world to gather unknown materials or thwarting invasions before the horde can reach their labs and ruin their carefully set up experiments. For some, that drive will allow them to set foot in the garden of gods. Bringing true sentience to weapons, crystallize their life philosophy into a physical form or grasp a resemblance of the first primordal spark. ### Creating an Alchemist When creating an alchemist character, consider why you decided to study the art. Is it for the science itself, the tools it provides or perhaps simply to live up to parental expectations? Talk to your DM about what role and place alchemy has in the campaigns society. It might be a lost art or taught side by side with magic in academies. How did you learn to perform alchemy? In class, under an apprenticeship or maybe just self-taught from dusty old books found in your family's attic? What led you to take up the adventuring life? Did you learn all you could from studying and sought to expand your knowledge through implementation? Were your studies simply a tool, something to be used to achieve your goals, the knowledge a means to an end? Perhaps you were at risk of failing your classes and your teacher decided that life would be a better teacher to than books ever could be. Or did you stumble upon rumors of hidden knowledge that you're now seeking out with little care for why it became hidden in the first place? ##### Quickbuild You can make an Alchemist quickly by following these suggestions. First, Intelligencs should be your highest ability score, followed by Constitution. Second, choose the Sage or Guild Artisan background. Third, choose the *Fire Cracker, Potion of healing, Walking Bag, Sleeping Gas* and *Potion of Alacrity* implements. ## Class Features As an alchemist, you gain the following class features. #### Hit Points ___ - **Hit Dice:** 1d6 per alchemist level - **Hit Points at 1st Level:** 6 + your Constitution modifier - **Hit Points at Higher Levels:** 1d6 (or 4) + your Constitution modifier per alchemist level after 1st \columnbreak #### Proficiencies ___ - **Armor:** None - **Weapons:** Simple weapons - **Tools:** Alchemist's supplies ___ - **Saving Throws:** Constitution, Intelligence. - **Skills:** Choose two from Arcana, Investigation, Medicine and Nature. #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* any simple weapon - *(a)* five javelins or *(b)* any simple melee weapon - Alchemist's supplies - *(a)* a dungeoneer's pack or *(b)* an explorer's pack ### Alchemy As a student of Alchemy, you have a recipe book containing recipes for alchemical implements that you can make which documents your budding understanding of Alchemy. See Page 15, “The Law of Alchemy” for the general rules of using Alchemy and Page 16 "The Recipe List" for how the individual recipes function. #### Recipe book At 1st level, you have a Recipe book containing the recipe for four Implement of your choice with a max base cost of 2 and one Implement with a max base cost of 0. #### Preparing and using Alchemy. As an alchemist, you have learned how to prepare a number of Implements listed in your recipe book, such as potions, magical items, and animated tools that produces a variety of effects when you activate them by spending reagent points. ______________ You prepare the list of Implements that are available for you to use. To do so, choose a number of implements equal to your Intelligence modifier + half your alchemist level (rounded up) (minimum of one recipe). The reagent cost for each of the Implements cannot exceed your Max Reagent Cost as shown on the Alchemist table. _________________ To activate a prepared Implement, you must expend a number of reagent points equal to the Implement's reagent cost. Activating an Implement does not remove it from your list of prepared Implements; you can activate a prepared Implement any number of times as long as you can pay the reagent cost. The Alchemist table shows how many reagent points you have available to spend to activate your prepared Implements. You regain all expended reagent points when you finish a long rest. ______________ For example, if you’re a 3rd-level alchemist, you have a pool of 6 reagent points. With an Intelligence of 16, the number of Implements you can have prepared is five chosen from your recipe book, which can include Implements with a reagent cost of up to 3. If you prepare the implement *Turtle Oil*, you can use it by expending 2 reagent points. \pagebreakNum
Part 1 | The Alchemist
You can change your list of prepared Implements when you finish a long rest. Preparing a new set of Implements requires time spent studying your recipe book and preparing the Implements for use: at least 1 minute per reagent cost for each Implement on your list.
### Your Recipebook The Implements that you add to your Recipebook as you gain levels reflect the alchemical research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of creation. You might find recipes for Implements during your adventures. You could for example discover records for how to make an Implement on a wall in an old alchemy lab or in a dusty tome in an ancient library. ***Copying an Implement into the Book.*** When you find a recipe for an Implement or an researchable trait, you can add it to your recipe book if its of a base reagent cost is lower than your max reagent cost and if you can spare the time to decipher and copy it. Copying an Implement or trait into your Recipe book involves reproducing its basic form, then deciphering the unique system of notation used by the alchemist who wrote it. You must practice with the Implement or trait until you understand the crafting method, then transcribe it into your recipe book using your own notation. For Implements, the process takes 1 hour and costs 25 gp for each of its base reagent cost, for traits the process takes 1 hour and costs 25 gp for each of its each research cost. The cost represents materials you expend as you experiment with the Implement to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the Implement just like your other Implements. ***Replacing the Book.*** You can copy an Implement from your own recipe book into another book—for example, if you want to make a backup copy of your recipe book. This is just like copying a new Implement into your recipe book, but faster and easier, since you understand your own notation and already know how to use the Implement or trait. You need spend only half an hour and 5 gp for each base reagent or research cost. If you lose your recipe book, you can use the same procedure to transcribe the Implements and unlocked traits that you have prepared into a new recipe book. Filling out the remainder of your recipe book requires you to find new Implements to do so, as normal. For this reason, many alchemist keep backup recipe book in a safe place.
\columnbreak #### Alchemy Ability Intelligence is your Alchemy ability for your Implement's potency, since the power of your Implements relies on your understanding of how to combine the ingredients. You use your Intelligence whenever an Implement refers to your alchemy ability. In addition. you use your Intelligence modifier when setting the saving throw DC for an Implement you use and when making an attack roll with one.
**Alchemy save DC** = 8 + your proficiency bonus + your Intelligence modifier **Alchemy attack modifier** = your proficiency bonus + your Intelligence modifier
#### Learning new Recipes after the first Level Each time you gain an Alchemist level, you can add one Implement of your choice to your recipe book. The Implement's reagent cost cannot exceed your Max Reagent Cost as shown on the Alchemist table. On your adventures, you might find instruction for other Implement that you can add to your recipe book (see the “Your recipe book” sidebar). ### Ingredients gathering The basis of alchemy is to gather the right ingredients for your Implements. During a short rest you can spend time gathering ingredients to prepare reagents, allowing you to recover a number of reagents point equal to your alchemist level.
[Art by sunako](https://www.pixiv.net/en/artworks/86502268) \pagebreakNum
Part 1 | The Alchemist
### Alchemical Research Starting at 2nd level, you learn how to further improve on basic Implements, allowing you to tailor them to your needs. When you reach this level and every level after it, you gain 3 research points. You can choose Implements you know when you level up and assign traits to them, paying the corresponding research point cost. Researched traits are permanently known and spent research points can not be recovered in any way. A trait that has been researched for an Implement can be applied to it when you prepare it, increasing the reagent cost as listed in the trait description and adding the traits effect to the implement. You have to spend research points for each implement that uses a trait, even if the name of the trait is shared by several implements. The total reagent cost of a prepared Implement with applied traits cannot exceed the value in the Max Reagent Cost column on the alchemist table. You can prepare more than one of the same Implement (with various or no traits at all), each variant counting against your limit for how many Implements you can prepare. ____ Research points not spent during level up, can be spent during downtime, taking 1 week for each research point payed for the trait you wish to learn. You must spend at least 8 hours each day that you spend on researching the trait, though they do not have to be consecutive. ### Field of research At 3rd level, you begin your path down the field within alchemy that you will dedicate most of your research to, gaining new knowledge in the field of your choice, chosen from the list of available fields of research. Your choice grants you features at 3rd level and again at 6th, 10th and at 14th level. ### Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. ### Journeyman Alchemist Starting at 5th level, you learn how to give your implements lasting potency. Any implements that you can prepare can now also be crafted as a single use magical item, with a cost of 25 gp per reagent point cost and 2 days of work per reagent point. Implement with 0 reagent point cost, takes 1 day. You must spend at least 8 hours each day that you spend on crafting the implement, though they do not have to be consecutive. The magical items crafted with this feature can be used by others. Tokens and Charms made in this way can be activated by others, using a keyword you provide. The cost does not include the cost, if any, to gain access of an alchemy lab for the purpose and the workday assumes a fully equipped lab as determined at the DMs' discretion. \columnbreak ### Improvised Alchemy At 7th level, you learn how to mix in enhancing agents into your prepared implements when you use them in a swift, if inefficient process. As a bonus action you can expend 2 reagent point to apply a trait you have researched to a single use of the corresponding implement you have prepared. The total reagent cost may not exceed your normal limit. The chosen implement must be used before the end of your next turn to gain the benefit of the trait. ### Magnum Opus, Stage Negredo Beginning at 11th level, you start the process to craft your magnum opus, an object of great power matching your vision, which starts it's existence in the chaotic Negredo state. Choose a Magnum Opus from the available options and apply two of the available Negredo traits available of your choice to your Magnum Opus. You may remove a Negredo Trait and replace it with another Negredo Trait each time you level up. You always know the direction to your Magnum Opus if you're more than 100 feet away from it, and may craft a new one if it is destroyed or you can not recover your current one, in a process that takes 1 week. You must spend at least 8 hours each day that you spend on crafting the implement, though they do not have to be consecutive. A lost Magnum Opus loses all power, upon the creation of a replacement. ### Magnum Opus, Stage Albedo At 15th level, Your Magnum Opus enters the purified Albedo State and grants you even greater power. Apply one of the available Albedo traits of your choice to your Magnum Opus. You may remove an Albedo Trait and replace it with another Albedo Trait each time you level up. ### Magnum Opus, Stage Citrinitas At 18th level, Your magnum opus enters the transformative Citrinitas State. Apply one of the available Citrinitas traits of your choice to your Magnum Opus. You may remove a Citrinitas Trait and replace it with another Citrinitas Trait each time you level up. ### Magnum Opus, Stage Rubedo When you reach 20th level, Your Magnum Opus enters the final Rubedo State. Apply one of the available Rubedo traits of your choice to your chosen Magnum Opus. ### Multiclassing and the Alchemist If your group uses the optional multiclassing rule, here's what you need to know if you choose to take a level in the Alchemist class. **Ability Score Minimum.** As a multiclass character, you must have at least a 13 in both Intelligence and Constitution to take a level in this class, or to take a level in another class if you are already an Alchemist. **Proficiencies.** If alchemist isn't your initial class, here are the proficiencies you gain when you take your first level as a alchemist: simple weapons, alchemist tool. \pagebreakNum
Part 2 | Fields of Research
### Field of Animus Materia Alchemists who focus their studies on Animus Materia unlock the secret behind bestowing motion and intelligence to matter. At first, their research manifests in minor objects moving on their own, soon living armaments aid them in battle until finally their potions start resembling primordial life. #### Animated tools Starting when you choose this field of research at 3rd level, you gain the ability to animate tools that follow you around and do your bidding. At the end of a long rest, you can choose one item in your possession that weighs up to 10 pounds. It gains a flying speed equal to your walking speed. If you move more than 30 feet away from it, it follows you so that it remains within 30 feet of you. As a bonus action you can use the item as if you were holding it to perform tasks feasible for its form (this cannot be an attack). If it would make an ability check, it uses your ability scores. The item stays animated until you end the effect (requiring no action), until you fall unconscious or if it is ever prevented from staying within 30 feet from you. #### Animated Talismans At 3rd level you learn the "Animated" trait. You can apply it to any token and charm Implement you know that does not already have a movement speed. Applying this trait increases the Implement's reagent cost by 1. An implement with the Animated trait gains a flying speed equal to your walking speed and when used on your turn, it can move up to its speed before activating its effect. You can also use it as if you were holding it, if the implement have a duration and have an effect that requires you to take an action or bonus action. #### Animated Arms Beginning at 6th level, you learn to command weapons and shields to aid you in battle. When you finish a long rest, you can touch a melee weapon or a shield to animate it. The chosen item gains a flying speed equal to your walking speed and must stay within 30 feet of you. It gains different benefits depending on what you animated: - **Melee Weapon:** As a bonus action, you can have your animated weapon make a melee attack using your alchemy attack modifier. Regardless of the type of weapon it deals 1d8 + int modifier damage (either Piercing, Slashing or Bludgeoning depending on the type of weapon). If you later choose the Sentient Weapon as your Magnum Opus, you can animate it with this feature and it deals damage depended on the form you have chosen instead. The damage of an animated weapon increases to 1d8 when you reach 14th level. - **Shield:** The animated shield conveys +1 AC to you or a friendly creature it shares space with. As a bonus action, you can direct it to move together with a friendly creature it shares a space with (requiring no action afterwards), as long as the creature doesn't move further than 30 feet away from you. When you reach 14th level, the shield conveys +2 AC instead. The weapon or shield stays animated until you end the effect (requiring no action), until you fall unconscious or if it is ever prevented from staying within 30 feet from you. When you reach at 10th level, you can have any combination of the two and can direct them as part of the same bonus action and the range they can be away from you increases to 60 feet. #### Animated Vessel When you reach 10th level, your growing power allows you to animate even greater objects like wagons and boats. When you finish a long rest, you can touch a vehicle that has room for no more than 12 medium sized creatures and give it the ability to move on its own. If it is a land vehicle like a wagon it gains a movement speed of 40 feet, if it is a sea vessel like a boat it gains a swim speed of 60 feet. It moves according to your mental command on your turn (requiring no action) as long as you're within 60 feet of it. #### Living Potion At 14th level, you learn how to bestow primordial life force to your potions, ever ready to act upon your command. You learn the "Ooze" trait and can apply it to any potion Implement. Applying this trait increases an Implement's reagent cost by 1. When you use the Implement, it is summoned as a tiny potion ooze in a space next to you with a walking and climbing speed equal to your walking speed. The ooze persists for 24 hours or until it is consumed and is immune to all damage. In combat, the ooze shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (requiring no action) but the only action it can take is to try to administer itself to a creature it shares a space with. The creature must make a Dexterity saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, it gains the effects of the potion as if it had drank it. In either case, the potion ooze is destroyed in the process. You can also give a potion ooze a condition upon which it will apply its effect to a target (taking no action). For example, you could command a Potion of Healing Ooze to apply its effect to you once your hit points drop below half of your maximum hit points. You can control an amount of potion oozes equal to half your proficiency bonus (rounded down) at the same time and all of them act simultaneously.
[Art by takemiya](https://twitter.com/takemiya_09/status/787984739743457280) \pagebreakNum
Part 2 | Fields of Research
### Field of Synthesis Synthesis, along with the gathering of the right ingredients, is the very foundation of alchemy and those who focus on this basis gain a subtle but important understanding of it, that can be widely applied. Alchemists who study the core of the craft learn how to make the most of their alchemical Implements, squeezing every bit of power out of them and stabilizing their potential. #### Swift Synthesis Starting when you choose this field of research at 3rd level, your understanding of synthesis allows you to quickly break down and remake implements into different shapes. Once per day when you finish a short rest, you can switch a prepared implement for another implement in your recipe book. #### Recycled Reagents At 3rd level, you learn the "Recycled" trait. You can apply it to one of your implements that costs at least 3 reagent points. Each time after you use that Implement, you gain 1 reagent point. Applying this trait increases an Implement's reagent cost by 0. #### Stable synthesis At 6th level, you learn the "Stable" trait. You can apply it to any Implement that requires a dice roll, allowing you to treat any roll of 1 on a die as a 2. Applying this trait increases an Implement's reagent cost by 0. #### Experimental Synthesis At 10th level, your research into the potential of alchemy grants you additional insight into its secrets. You gain 10 research point and an additional point at each following level. #### Universal Implement At 14th level, you learn how to craft an implement that stays in an ever changing unstable state, its true form not fixed until the moment it is used. When you finish a long rest, you can prepare an universal Implement by choosing its type from Grenade, Potion, Charm, Token or Oil. As a bonus action you can turn an universal Implement into any Implement of the chosen type that is in your recipe book with a reagent cost no higher than 5 and you can use it as if you had prepared it. You can only have one universal Implement of each type prepared at a time and each one counts as prepared implement, even if it's exact property have not been decided yet. \columnbreak
The Alchemist by William Fettes Douglas \pagebreakNum
Part 2 | Fields of Research
### Field of Phlogiston "Noooo, Alchemy is an esoteric art and expression of self. You can't just solve everything with explosives!" "Haha. Problems go KABOOOOM!" #### Demolition Expert Starting when you choose this field of research at 3rd level, you learn how to create controlled explosions to reshape the world around you to your desires. Your grenade Implements deal double damage to objects and structures that you have investigated for at least 1 minute. Additionally, you can spend 10 minute and expend 3 reagent points to attach an explosive to the surface of an object and structure. After it detonates, it leaves a 5 feet diameter sphere crater where it was attached, centered on the point where the explosive have been attached. The diameter of the sphere can be increased by 1 foot for each additional reagent point you expend. The amount of reagent points spent this way cannot exceed your Max Reagent Cost as shown on the Alchemist Table. The explosion can be delayed for up to 1 minute, which you decide after attaching the explosive and can be heard up to 200 feet away. Every creature caught in the explosion must make a Dexterity saving throw, taking 1d6 damage per reagent point spent on a failed save, or half as much damage on a successful one. This damage can be either Fire, Cold, Lightning or Acid which you choose after attaching the explosive. #### Shape charged explosive At 3rd level, you learn the "Shape charged" trait. You can apply it to any implement with a sphere or cone Area of Effect and an instantaneous duration. When you use an Implements with the "Shape charged" trait, you can choose to exclude a number of creatures equal to your proficiency bonus from the implements area of effect. Applying this trait increases an Implement's reagent cost by 0. #### Grenadier Beginning at 6th level, add your proficiency bonus to the damage of your grenade Implements. #### Controlled explosion From 10th level, you gain even greater control over your explosions, wielding them like fiery scalpels. You can now delay the explosion for 1 hour before detonating it. When you attach an explosive to an object or surface as detailed in the "Demolition Expert" feature, you can spend an additional 3 reagent points to decrease the size of the explosion, to a minimum if 1 inch. The shape of the crater can also be any geometric shape that fits within the explosions sphere as long as it is no smaller than 1 inch in any dimension. Additionally, you can spend twice as many reagent points as you would normally so the explosion can only be heard up to 20 feet away. _________ Reagent points spent with this feature do not count towards the damage the explosion does. \columnbreak #### Advanced explosives At 14th level, your mastery of your craft allows you to create complex explosives others dare not dream off. You reduce the reagent cost of a grenade Implement by 2 whenever you apply at least 1 trait to it. This cannot reduce the cost to less than the Implement's base cost. For example, a grenade Implement with a base cost of 3 reagent points with a trait that raises its reagent point cost by 1 will still cost 3 reagent points to use. _________
[Art by Nick Serpilov](https://www.artstation.com/artwork/58OOdO) \pagebreakNum
Part 2 | Fields of Research
### Field of Alchemical Archery Few epitomize alchemy as a tool to attain a means, as those who take up the bow and the arrow and learn how to craft implements in the form of arrows, allowing a precise and safe delivery of both harm and healing over a distance. Many of them a practical lot who cares little for esoteric philosophy who still somehow have a lot to say on how alchemy should be used. #### Calculated trajectory Starting when you choose this field of research at 3rd level, you gain proficiency in long bows, hand crossbows and heavy crossbows. When you attack with a ranged weapon you are proficient with, you can use your Intelligence modifier, instead of Dexterity, for the attack and damage rolls. #### Special delivery At 3rd level, you learn the "Robust Container" trait which can be applied to any potion Implement. Applying this trait increases the Implement's reagent cost by 1. A potion with this trait can be launched from a ranged weapon that uses bolts or arrows to land unharmed and ready for consumption, in any space you choose within 40 feet as part of the same action you use the Implement, even if that space is occupied by a creature. At level 14, the range of this feature increases to 80 feet. #### Alchemical warhead. At 6th level, you learn the "Warhead" trait and can apply it to any grenade type Implement that requires a ranged alchemy attack. Applying the trait increases the Implement's reagent cost by 0. A grenade with this trait can be launched from a ranged weapon that uses bolts or arrows as a ranged alchemy attack during the same action you use the Implement and deals the arrows damage in addition to the effects of the Implement. #### Handy arrows From 10th level, your craftsmanship allows you to create alchemical arrows with useful effects. You can spend one minute to craft one of the following arrows: - **Flying rope:** You launch the a point on a solid surface within 120 feet you can see. The arrow extends a rope behind it self and anchors itself to where it hits. The length of rope is equal to the distance the arrow traveled. After 1 hour, the rope deteriorates. - **Signal Flare:** The arrow can be shot straight up into the air, releasing a loud sound and a bright light at a height of up to 300 feet. The sound can be heard up to 300 feet away from the arrow and the light can be of any color of your choice. - **Message Arrow:** You can inscribe a message of up to 25 words in a language you know on an arrow and launch it to a spot you have visited within 3 miles of you. the arrow travels in its direction at a speed of half a mile per minute. There must be an unobstructed path between you and the chosen spot in a straight or a horizontally curving line otherwise the arrow will be stopped by the first obstacle. You can only carry one of these arrows on you at a time. \columnbreak #### Aid from afar. At 14th level, your training in archery and alchemy allows you to provide unparalleled support from afar. When a potion with the "Robust container" trait lands in a creature's space, that creature can use its reaction to pick up the potion and consume it. ___ Additionally, you can apply the "Warhead" trait to any grenade Implement. If the Implement does not require an alchemy attack roll, you can designate a point of impact you can see within 120 feet of you, in which case the arrows damage is not added to the damage, even if you designate a space with a creature.
Art from Atelier Lydie & Suelle by Gust \pagebreakNum
Part 2 | Field of Research
### Field of Abiogenesis As a student of Abiogenesis, you seeks to unlock the secret behind creating life from matter and shaping it to your desire. The chimera that you craft as much a companion as it is a living laboratory and perhaps a vision of perfection made flesh and as you find a purpose for it's existence, perhaps you'll also find a purpose for your existence. #### Chimera Creation You can at level 3 create a chimera companion. With 8 hours of work, you craft a chimera to serve as your faithful companion which obeys your commands. Your chimera is a Small or Medium creature (your choice) with a base walking speed of 30 feet, can have any shape your desire for it's size and counts as a monstrosity. If mounted, it continues to act independently, not as a controlled mount. You generate your chimera's abilty scores using the following numbers: 15, 14, 13, 10, 6, and 4. You assign each of these numbers to an ability score of your choice and whenever you gain the Ability Score Improvement feature from this class, your chimera's abilities also improve. Your chimera can increase one ability score of your choice by 1. As normal, your chimera can't increase an ability score above 20 using this feature. ___ The Chimera have a natural armor class of 11 + it's dexterity modifier + your proficiency bonus and have a natural melee attack, that uses your Alchemical attack modifier and deals 1d8 + it's strenght modifier + your proficiency bonus in damage. The Melee attack is either bludgeon, slashing or piercing, chosen at the time the Chimera is made. ___ It's hp is equal to 15 + 3 times it's constitution modifier and increases it's max hp with 5 + it's constitution modifier each time you gain a level. The Chimera have proficiency in two saves of your choice. ___ In combat, the chimera acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge, Help or Use Magic Item action to feed a potion it's carrying to someone else, unless you take a bonus action on your turn to command it to take another action. ___ If the chimera is within 5 feet of you, then it can also use reaction when you use a potion implement, to snatch the potion and then move up to it's movement speed and give the potion to another creature at the end of it's movement, if you so choice. The creature receiving the potion must still spend their own action to drink it, unless the chimera feeds the potion with it's own action. ___ If your Chimera is ever slain, then the experience from creating it, allows you to recreate it by spending 2 reagent points and 10 minutes of work. You may also create a new chimera from scratch, with 8 hours of work \columnbreak #### Alchemical body At level 6, you learn how to further enhance your chimera with your knowledge of alchemy. Choose a number of implements you can prepare up to your proficiency bonus, except for Token type, for a total reagent point cost of 4. A chosen implement can not have a higher reagent cost, than your Max Reagent Cost limit for your level. The chimera can now activate the effect of the implement as a spell like ability and can do so once per long rest. Implements with a duration can have their duration spread over several uses, but only up until the max duration in total per long rest. Effects from Potion and Oil implements always targets the Chimera, effects from charms originates from the Chimera while effects from grenades originate from the Chimera as if it had thrown it. ___ The total reagent point cost increases with 2 at level 10 and at level 14. ___ The Implements that the chimera can activate can be changed by spending 8 hours of work, per reagent point of the new implement. #### Tailored assistant From level 10, your teaches your chimera to aid you in your craft. You recover an additional number of reagent points from your *Ingredients gathering* feature, equal to your proficiency bonus as your Chimera helps during your gathering. ___ Additionally it gains proficiency in any skills you have proficiency in and can spend an action to grant you a +1d4 bonus to any skill check you have proficiency in. It can do so a number of times equal to your proficiency bonus and regain all uses on a long rest. #### Image brought to life At level 14, your chimera is now permanently enhanced by your alchemy. Choose up 1 or more potion or oil implements with a duration that you can prepare and with a total reagent point cost of no more than 5. The chimera is now considered permanently under the effect of the implements effect and it counts as a supernatural ability for the chimera, for the purpose of effect that suppresses magic. ___ The Implements that the chimera is under the effect off, can be changed by spending 8 hours of work, per reagent point of the new implement. \pagebreakNum
Part 3 | Magnum Opus
### Magnum Opus #### Philosopher's Stone *A choice is the transmutation of the self.* *It is an act that as much are defined by who you are* *As it is defined by who it makes you.* ___________ The Philosopher's Stone represents your belief on how alchemy should be approached and perhaps a reflection of how life itself should be approached, crystallized into a physical shape and aiding you in your craft. You might choose to have it make your implements last for longer, representing a belief in steady progress. You could choose to have it make your implement more impactful, similar to your own forceful approach to problems. Or maybe all that matters is sheer optimization, which also speaks volume of who you are. Your Philosopher's Stone might resemble an uncut gem with its colour representing its stage, be part of a valuable necklace or the pommel stone of your staff. It grants you the following benefits, as long it is in your possession. - You recover additional reagent points during a short rest equal to your intelligence modifier (minimum of 1). - You may prepare an additional implement. If you lose possession of your Philosopher's Stone, then remove the implement with the highest reagent cost from your prepared list. At certain levels, you choose additional traits for your Philosopher's Stone, applying the chosen effect as longs as it is in your possession. ##### Negredo Trait - **A coin a day**: You can turn one rock into a piece of silver. Once you use this feature, you can’t use it again until you finish a long rest. - **Illuminating**: You can cause your Philosopher's Stone to shed bright light in a 30-foot radius and dim light for an additional 30 feet (requiring no action). - **Ageless**: While the Philosopher's Stone is in your possession, you no longer age. - **Dowsing Stone**: You can spend an action and use your Philosopher's Stone to determine the direction of north or the direction of a place you have visited, if it's within 10 miles of your current location. ##### Albedo Trait - **Stoicheion Element**: At the end of a short or long rest, you can change the type of any Implement you have prepared that does fire, lightning, acid, or cold damage to one of the four mentioned. - **Potion from a Stone**: When you choose this trait, decide on a Potion Implement that you can prepare with a max reagent cost of 4. You can use that implement without having it prepared and without spending reagent points. Once you use this Implement this way, you can’t do so again until you finish a short rest. You may change the Implement in a process that takes 1 week. You must spend at least 8 hours each day that you spend on modifying your Philosopher's Stone, though they do not have to be consecutive. - **Lucky Charm**: When you are forced to make a saving throw you can use your reaction to gain advantage on the saving throw. Once you use this feature, you can't do so again until you finish a long rest, unless you use your bonus action to expend 5 reagent points. ##### Citrinitas Trait - **Extended Alchemy**: Reduce the Reagent cost of any prepared implement by 1 if the implement has the Long Lasting or the Extended trait applied to it. - **Empowered Alchemy**: Reduce the Reagent cost of any prepared implement by 1, if the implement has the Empowered trait applied to it more than 1 time. - **Synergetic Alchemy**: Reduce the Reagent cost of a prepared implement by 1, if the implement has two different traits applied, that increase reagent cost. ##### Rubedo Trait - **Prima Materia**: You gain a number of additional reagent points equal to your alchemist level. - **Overcharged implement**: The Max Reagent Cost of your Implements increases by 1 - **Cogito, ergo id est**: You can choose an Implement you know and treat one of the available traits as if you had researched it for the purpose of preparing implements, increasing the reagent cost as usual. You can change your choice to a different Implement or trait at the end of a short rest.
[Art by rzanchetin for Warehouse 51 by Funforge.](https://www.deviantart.com/rzanchetin/art/Philosopher-Stone-555130315) \pagebreakNum
Part 3 | Magnum Opus
#### Fuel of the Fire of Creation. _______ *"Prometheus they say brought god's fire down to man* ___ *And we've caught it, tamed it, trained it since our history began* ___ *Now we're going back to Heaven just to look Him in the eye* ___ *And there's a thunder 'cross the land and a fire in the sky."* "Fire in the sky" by Jordin Kare. ___________ In the beginning there was only darkness. Then came fire, scraping away at the edges of shadows and since then, man's existence has been a continued struggle to spread the first fire to banish all darkness. Of course, there are those alchemist who care little for philosophy and for them the attempt to create a fuel that can bring forth a resemblance of the first great spark is merely to get a powerful means to an end. ___ The fuel a potent ingredients with a multitude of properties to burn away impurity, hold back the cold and light up in the dark. And in the hand of many alchemist, a key ingredient to create very explosive concoction. Your fuel for the fire of creation might take the form of black powder kept in an animal horn that you with regularity refill, a carefully padded bottle with a slow moving liquid that never seems to run dry, or a wood-like substance that regrows when you whittle tinder from it. As long as it is in your possession, it grants you the following benefits: - You can add your Intelligence modifier to the damage of any grenade type implements you have prepared. - When you use a grenade or potion Implement that does damage, you can change its type to fire. At certain levels, you get to choose traits for the fuel to the fire of Creation, applying the chosen effect while it is in your possession. ##### Negredo Trait - **Smoke Signal**: You can spend 1 minute and 1 reagent point to release smoke that fits within a 100ft cube. It then rises up into the air forming the shape you decide when releasing it. - **Hearth Fire**: You can spend 1 minute to create a small, portable heat source that fits in the palm of your hand to keep you warm. It keeps you at a comfortable temperature for 24 hours, down to −80° F. Once you use this feature, you can't do so again until you finish a long rest, unless you expend 1 reagent point. You may also give the heatsource to someone else, granting them the benefit. - **Forge Fire**: When you make an ability check that uses your proficiency with an artisan's tools that requires a heat source, such as blacksmith's tool or Baker's supplies, you gain advantage for that check. You can spend 3 reagent points and 10 minutes working on a willing creature's tool, to grant the creature the same advantage for 24 hours. - **Cleansing Heat**: You can during during a short rest, purify up to 6 gallons of water that otherwise wouldn't be drinkable, such as salt water or the water that's supernaturally fouled by a black dragon's regional lair effect. \columnbreak ##### Albedo Trait - **Primordial Fire**: Any implement prepared by you that deals fire damage ignores resistance and affects creature with immunity as if they had resistance. - **Purifying Flame**: You can expend 9 reagent points and an action to remove all debilitating effects that Greater Restoration can, except exhaustion levels, from a willing creature within 5 feet. - **Standardized Formula**: When you choose this trait, decide on a Grenade Implement that you can prepare with a reagent cost of 2 or lower. You can use that implement without having it prepared and spending reagent points. You may change the Implement in a process that takes 1 week. You must spend at least 8 hours each day that you spend on modifying your Fuel of the Fire of Creation, though they do not have to be consecutive. ##### Citrinitas Trait - **Propellant**: Extend the range of all grenade implements prepared by you by 60 feet. This feature works in conjunction with traits that extend range. - **Shock Waves**: When you hit a creature hit by a grenade Implement that requires an attack roll it must succeed on a Strength saving throw or fall prone. Additionally, when a creature fails a saving throw imposed by a grenade Implement prepared by you, they also falls prone in addition to the normal effects of the implement. - **Cool flame**: Any potion Implement you prepare also grants immunity to fire damage caused by implements prepared by you for the potions duration. A potion with the duration of instantaneous grants this benefit until the end of your next turn. ##### Rubedo Trait - **Big Bang**: When ever you roll damage for a grenade type implement prepared by you, treat all results of 1 and 2 as 3. - **Inner Flame**: Any potion Implement you prepare also grants temporary hit points equal to your alchemist level. These hit points last for the potions duration or one hour, which ever is greater. - **Phoenix' Flame**: If your current hit points are equal to or less than half of your maximum and you would take fire damage from an Implement prepared by you (if you would make a saving throw you can choose to fail it automatically), you can use your reaction to change your hit points to the difference between your current hit points and the fire damage you would have received. For example, if an Implement would deal 23 fire damage to you while you have 2 hit points, your current hit points become 21. \pagebreakNum
Part 3 | Magnum Opus
#### Sentient Weapon _______ *"The time one is alive, is merely a part of ones entire existence."* ___________ It is not the end that matters but rather the struggle. While an alchemist may find peace with themselves, knowing that the struggle will not be over even after they are gone, they might not be content with not leaving something behind for those who follow. This Magnum Opus is a means of continuing your vision even after you are gone and a powerful companion and weapon while you're still around. A Sentient Weapon can take the shape of a simple, anonymous sword that merely cuts very well, an elaborated staff covered in jewelry worth a duchy or a book from which daggers materialize to strike your foes. ___ To create your Sentient Weapon, first choose one of the following weapon stat blocks and choose either Piercing, Slashing or Bludgeoning for its damage type. | Type | Damage | Properties |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | Martial | 2d6 | Two-handed | Martial | 1d8 | | Martial Ranged | 1d6 | Range 150/600, Two-handed Next, decide upon it's mental state by assigning 15, 14 and 11 to Intelligence, Wisdom and Charisma and assign proficiency in one of the following: Persuasion, Intimidation or Deception. Lastly, choose it's alignment and Special Purpose. A Sentient Weapon can communicate by transmitting emotions to you or its wielder and can see and hear up to 30 feet. Its proficiency bonus is +2 or equal to it's wielder, whichever is highest. It counts as a magical weapon for the purpose of overcoming resistance and immunity. You are considered proficient with your Sentient Weapon and can lend it to others to use, for as long as you are willing. Creatures other than you must attune to it to gain its benefits. Additionally, you gain the following benefits while the Sentient Weapon is in your possession: - You gain +5 bonus on your passive perception. - You can use an action and spend reagent points to animate it for 1 minute, giving it a flying speed of 30 feet, additional damage equal to your proficiency bonus and allowing you to use a bonus action to make an Alchemy Attack against a target within its range. If the weapon has the two-handed property you spend 6 reagent points, otherwise you spend 3 reagent points to use this feature. At certain levels, you get to choose traits for your Sentient Weapon, applying the chosen effect immediately. \columnbreak ##### Negredo Trait - **Knowledgeable**: The Sentient Weapon gains proficiency in two of the following: Arcana, Nature, Religion, History. You or the creature attuned to it also gains the same proficiencies while wielding it. Its Intelligence score also increases by 2. - **Alert**: The Sentient Weapon gains proficiency in Perception and Insight, it gains darkvision and the range its senses extends to 120 feet. Its Wisdom score also increases by 2. - **Chatty**: The Sentient Weapon can speak and understands up to 3 languages you speak. When a creature other than you is attuned to it, they know how to speak the languages the weapon knows and they communicate telepathically with each other. You or the creature attuned to it also gains proficiency in Persuasion, Intimidation or Deception, whichever the weapon is proficient in. Its Charisma score also increases by 2. - **Easy to use**: The Sentient Weapon counts as a simple weapon and while you are wielding it you need to spend 2 reagent points less to animate it. Two of its ability scores also increase by 1. ##### Albedo Trait In addition to the chosen trait, the Sentient Weapon now acts a +1 weapon. - **Alchemical Force**: Choose a grenade implement you can prepare with a max reagent cost of 1. The Sentient Weapon now also deals the Implement's damage and effects on a hit and the wielder is immune to the grenades effects. The Implement deals damage as if used by a level 1 alchemist. The Intelligence score of the Sentient Weapon also increases by 1. - **Strengthening Weapon**: Choose a potion implement you can prepare with a duration and a max reagent cost of 2. The wielder is always considered under the effect of the implement, unless within an area that suppress magic like an anti-magic field. The Wisdom score of the Sentient Weapon also increases by 1. - **Channelizing Force**: Choose a charm implement you can prepare with a max reagent cost of 2. The wielder can activate the effect of the charm implement as an action or as a reaction to a hit with the Sentient Weapon. If the Sentient Weapon is animated, the effect is cast from its location. The Charisma score of the Sentient Weapon also increases by 1. \pagebreakNum
Part 2 | Magnum Opus
##### Citrinitas Trait In addition to the chosen trait, the Sentient Weapon now acts a +2 weapon. - **Alchemical Power**: Choose a grenade implement you can prepare with a max reagent cost of 5. As a reaction to a hit with the Sentient Weapon, the wielder can activate the effect of the grenade implement as if they had used the grenade implement targeting the hit creature. The wielder is immune to the grenade's effect. If the Sentient Weapon is animated, the effect is cast from its location. Once this feature is used twice, it can't be used again until the wielder finishes a short rest. The Intelligence score of the Sentient Weapon also increases by 1. - **Enhancing Weapon**: Choose a potion implement you can prepare with a duration and a max reagent cost of 5. As a bonus action, the wielder can bestows the implements effect upon themselves or a willing creature next to them. If the Sentient Weapon is animated, then it can bestow the implements effect upon a willing creature next to it as a bonus action. If Sentient Weapon is animated, the effect is cast from its location. Once this feature is used twice, it can't be used again until the wielder finishes a short rest. The Wisdom score of the Sentient Weapon also increases by 1. - **Channelizing power**: Choose a charm implement you can prepare with a max reagent cost of 5. The wielder can activate the effect of the charm implement as an action or as a reaction to a hit with the Sentient Weapon. If Sentient Weapon is animated, the effect is cast from its location. Once this feature is used twice, it can't be used again until the wielder finishes a short rest. The Charisma score of the Sentient Weapon also increases by 1. ##### Rubedo Trait In addition to the chosen trait, the Sentient Weapon now acts a +3 weapon. - **Alchemical Might**: Choose a grenade implement you can prepare with a max reagent cost of 9. As a bonus action, the wielder of the Sentient Weapon can launch a bolt of energy, as if they had used the chosen implement. If the weapon is animated, then the bolt is launched from the weapon's location. Once this feature is used, it can't be used again until the wielder finishes a short rest. The Intelligence score of the Sentient Weapon also increases by 1. - **Empowering Weapon**: Choose a potion implement you can prepare with a duration and a max reagent cost of 9. As a reaction to rolling initiative, the wielder can bestow the implements effect upon themselves or a willing creature within 5ft of them. If the Sentient Weapon is animated, it can bestow the implement's effect upon a willing creature within 5ft of it. Once this feature is used, it can't be used again until the wielder finishes a short rest. The Wisdom score of the Sentient Weapon also increases by 1. - **Channelizing Might**: Choose a charm implement you can prepare with a max reagent cost of 9. The wielder can activate the effect of the charm implement as an action or as a reaction to a hit with the Sentient Weapon. If the Sentient Weapon is animated, the effect is cast from its location. Once this feature is used, it can't be used again until the wielder finishes a short rest. The Charisma score of the Sentient Weapon also increases by 1. \pagebreakNum
Part 4 | The Laws of Alchemy
# The Laws of Alchemy ## What is an implement? Implement is a catch-all term for items with magical effects created by alchemists. Using Alchemy consist of following recipes to prepare inert Implements and when needed, adding the activating reagents to gain the intended effect. It is assumed that you prepare enough Implements to last the day, based on your available Reagent. ## Implement types, using Implements and Implement spell levels Every Implement always has one of the following different Implement type tags: **Potions**, **Grenades**, **Token**, **Charm** or **Oil**. Certain Alchemist class features only work with Implements that have a specific tag. ___ When you spend an action to activate an implement by expending the reagent cost, you can use the Implement as outlined in its description as part of the same action, if it have a casting time of 1 action. When you activate an Implement with the **potion** tag, you can choose to hand or administer it to another creature within 5 feet, as part of the same action instead of using it on yourself. If you administer a potion to another creature, it takes effect in the start of their next turn unless it has a duration of Instantaneous. If you hand a potion to a creature, it must use it by spending an action before the beginning of your next turn to gain the potions effect. If a creature under the effect of a potion with a duration, drinks another potion with a duration, then the new effect overwrites the old one. ___ The spell level of an effect is considered to be of a level equal to its total reagent cost converted to spell level, as listed in the Spell Point Cost table in the DMG for the purpose of effects like dispel magic. The spell level is considered to be the lower of the two, if the total reagent cost puts it between two spell levels. ## Implement Reagent Cost All Implements have a base reagent cost which indicates how many reagent points you must expend to use the prepared implement. This cost can be increased by applying traits to an Implement when you prepare it. Each trait lists the amount of reagent points by which the cost of corresponding Implement is increased. Implements with a reagent cost of 0 can be used even if you have no reagent points remaining. \columnbreak Traits are additional effects that can be applied to an implement when it is prepared, if the trait has been made available for that Implement and increases the implements' reagent cost by the listed amount. This can not increase the reagent cost above max reagent cost for your level, as detailed in the alchemist class table. A trait is made available by paying the listed research cost upon leveling up. A trait with a research cost of 0 is known immediately when the Implement is learned. An implement can have multiple traits assigned to it as long as all of them have been researched. If the effect of a trait conflicts with the base effect of an Implement, the effect of a trait always takes priority. ___ A trait that can be taken multiple times, stacks its effect to an Implement as many times as it is taken and its reagent cost increases as detailed in the Stacking Reagent Cost Table. ##### Stacking Trait Reagent Cost increase. | Number of times taken | Total Reagent Cost increase | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1 | 1 | | 2 | 3 | | 3 | 4 | | 4 | 5 | | 5 | 6 | | 6 | 8 | | 7 | 9 | | 8 | 11 | \pagebreakNum ## Alchemist Implement List
##### Base reagent cost 0 - Fire Cracker - Lightning Rock - Snow Globe - Acid Flask - Solar Gem - Mystery Pot - Morpheus Pillow - Dowsing Rod ##### Base reagent cost 2 - Potion of healing - Walking Bag - Sleeping Gas - Nimbus Stone - Potion of Giants Might - Water drop - Potion of Alacrity - Potion of Fire breathing - Turtle Oil - Tree Feather Token - Doll Servant - Homunculus - Watchful statue - Goblet of Fire - Liquid courage - Ventriloquest Stone ##### Base reagent cost 3 - Potion of Health - Horn of Blasting - Ceramic Bird - Animated Weapon - Stolchion Oil - North Wind's Fan - Living Ram - Glittering dust - Paint-on Adamantine - Feather weight potion ##### Base reagent cost 5 - Bottled lightning - Bolt Storm - Noxious Fumes - Mint Breath - Bottled Ocean - Panicking Pipe - Earth Diving Bell - Phoenix Drop - Living Paint ##### Base reagent cost 6 - Builders instrument - Potion of Escape - Instant Wall - Spell eating mirror - Gravity Stone - Projecting terrarium - Sea Coral Flute ##### Base reagent cost 7 - Iron Bands - Transportable Atelier - Potion of Vitality - Cherub's Bell - Instant door
Part 5 | Implement List
### Fire Cracker [**Type:Grenade**][**Base Reagent cost: 0**] **Casting time:** 1 action **Range:** 30 feet **Duration:** Instantaneous You throw a small explosive at a creature or object within range. Make a ranged alchemy attack against the target. On a hit, the target takes 1d10 fire damage. This Implement's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). ###### Applicable traits: - **Igniting.** A flammable object hit by this implement ignites if it isn’t being worn or carried. **Reagent Cost Increase:** 0 **Research cost to unlock:** 1 - **Lit up.** A creature hit by this implement takes an additional 1 damage at the start of its next turn, and spreads bright light in a 5 feet radius and dim light in a 10 feet radius, until the end of its next turn. **Reagent Cost Increase:** 0 **Research cost to unlock:** 1 - **Eye-irritating smoke.** Smoke fills the area around the target hit by the Implement. Each creature within 5 feet of the target must make a Constitution saving throw. On a failed save, a creature is has disadvantage on attack rolls until the end of its next turn. Creatures with blindsight automatically succeed on this saving throw. **Reagent Cost Increase:** 1 **Research cost to unlock:** 1 ### Lightning Rock [**Type:Grenade**][**Base Reagent cost: 0**] **Casting time:** 1 action **Range:** 30 feet **Duration:** Instantaneous You throw a small, sparking rock with a jagged yellow pattern, at a creature or object within range. Make a ranged alchemy attack against the target. On a hit, the target takes 1d10 lightning damage. This Implement's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). ###### Applicable traits: - **Well-balanced**. The range increases to 60 feet. **Reagent Cost Increase:** 0 **Research cost to unlock:** 1 - **Magnetizing**. A creature wearing metal armor or made of metal within a 5 feet radius of the target, has its movement speed reduced by 10 feet until the end of their next turn. **Reagent Cost Increase:** 0 **Research cost to unlock:** 1 - **Flash-Bang**. A bright flash of light appears when you hit a target with this Implement. Each creature within 5 feet of the target must make a Constitution saving throw. On a failed save, a creature is blinded until the beginning of its next turn. Creatures with blindsight automatically succeed on this saving throw. **Reagent Cost Increase:** 1 **Research cost to unlock:** 1 \pagebreakNum ### Snow Globe [**Type:Grenade**][**Base Reagent cost: 0**] **Casting time:** 1 action **Range:** 30 feet **Duration:** Instantaneous You throw a small glass sphere that appears to contain an everlasting snowstorm at a creature or object within range. Make a ranged alchemy attack against the target. On a hit, the target takes 1d10 cold damage. This Implement's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). ###### Applicable traits: - **Flash freeze**. A targeted water surface freezes in a 10 feet radius and becomes solid difficult terrain for 1 minute. **Reagent Cost Increase:** 0 **Research cost to unlock:** 1 - **Chilling**. A creature hit by the grenade, have its speed is reduced by 10 feet until the start of your next turn. **Reagent Cost Increase:** 0 **Research cost to unlock:** 1 - **Slippery**. The ground within the 5 feet radius of the target becomes difficult terrain until the start of your next turn. A creature standing in this area when it appears or moves onto it for the first time on its turn must succeed on a Dexterity saving throw or fall prone. **Reagent Cost Increase:** 1 **Research cost to unlock:** 1 ### Dowsing Rod [**Type:Token**][**Base Reagent cost: 0**] **Casting time:** 1 action **Range:** 3 miles **Duration:** 1 hour This wooden rod splits into two handle in one end, which must be grasped with both hands to use it. You specify a material and the minimum amount of the material that the rod should detect, and it will then point in a straight line to the nearest source within range that fulfills the minimum amount requirement. The minimum amount can not be less than 100 pound or 5 cubic feet. You can spend an action to specify a new material and minimum amount of the material. ###### Applicable traits: - **Life Finder** You can now specify a creature type and size or a specific type of creature and size, for the rod to point toward. For example large aberration, or small griffon **Reagent Cost Increase:** 1 **Research cost to unlock:** 1 - **Way finder**. You can now specify a location that you're familiar with, if it's within range. **Reagent Cost Increase:** 1 **Research cost to unlock:** 1 - **Expanded**: The range increases with an additional 1 mile. This trait can be taken multiple times. **Reagent Cost Increase:** See "Stacking Trait Reagent Cost increase" table. **Research cost to unlock:** 0 ### Solar Gem [**Type:charm**][**Base Reagent cost: 0**] **Casting time:** 1 action **Range:** self **Duration:** 1 hour This small gem sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the gem with something opaque blocks the light. The Implements effect ends if you activate another Solar Gem or ends it's effect as an action. ###### Applicable traits: - **Enlarged** the radius of the bright light and dim light increases with an additional 10 feet. The trait can be taken multiple times. **Reagent Cost Increase:** See "Stacking Trait Reagent Cost increase" table. **Research cost to unlock:** 0 - **Burning out** You can spend an action to have the gem burn itself out with a sudden powerful flash. All creatures within the bright light except for yourself, must make a dexterity saving throw to avert their eyes. On a failed save, they are blinded until the end of your next turn. The gem immediately crumble to dust afterward. **Reagent Cost Increase:** 2 **Research cost to unlock:** 1 - **Image of light**: You can spend an action to have the gem create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The gem most be within the cube. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects and can not move. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image. **Reagent Cost Increase:** 0 **Research cost to unlock:** 1 \pagebreakNum ### Mystery Pot [**Type:Token**][**Base Reagent cost: 0**] **Casting time:** 10 minutes **Range:** self **Duration:** Instantaneous This small metal pot expands when activated and requires a heat source and 1 pound of edible raw meat and vegetable, that aren't poisonous or spoiled, to create 1 ration worth of food, that at times might even be tasty. You can also use the Mystery Pot during a short rest, in which case you can add up to 6 pound of raw meat and vegetable at no increased reagent cost, creating 1 ration worth for each pound. ###### Applicable traits: - **Purifying** You can now use poisonous or spoiled raw meat and vegetable, and get edible ration. **Reagent Cost Increase:** 1. **Research cost to unlock:** 1. - **Invigorating** The ration made by the Mystery Pot grants temporary hit points when consumed, equal to your Int bonus + your Proficiency Bonus, that last until the end of your next long rest. **Reagent Cost Increase:** 1. **Research cost to unlock:** 1. ### Acid Flask [**Type:Grenade**][**Base Reagent cost: 0**] **Casting time:** 1 action **Range:** 30 feet **Duration:** Instantaneous You throw a bottle filled with acid at a creature or object within range. On a hit, the target takes 1d10 acid damage. Make a ranged alchemy attack against the target. This Implement's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). ###### Applicable traits: - **Corrosive.** A non-magical object hit by this implement takes the same damage it took again at the start of its next turn if it isn’t being worn or carried. **Reagent Cost Increase:** 0 **Research cost to unlock:** 1
Part 5 | Implement List
- **Caltrop Glass**. When the grenade hits a target, it shatters into sharp pieces of glass. A space of your choice that you can see within 5 feet of the target is treated as if it were covered by caltrops until the beginning of your next turn. **Reagent Cost Increase:** 0 **Research cost to unlock:** 1 - **Splashing.** Each creature in a 5-foot radius of the target must succeed on a Dexterity saving throw or take half the half the damage done to the original target. **Reagent Cost Increase:** 1 **Research cost to unlock:** 1 ### Morpheus Pillow [**Type:token**][**Base Reagent cost: 0**] **Casting time:** 1 action **Range:** Touch **Duration:** 8 hours This small piece of fabric turns into a comfortable pillow upon for one person. You recover one additional HD and remove one additional exhaustion level from a long rest, while using this implement. ###### Applicable traits: - **Fluffier** You recover an additional HD from using this implement, for each time this trait is taken. **Reagent Cost Increase:** See "Stacking Trait Reagent Cost increase" table. **Research cost to unlock:** 1 - **Dream Dust**. You can spend the bonus HD you gain from using this implement at the end of the long rest, to gain bonus HP that last until the end of your next long rest. **Reagent Cost Increase:** 1 **Research cost to unlock:** 1 - **Aromatic**: You gain advantage on your next roll after the long rest, to end a negative effect you were affected by when you started the long rest. You gain the advantage for each negative effect you were affected by. **Reagent Cost Increase:** 1 **Research cost to unlock:** 1 ### Potion of healing [**Type:Potion**][**Base Reagent cost: 2**] **Casting time:** 1 action **Range:** Touch **Duration**: Instantaneous You regain 2d4 + Intelligence modifier hit points when you drink this potion. ###### Applicable traits: - **Empowered**. You regain an additional 2d4 hit points when you drink this potion. This trait can be taken multiple times. **Reagent Cost Increase:** See "Stacking Trait Reagent Cost increase" table. **Research cost to unlock:** 0 - **Fortifying**. If the amount of hit points you would regain from drinking this potion exceeds your maximum hit points, you gain temporary hit points equal to half of the the excess hit points that last for 1 minute . **Reagent Cost Increase:** 2 **Research cost to unlock:** 3 \pagebreakNum - **Osmosis**. As part of the same action you activate this Implement you can make throw the potion at a creature within 30 feet of you. Make a ranged alchemy attack against the target. On a hit apply its effect to a creature as if it had drank it. If your target is a willing creature, this attack roll is done with advantage against AC 10. **Reagent Cost Increase:** 1 **Research cost to unlock:** 1 - **Regenerating**. After you have drinking this Implement, you regain an additional 1d4 hit point at the start of your next turn. The trait can be taken multiple times, extending the number of rounds this effect is active by the amount of times this trait has been applied. **Reagent Cost Increase:** See "Stacking Trait Reagent Cost increase" table. **Research cost to unlock:** 2 - **Salve**. This trait changes the Implement's type to [oil]. Its casting time extends to 1 minute and it now heals an additional 4d4 + your Intelligence modifier hit points. **Reagent Cost Increase:** 0 **Research cost to unlock:** 1
Part 5 | Implement List
### Walking Bag [**Type:Token**][**Base Reagent cost: 2**] **Casting time:** 1 minute **Range:** 30 feet **Duration:** 1 hour This bag shaped token grows to small size when used and can hold up to 500 pounds for its duration. If more weight is placed in it, the bag ruptures, ending the duration, and everything in the bag spills out to the ground. The Bag is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the bag follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross any obstacles or elevation change requiring hands. If you move more than 100 feet from the bag (typically because it can’t move around an obstacle to follow you), it topples over and spills it content, ending it's duration. ###### Applicable traits: - **Empowered.**: The bag can hold an additional 100 pounds. This trait can be taken multiple times. **Reagent Cost Increase:** See "Stacking Trait Reagent Cost increase" table. **Research cost to unlock:** 0 - **Hands.**. The bag can now climb and cross any elevation you could. **Reagent Cost Increase:** 1 **Research cost to unlock:** 1 - **Bodyguard.** An Implement with this feature stays within 5 feet of you when possible. When you are targeted by an attack while the bag is within 5 feet of you, you can use your reaction to have it leap in between you and the attack to impose disadvantage on the attack roll. If the attack misses you because of this but would have otherwise hit, the bag is destroyed and spills its content on the ground. **Reagent Cost Increase:** 1 **Research cost to unlock:** 1 ### Sleeping Gas [**Type:Grenade**][**Base Reagent cost: 2**] **Casting time:** 1 minute **Range:** 30 feet **Duration:** 1 Minute This grenade sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell. ###### Applicable traits: - **Empowered**: Roll an additional 2d8 for the amount of Hit Points the grenade affects. The trait can be taken multiple times. **Reagent Cost Increase:** See "Stacking Trait Reagent Cost increase" table. **Research cost to unlock:** 0 - **Long lasting**. The recipe's effect last an additional 10 minutes. The trait can be taken multiple times. **Reagent Cost Increase:** See "Stacking Trait Reagent Cost increase" table. **Research cost to unlock:** 0 - **Anguishing Nightmare** Creatures put to sleep takes 1d4 psychic damage at the beginning of their turn. This damage does not wake them up. **Reagent Cost Increase:** 1 **Research cost to unlock:** 1 - **Dulling** Creatures within 20 feet of the point of impact, that are not put to sleep by the grenade has their movement halved for their next turn and can not take reaction actions. **Reagent Cost Increase:** 1 **Research cost to unlock:** 1
Part 5 | Implement List
\pagebreakNum ### Nimbus Stone [**Type:Charm**][**Base Reagent cost: 2**] **Casting time:** 1 action **Range:** Self **Duration**: 1 hour You can use an action to crack the nimbus stone, causing a rain cloud to appear above you, covering a 60 feet radius for an hour. The cloud will appear as close to the roof as possible if used indoor. The cloud will extend 10 feet down from under the roof and block sight like heavy fog for any creature tall enough to be within the cloud, unless they can crouch or go prone under it. ###### Applicable traits: - **Long lasting**. The recipe's effect last an additional hour. The trait can be taken multiple times. **Reagent Cost Increase:** See "Stacking Trait Reagent Cost increase" table. **Research cost to unlock:** 0 - **Enlarged**. The clouds radius extend an additional 60 feet radius. The trait can be taken multiple times. **Reagent Cost Increase:** See "Stacking Trait Reagent Cost increase" table. **Research cost to unlock:** 0 - **Torrential**. The clouds unleash a torrential rain, blocking sight like heavy fog for any creature below it. **Reagent Cost Increase:** 1 **Research cost to unlock:** 1 ### Potion of Giants Might [**Type:Potion**][**Base Reagent cost: 2**] **Casting time:** 1 action **Range:** Touch **Duration**: 1 minute You gain advantage on Strength Checks, and your carrying Capacity doubles when you drink this potion. ###### Applicable traits: - **Enlarging**. You also gain the benefits of the Enlarge effect of the "Enlarge / Reduce spell" **Reagent Cost Increase:** 1 **Research cost to unlock:** 1 - **Strengthening**. Your Strength also becomes 21 for the duration of the recipe. **Reagent Cost Increase:** 8 **Research cost to unlock:** 3 ### Water drop [**Type:Potion**][**Base Reagent cost: 2**] **Casting time:** 1 action **Range:** Touch **Duration**: 1 hour You can breath under water for the potions duration after you drink this potion. ###### Applicable traits: - **Long lasting**. The potion's effect last an additional hour. The trait can be taken multiple times. **Reagent Cost Increase:** See "Stacking Trait Reagent Cost increase" table. **Research cost to unlock:** 1 - **Dolphin's grace**. You also gain a swim speed of 30 feet for the duration of the potion. **Reagent Cost Increase:** 1 **Research cost to unlock:** 1 - **Low Impact**. The effects of the potion is not overwritten by the effect of other potions with a duration. **Reagent Cost Increase:** 1 **Research cost to unlock:** 1 ### Potion of Alacrity [**Type:potion**][**Base Reagent cost: 2**] **Casting time:** 1 action **Range:** Touch **Duration**: 1 minute You gain double movement speed for the potions duration after you drink this potion. ###### Applicable traits: - **Lightning reflex**. You gains a +2 bonus to AC, and has advantage on Dexterity saving throws for the potions duration. **Reagent Cost Increase:** 2 **Research cost to unlock:** 2 - **Lightning Speed**. You also gains an additional action on each of your turns for the potions duration. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. **Reagent Cost Increase:** 3 **Research cost to unlock:** 3 - **Accelerated**. You also deal an additional 2d6 damage, when you hit with a melee attack or a thrown ranged attack for the potions duration if you have moved at least 10 feet in a straight line before performing the attack. **Reagent Cost Increase:** 2 **Research cost to unlock:** 2
Part 5 | Implement List
\pagebreakNum ### Potion of Fire breathing [**Type:Potion**][**Base Reagent cost: 2**] **Casting time:** 1 action **Range:** Touch **Duration:** 1 hour After drinking this potion, you can use a bonus action to exhale fire at a target within 30 feet of you. The target must make a Dexterity saving throw, taking 4d6 + int modifier fire damage on a failed save, or half as much damage on a successful one. The effect ends after you exhale the fire three times or when the duration have ended. ###### Applicable traits: - **Spicy** You can exhale fire one additional time. The trait can be taken multiple times. **Reagent Cost Increase:** See "Stacking Trait Reagent Cost increase" table. **Research cost to unlock:** 1 - **Blast furnace**: The fire now affects everybody in a 5 feet wide and 30 feet long line. **Reagent Cost Increase:** 1 **Research cost to unlock:** 1 - **Curving Flame.**: You can target a creature, even if other creatures are in between you and the target. If the potion have the Blast Furnace trait, then you can choose which creatures in the line is affected. **Reagent Cost Increase:** 1 **Research cost to unlock:** 1 - **Low Impact**. The effects of the potion is not overwritten by the effect of other potions with a duration. **Reagent Cost Increase:** 2 **Research cost to unlock:** 2 ### Turtle Oil [**Type:Oil**][**Base Reagent cost: 2**] **Casting time:** 1 minute **Range:** touch **Duration:** 8 hour You apply the oil to a willing creature, hardening their skin. The target’s base AC becomes 13 + its Dexterity modifier. ###### Applicable traits: - **Elemental Resistance** For the duration, the willing creature you apply the oil to also has resistance to one damage type of your choice, chosen when you apply the oil: acid, cold, fire, lightning, or thunder. **Reagent Cost Increase:** 9 **Research cost to unlock:** 1 - **Toughening** The oil also grants temporary hit points equal to your level. **Reagent Cost Increase:** 1 **Research cost to unlock:** 1 ### Watchful statue [**Type:Token**][**Base Reagent cost: 2**] **Casting time:** 1 action **Range:** Touch **Duration:** 8 hours This small statue of an animal can be placed on a flat surface to stand guard, alerting you to a tiny or larger creature that walks within 60 feet in front of it, by letting out cries of the animal it resemble, audible to everybody within 60 feet. When you cast the spell, you can designate creatures that won’t set off the alarm and can specify non-creature trigger to alert you, such as a door opening within the area of effect. ###### Applicable traits: - **Animated** The statue now patrols in a small area, alerting you to anything within 100 feet of it's initial placement. **Reagent Cost Increase:** 1 **Research cost to unlock:** 1 - **Frightful howl** All creatures who hears the alarm, except for those designated to not trigger the alarm, must make a wisdom save or become frightened by the statue until the end of their next turn if they fail. **Reagent Cost Increase:** 1 **Research cost to unlock:** 1 - **Aggressive**: You can use a reaction after being alerted by the statue, or use a bonus action for up to 1 minute after you have been alerted, to command the statue to attack a creature within 30 feet of the statue. Roll an alchemy attack roll and on a hit, deal 3d8 magical piercing damage. The duration ends immediately afterward. **Reagent Cost Increase:** 1 **Research cost to unlock:** 1
Part 5 | Implement List
\pagebreakNum ### Goblet of Fire [**Type:charm**][**Base Reagent cost: 2**] **Casting time:** 1 action **Range:** Self **Duration:** 1 round. The reddish-gold goblet fills with flames when activated, that then overflows to engulf a area in a 15 feet radius originating from you. Each creature other than you in the area must make a Dexterity saving throw. On a failed save, a creature takes 2d8 fire damage and half on a success. Afterward fire persist in the area until the end of your next turn. All creatures apart from you, that enters the area or starts their turn in the area, takes an additional 2d8 fire damage, if they don't move out of the fire before doing any other action. ###### Applicable traits: - **Enduring oil** All surfaces within the area of effect ignites and stay on fire for a number of rounds equal to your proficiency bonus. A creature other than you that starts in the fire, takes 1d8 fire damage. **Reagent Cost Increase:** 1 **Research cost to unlock:** 1 - **Phoenix Fire**. You can choice a number of creatures equal to your proficiency bonus within the area of effec, to be immune to the fire damage from this implement and instead regain hit points equal to half of the damage. This works with the enduring oil trait. **Reagent Cost Increase:** 2 **Research cost to unlock:** 2 - **Empowered**. The damage increases by an additional 1d8. This trait can be taken multiple times. **Reagent Cost Increase:** See "Stacking Trait Reagent Cost increase" table. **Research cost to unlock:** 0 ### Ventriloquist Stone [**Type:Charm**][**Base Reagent cost: 2**] **Casting time:** 1 action **Range:** 30 feet **Duration:** 10 minute You can make your voice (or any sound that you can normally make vocally) seem to issue from the stones location after throwing it to a spot within range. You can speak in any language you know. With respect to such voices and sounds, anyone who hears the sound can attempt an Intelligence (investigation) check against your spell save DC. On a success, they recognize it as illusory, but still hear it. ###### Applicable traits: - **Recorded** You can implant a message within the stone, that will be uttered when a trigger condition is met. the message must be 25 words or less, though it can be delivered over as long as 10 minutes but otherwise is delivered as if you had used the ventriloquest stone normally. Finally, determine the circumstance that will trigger the implement to deliver your message. ___ The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the implement. For example, you could instruct the stone to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it. ___ The implements duration also chances to until dispelled. **Reagent Cost Increase:** 1 **Research cost to unlock:** 1 - **Sonic Boom** The implement duration becomes instantaneous and produces a burst of thunderous sound that can be heard up to 100 feet away. Each creature in a 10 foot radius of where you threw the implement must make a constitution saving throw. A creature takes 3d6 thunder damage on a failed save, or half as much damage on a successful one. If the implement also have the *Recorded* trait, then you can choice a condition for it to deal damage, but it's duration is reduced to 1 hour. **Reagent Cost Increase:** 0 **Research cost to unlock:** 1 - **Mimicry** The implement can now produce any sound that you have heard, including voices. **Reagent Cost Increase:** 1 **Research cost to unlock:** 1
Part 5 | Implement List
\pagebreakNum ### Homunculus [**Type:Token**][**Base Reagent cost: 2**] **Casting time:** 1 hour **Range:** 5 feet **Duration:** Instantaneous A Homunculus is a primitive lifeform crafted by you that follow your commands to the best of its' ability. It have the statistics of one of the chosen animals: Bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel but it can have any shape you wish, so long it's size is tiny and it's shape matches the chosen animals movement. It's type also becomes Construct. ___ You Homuncolus acts independently of you, but it always obeys your commands. In combat, it acts on your initiative. A Homuncolus can’t attack, but it can take other actions as normal. ___ As an action, you can temporarily dismiss your Homuncolus. It shrinks into a fine size allowing it to hide in your bag or in your clothing, where it awaits your summons, at which point it returns to it's original size. As an action while it is shrinked, you can cause it to regain it's original size and appear in any unoccupied space within 5 feet of you. Alternatively, you can dismiss it forever, making it fall inert. ___ Finally, when you use a Potion Implement, your familiar can as a reaction take the Potion and move up to it's movement and then use it's action to hand it over to someone else to use. ___ Applicable traits: - **Tough** Your Homuncolus gains additional maximum hitpoint equal to half of your maximum hitpoint. **Reagent Cost Increase:** 1 **Research cost to unlock:** 1 - **Sized up**. Your Homunculus is now size small and gain increases it's str and constitution by 4. **Reagent Cost Increase:** 1 **Research cost to unlock:** 2 ### Liquid Courage [**Type:Potion**][**Base Reagent cost: 2**] **Casting time:** 1 action **Range:** touch **Duration:** 1 minute This potion contain an alcohol smelling liquid. Drinking it makes you immune to being frightened for its duration. ###### Applicable traits: - **Nerve steeling** You also gain advantage to Int, Wis and Cha saving throw while under the effect of the potion. **Reagent Cost Increase:** 2 **Research cost to unlock:** 1 - **Muddled Mind**. Attempts to read your mind while under the effect of the potion, now only give garbled nonsense. **Reagent Cost Increase:** 1 **Research cost to unlock:** 1 - **Pain numbering**: The first instance of damage you take in a round while under the effect of the potion, is reduced by your proficiency bonus. **Reagent Cost Increase:** 2 **Research cost to unlock:** 1 ### Tree Feather Token [**Type:Token**][**Base Reagent cost: 2**] **Casting time:** 1 action **Range:** Touch **Duration**: 1 hour You must be outdoors to use this token. You can use an action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree rots and harmless collapse into sawdust when the duration ends. ###### Applicable traits: - **Rugged bark**: The tree can be climbed as easily as a ladder. **Reagent Cost Increase:** 1 **Research cost to unlock:** 1 - **Up sized**: The tree trunk increases by 5 feet diameter, it's height by 15 feet and it's branches by 5 feet in radius. The trait can be taken multiple times. **Reagent Cost Increase:** See "Stacking Trait Reagent Cost increase" table. **Research cost to unlock:** 1 - **Long lasting**: The tree last an additional hour. The trait can be taken multiple times. **Reagent Cost Increase:** See "Stacking Trait Reagent Cost increase" table. **Research cost to unlock:** 0 - **Animated**: You can use a bonus action to move the tree 20 feet and perform a melee attack with it using your INT modifier and proficiency bonus, dealing 2d6 + int modifier damage. **Reagent Cost Increase:** 2 **Research cost to unlock:** 2
Part 5 | Implement List
\pagebreakNum ### Doll Servant [**Type:Token**][**Base Reagent cost: 2**] **Casting time:** 1 action **Range:** self **Duration:** 1 hour The token takes the form of a small humanoid doll that otherwise can have any appearance you desire, that can perform simple task on your behalf. When activated, the doll springs to life with an AC 10, 1 hit point, and a Strength of 2, and it can’t attack. If it drops to 0 hit points, the effect ends. The doll can also be tiny in size, chosen when you prepare the implement. Once on each of your turns as a bonus action, you can mentally command the doll to move up to 15 feet and interact with an object. The doll can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the doll performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the doll to perform a task that would move it more than 60 feet away from you, it falls inert. ###### Applicable traits: - **Empowered** Increase the number of dolls by one, each one can be giving a different task with the same bonus action. The trait can be taken multiple times. **Reagent Cost Increase:** See "Stacking Trait Reagent Cost increase" table. **Research cost to unlock:** 0 - **Long lasting**. The recipe's effect last an additional hour. The trait can be taken multiple times. **Reagent Cost Increase:** See "Stacking Trait Reagent Cost increase" table. **Research cost to unlock:** 0 - **Semi-autonomous**: The doll no longer falls inert when it's more than 60 feet away from you, and you can now give it a string of task that it to the best of it's ability will do, starting with the first task giving and moving on to the next when that is completed. **Reagent Cost Increase:** 2 **Research cost to unlock:** 1 \columnbreak - **Grenade holder.**: You can now spend an action and pay the reagent cost of a prepared grenade implement to give it to the doll. The doll can now move 30 feet and can with a bonus action be commanded to move toward a location or a creature you can see, and it will then use the grenade (costing no action) when it is at at the designated location or next to the target. The doll makes a ranged alchemy attack using your stats if the grenade must be thrown, otherwise the point of impact is centered on the doll. You can also spend 1 minute giving a doll detailed instructions for where to go or who to seek out before it uses the grenade and it will attempt to follow your instructions to the best of it's ability. **Reagent Cost Increase:** 0 **Research cost to unlock:** 2 ### Potion of Health [**Type:Potion**][**Base Reagent cost: 3**] **Casting time:** 1 action **Range:** Touch **Duration:** Instantaneous The potion cures you of all diseases when you drink it ###### Applicable traits: - **Specialized** The potion's ability to remove diseases when you drink it can be removed to reduce the Reagent cost by 1. **Reagent Cost Increase:** -1 **Research cost to unlock:** 0 - **Antidote**: The potion also removes the poison condition when you drink it. **Reagent Cost Increase:** 1 **Research cost to unlock:** 1 - **Sense restoring.**: The potion also removes the blinded and deafened condition. **Reagent Cost Increase:** 1 **Research cost to unlock:** 1 - **Cramps removal**: The potion also removes the paralyzed condition. **Reagent Cost Increase:** 1 **Research cost to unlock:** 1
Part 5 | Implement List
\pagebreakNum ### Horn of Blasting [**Type:Charm**][**Base Reagent cost: 3**] **Casting time:** 1 action **Range:** 30-foot cone **Duration:** Instantaneous You blow the horn as part of activating the charm, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a Constitution saving throw. On a failed save, a creature takes 3d8 thunder damage and is Deafened for 1 minute. On a successful save, a creature takes half as much damage and isn't Deafened. Creatures and Objects made of glass or Crystal have disadvantage on the saving throw and take 6d8 thunder damage instead of 3d8. ###### Applicable traits: - **Empowered**: The Charm deals an additional 1d8 damage unless it's Creatures and Objects made of glass, in which case it deals an additional 2d8 damage. The trait can be taken multiple times. **Reagent Cost Increase:** See "Stacking Trait Reagent Cost increase" table. **Research cost to unlock:** 0 - **Sympathetic resonance.**: The Charm deals double damage to object and buildings. **Reagent Cost Increase:** 1 **Research cost to unlock:** 1 - **Focused**: The Area of effect turns into a 30-foot line and damage increases by 1d8. **Reagent Cost Increase:** 0 **Research cost to unlock:** 1 - **ultrasound**: The Charm can only be heard by creatures with Blindsight, if it's a blindsight that can nullified by being deafened, such as that of grimlocks and bats. **Reagent Cost Increase:** 1 **Research cost to unlock:** 1 ### Ceramic Bird [**Type:Token**][**Base Reagent cost: 3**] **Casting time:** 1 action **Range:** Touch **Duration:** 24 hour The token turns into a small bird that can be used to deliver a message, like the Animal Messenger spell. ###### Applicable traits: - **Long Lasting** The duration increases by 24 hour The trait can be taken multiple times. **Reagent Cost Increase:** See "Stacking Trait Reagent Cost increase" table. **Research cost to unlock:** 1 - **Roc Shape**: The token can instead of being used to deliver a message, be thrown 5 foot into the air, where it turns into an enormous, bird with the shape and colour of your choice. The bird has the Statistics of a roc, but it obeys your simple commands and can't Attack. It can carry up to 500 pounds while flying at its maximum speed (16 miles an hour for a maximum of 144 miles per day, with a one-hour rest for every 3 hours of flying), or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 Hit Points. You can dismiss the bird as an action. **Reagent Cost Increase:** 5 **Research cost to unlock:** 3 - **Harassing.**: The token can instead of being used to deliver a message, turn into a small bird with the statistics of an owl that acts under your command (costing no action) on your turn. **Reagent Cost Increase:** 0 **Research cost to unlock:** 1 \pagebreakNum ### Animated Weapon [**Type:Token**][**Base Reagent cost: 3**] **Casting time:** 1 action **Range:** Touch **Duration**: 1 min You use a token in the shape of a weapon an embue it with animation, turning it into a floating weapon that appears within 5 feet of you under your command, dealing either Slashing, Piercing or Bludgeon Damage, chosen when you use it. You can spend a bonus action to move the weapon up to 30 feet and have it perform a Melee Alchemy attack against a creature within 5 feet of it. On a hit, the animated weapon deals physical damage equal to 1d8 + your Alchemy ability modifier of the chosen damage type. The weapon can take whatever form you choose, that fits the chosen damage type. ###### Applicable traits: - **Semi-autonomous**. The blade automatically seeks out the nearest hostile creature on the turn it appear to make an attack and on each following turn repeats the action on your turn (no action required). You can spend a bonus action to manually direct the blade. **Reagent Cost Increase:** 2 **Research cost to unlock:** 3 - **Embued**. The animated weapon gains a +1 magical bonus on damage and to-hit roll and count as magical for the purpose of overcoming damage resistance and immunity. **Reagent Cost Increase:** 1 **Research cost to unlock:** 2
Part 5 | Implement List
- **Steel Wind**. You can spend an action to launch the blade with explosive force, sending it flying against a target within 120 feet, or within 240 feet if it also have the Speedy trait. Roll a Melee Alchemy attack as part of the action when it ends it's movement within 5 feet of the target and on a hit, increase the damage it deals for this action to 6d6 + your Alchemy ability modifier. **Reagent Cost Increase:** 2 **Research cost to unlock:** 2 - **Speedy**. The summoned weapon can move up to 60 feet during your turn. **Reagent Cost Increase:** 1 **Research cost to unlock:** 1 ### Stolchion Oil [**Type:Oil**][**Base Reagent cost: 3**] **Casting time:** 1 minute **Range:** Touch **Duration:** 1 hour Choose either either fire, cold, acid or lightning element when you prepare this implement. The oil can coat one melee weapon, granting it an additional 1d6 bonus damage of the chosen element for the duration ###### Applicable traits: - **Arcane**: The oil also makes the coated weapon count as magical for the purpose of overcoming resistance and immunity for it's duration. **Reagent Cost Increase:** 1 **Research cost to unlock:** 1 - **Long Lasting** The duration increases by 1 hour. The trait can be taken multiple times. **Reagent Cost Increase:** See "Stacking Trait Reagent Cost increase" table. **Research cost to unlock:** 1 - **Illuminating**. The oil makes the weapon light up like a torch for the duration. The light can be suppressed by stoving away the weapon. **Reagent Cost Increase:** 0 **Research cost to unlock:** 1 - **Water repelling**. The oil removes the disadvantage for fighting with a weapon underwater without swimming speed. **Reagent Cost Increase:** 1 **Research cost to unlock:** 1
The Discovery of Phosphorus by Joseph Wright \pagebreakNum ### North Wind's Fan [**Type:Charm**][**Base Reagent cost: 3**] **Casting time:** 1 action **Range:** 60 feet **Duration:** 1 minute A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose when you use the Fan. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. You must spend a bonus action on each of your turns to maintain the effect for the charm's duration and can change the direction of the wind as part of the bonus action. ###### Applicable traits: - **Self-maintained** The implement can be released in the air and left floating in your space when you use it, continuing to apply it's effect even if you move away from the space. You must still spend a bonus action to maintain the effect of the charm. **Reagent Cost Increase:** 1 **Research cost to unlock:** 1 - **Passage wind**: You can use minute to attune the charm to a ship and then toss the token up and suspend it 10 feet in the air behind the ships sails, where it will create a wind strong enough to fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. **Reagent Cost Increase:** 0 **Research cost to unlock:** 1
Part 5 | Implement List
### Paint-on adamantine [**Type:oil**][**Base Reagent cost: 3**] **Casting time:** 10 minutes **Range:** touch **Duration:** 1 hour. This viscous metal-like liquid shines like the finest silver and can be applied to any medium or heavy armor made of metal. A creature wearing such an armor turns all critical hits into normal hits. ###### Applicable traits: - **Impact dissipation**: The armor reduce Slashing, Piercing and Bludgeon damage taken, by your proficiency bonus. **Reagent Cost Increase:** 2 **Research cost to unlock:** 1 - **Buoyant**: A creature wearing the armor can now jump as if it had double it's strength score and can no longer sink more than a feet under water. **Reagent Cost Increase:** 1 **Research cost to unlock:** 1 - **Extended**: The duration increases with an additional hour. This trait can be taken multiple times. **Reagent Cost Increase:** See "Stacking Trait Reagent Cost increase" table. **Research cost to unlock:** 0 ### Glittering Dust [**Type:Grenade**][**Base Reagent cost: 3**] **Casting time:** 1 action **Range:** 30 feet **Duration:** 1 minute Light shines translucent through the fabric of this bag when activated, before it is thrown to a spot of your choice, where it burst open to spread a shower of shining glittering dust in a 20 feet radius that sticks to everything, the dust does not turn invisible when it touches and sticks to otherwise invisible creature, potentially revealing them. All creature hit by the dust also spread dim light in a 5 feet radius. A creature can spend an action to use water to wash of the dust. ###### Applicable traits: - **Enlarged** The radius increases by an additional 5 feet. This trait can be taken multiple times. **Reagent Cost Increase:** See "Stacking Trait Reagent Cost increase" table. **Research cost to unlock:** 0 - **Sharp Burst**. All creatures within the area of effect must now make a dexterity save when the dust appears, or be blinded until the end of their next turn. **Reagent Cost Increase:** 1 **Research cost to unlock:** 1 - **Itching**: All creatures within the area of effect must now make a Constitution save when the dust appear or take disadvantage on all their ability checks for as long as the dust sticks to them. At the end of each of their turns, a creature can make another Constitution saving throw. On a success, the itching stops, but does not remove the dust. **Reagent Cost Increase:** 1 **Research cost to unlock:** 1 \pagebreakNum ### Feather weight potion [**Type:Potion**][**Base Reagent cost: 3**] **Casting time:** 1 action **Range:** Touch **Duration:** 10 minutes The potion feels light as a feather, with the liquid within seemingly floating within the bottle. Drinking the potion makes you and everything you carry as light as air, removing all movement except for flight and levitate and allows you to do the following: - You can move a number of feet equal to twice your strength score, either by dragging yourself along a surface or by pushing off a surface to move in the opposite direction. You take no damage if you hit anything during this movement. At the beginning of every round, you continue to move the same distance in the initial direction, until you hit something, grasp onto something during your movement (costing no action) or actively move in a different direction. - You can also move in any direction by flapping your limps, following all the rules for pushing yourself off a surface, except you can choice any direction and the movement is only equal to your strength. - If you take bludgeon, piercing or slashing damage, then you'll immediately afterward move a number of feet in the opposite direction of the source, equal to the damage taken. - Strong winds will blow you away, if you have nothing to hold on to. If you're in the air when the potion ends, then you descends 60 feet per round for 1 minute until you land, which you do safely. If you can't land after 1 minute, then you fall the remaining distance. ###### Applicable traits: - **Controlled buoyancy** You can now stop your movement at any time, can choice not to get blown away by strong winds and can decide to not move after taking damage. **Reagent Cost Increase:** 1 **Research cost to unlock:** 1 - **Inner Warmth**. You can spend a bonus action after drinking the potion to levitate up to 20 feet up or down and most afterward spend a bonus action every round to maintain this effect, including to stay still at the same elevation. The potion duration ends immediately at the end of any round, that you did not do so. **Reagent Cost Increase:** 1 **Research cost to unlock:** 1 - **Rolling with the blow**: You gain resistance to Bludgeon, Piercing and Slashing damage, but still get pushed back as if you had taken the full damage. You do not benefit from this trait, if you used *Controlled buoyancy* to stand still after taking damage. **Reagent Cost Increase:** 2 **Research cost to unlock:** 2 ### Living Battering Ram [**Type:Token**][**Base Reagent cost: 3**] **Casting time:** 1 action **Range:** 5 feet **Duration:** 10 minutes This small chess piece sized statue of a ram grows into a stone ram of medium size that appears in a space next to you when activated, which follow your verbal command and can be directed to knock down obstacles in your path. The Stone Ram have the statistic of a Giant Goat, except it gains an additional number of hp equal to your level and also have the siege property, dealing double damage to structures. In combat you can spend a bonus action to command the Ram to attack a creature, but it will have disadvantage on its attack roll and all attack rolls against it have advantage. Every turn it will continue to attack that creature until either is dead or until you spend a bonus action to command the Ram to stop or attack a different creature. ###### Applicable traits: - **Martial** The Stone Ram no longer have disadvantage on its attack roll, nor does all attack roll against it have advantage. **Reagent Cost Increase:** 1 **Research cost to unlock:** 1 - **Giant**. The Stone Ram now grows to large size and deals an additional 2d4 damage. **Reagent Cost Increase:** 1 **Research cost to unlock:** 1 - **Arcane**: The Stone Ram's attacks now count as magical for the purpose of overcoming damage resistance. **Reagent Cost Increase:** 1 **Research cost to unlock:** 1 \pagebreakNum ### Bottled lightning [**Type:Grenade**][**Base Reagent cost: 5**] **Casting time:** 1 action **Range:** 30 feet **Duration:** Instantaneous ______ Bottled lightning sparks with energy when activated by reagents. You throw the grenade at a point within 30 feet of you, releasing a burst of electricity. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw or take 7d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning spreads around corners ###### Applicable traits: - **Empowered**: The grenade deals an additional 1d6 lightning damage. The trait can be taken multiple times. **Reagent Cost Increase:** See "Stacking Trait Reagent Cost increase" table. **Research cost to unlock:** 0 - **Jumping Bolt**: The lightning no longer affect all creatures in a 20-foot-radius sphere centered on the point of impact and instead hits up to 3 creatures of your choice, which all must be within 20 foot of the point of impact or of each others. The number of affected creatures are chosen when the grenade is thrown. **Reagent Cost Increase:** 0 **Research cost to unlock:** 1 - **Magnetizing**: Creatures wearing metal armor or made of metal that have taken damage from the grenade, reduces their movement speed by 15 feet until the end if your next turn. **Reagent Cost Increase:** 1 **Research cost to unlock:** 1 ### Bolt Storm [**Type:Grenade**][**Base Reagent cost: 5**] **Casting time:** 1 action **Range:** 30 feet **Duration:** Instantaneous This grenade releases a flurry of metal spikes when it explodes, impaling any caught in it's blast. You throw the grenade at a point within 30 feet of you that it can land on top off and the grenade then explodes at the end of the turn of a creature chosen when you use the grenade, but no later than the end of your next turn. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw or take 7d6 magical piercing damage on a failed save, or half as much damage on a successful one. The spikes does not spread around corner. ###### Applicable traits: - **Empowered**: The grenade deals an additional 1d6 magical piercing damage. The trait can be taken multiple times. **Reagent Cost Increase:** See "Stacking Trait Reagent Cost increase" table. **Research cost to unlock:** 0 - **Remote Triggered**: You can as a reaction make the grenade explode, dealing it's effect, when a creature moves into or within 20 feet of where it's been thrown, if the grenade have not yet blown up. **Reagent Cost Increase:** 1 **Research cost to unlock:** 1 - **Enlarged**: The grenade's area of effect expands by an additional 5 feet radius. The trait can be taken multiple times. **Reagent Cost Increase:** See "Stacking Trait Reagent Cost increase" table. **Research cost to unlock:** 0 ### Noxious Fumes [**Type:Grenade**][**Base Reagent cost: 5**] **Casting time:** 1 action **Range:** 30 feet **Duration:** 1 minute You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration. Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw. A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round. ###### Applicable traits: - **Poisonous** Creatures that fails their constitution save are also inflicted with the poison condition for 1 hour and can make a save to end the effect at the end of their turn. **Reagent Cost Increase:** 1 **Research cost to unlock:** 1 - **Flammable**: The cloud can be ignited by any open flame, removing the cloud immediately. All creature within the cloud when it ignites must make a Dexterity Saving throw, taking 8d6 damage if they fail and half if they succeed. **Reagent Cost Increase:** 1 **Research cost to unlock:** 1 - **Enlarged**. The clouds radius extends an additional 10 feet radius. The trait can be taken multiple times. **Reagent Cost Increase:** See "Stacking Trait Reagent Cost increase" table. **Research cost to unlock:** 0
Part 5 | Implement List
\pagebreakNum ### Mint Breath [**Type:Potion**][**Base Reagent cost: 5**] **Casting time:** 1 action **Range:** 60 feet cone (self) **Duration:** Instantaneous A blast of cold air erupts from your mouth immediately after you drink the potion. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 7d6 cold damage on a failed save, or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws. ###### Applicable traits: - **Empowered**: The potion deals an additional 1d6 cold damage. The trait can be taken multiple times. **Reagent Cost Increase:** See "Stacking Trait Reagent Cost increase" table. **Research cost to unlock:** 0 - **Slippery**. The surface within the cone becomes difficult terrain for 1 minute. Each creature standing in its area when it appears must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone. **Reagent Cost Increase:** 1 **Research cost to unlock:** 1 - **Enlarged**. The Cone's range extends an additional 10 feet radius. The trait can be taken multiple times. **Reagent Cost Increase:** See "Stacking Trait Reagent Cost increase" table. **Research cost to unlock:** 0 ### Bottled Ocean [**Type:Grenade**][**Base Reagent cost: 5**] **Casting time:** 1 action **Range:** 30 feet **Duration:** Instantaneous ______ Water splash around in a bottle like a sea at storm when activated by reagents. You throw the grenade at a point within 30 feet of you, releasing cone of water in a direction of your choice. Each creature in a 60-foot-cone centered on that point must make a Strength saving throw. On a failed save they take 6d6 magical bludgeon damage and are pushed away from the point of impact to the edge of the cone. On a success they only take half of the damage and are not pushed. The water extinguishes all non-magical flames but does not spread around corners. ###### Applicable traits: - **Empowered**: The grenade deals an additional 1d6 bludgeon damage. The trait can be taken multiple times. **Reagent Cost Increase:** See "Stacking Trait Reagent Cost increase" table. **Research cost to unlock:** 0 - **Enlarged** The cone extends for an additional 10 feet. The trait can be taken multiple times. **Reagent Cost Increase:** See "Stacking Trait Reagent Cost increase" table. **Research cost to unlock:** 0 - **Water Jet:** The cone is replaced with a 120 feet long and 10 feet wide line and the damage on a failed save is now 7d6 and half on a success. The Enlarged trait increases the length with an additional 20 feet. **Reagent Cost Increase:** 0 **Research cost to unlock:** 1 ### Panicking Pipe [**Type:Charm**][**Base Reagent cost: 5**] **Casting time:** 1 action **Range:** 30 feet cone (self) **Duration:** 1 minute ______ A haunting tune sends shivers down the spine when you play this instrument. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration. While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw to end the effect. You must spend a bonus action on each of your turns to maintain the effect for the charm's duration and if you do not, the duration ends early. ###### Applicable traits: - **Expanding Sound Waves** The cone is replaced with a 30 feet radius centered on you. **Reagent Cost Increase:** 1 **Research cost to unlock:** 1 - **Enlarged** The cone extends for an additional 10 feet, or the sphere extends for an additional 5 feet radius if it also have the Expanding sound waves trait. The trait can be taken multiple times. **Reagent Cost Increase:** See "Stacking Trait Reagent Cost increase" table. **Research cost to unlock:** 0 - **Selective hearing** You can exclude a number of creatures within the charms area of effect, equal to your proficiency bonus. **Reagent Cost Increase:** 1 **Research cost to unlock:** 1
Part 5 | Implement List
\pagebreakNum ### Earth Diving Bell [**Type:Token**][**Base Reagent cost: 5**] **Casting time:** 1 action **Range:** self **Duration:** 1 hour ______ The token expands into a large bell when activated with windows lining the surface and a hatch that can be opened. The bell covers a 10 feet radius space and is 10 feet high, with room for 6 medium sized creature. A large sized creature counts as 2 medium sized. The bell can be commanded when you're within it, (costing no action) to levitate vertically up or down at a speed of 30 feet per round and can move through solid ground making no sound and leaving undisturbed rock and dirt in it's wake. If the duration of the Bell ends while in the midst of solid rock, the bell dissipate, leaving the creatures inside it, in a pocket of space in the shape of the bell. You can also dismiss the bell ending it's duration early with an action. ###### Applicable traits: - **Long Lasting** The duration last an additional hour. The trait can be taken multiple times. **Reagent Cost Increase:** See "Stacking Trait Reagent Cost increase" table. **Research cost to unlock:** 0 - **Enlarged** The bell can fit an additional 2 medium sized creature. The trait can be taken multiple times. **Reagent Cost Increase:** See "Stacking Trait Reagent Cost increase" table. **Research cost to unlock:** 0 - **Sonic Monitoring** You can now make a perception check to listen for any sound being made within 60 feet of the bell, when it is buried in the ground. **Reagent Cost Increase:** 1 **Research cost to unlock:** 1 - **Ambush** You can now dismiss the bell as a reaction, when it exits the ground into an empty space where it can fit. **Reagent Cost Increase:** 1 **Research cost to unlock:** 1 ### Phoinex Drop [**Type:Potion**][**Base Reagent cost: 5**] **Casting time:** 1 action **Range:** 5 feet **Duration:** Instantaneous This small potion consist of a single drop that keeps a constant comfortable warm temperature and holds the power of miraculously bringing back those at the verge of death, by feeding it to a creature that has died within the last minute. That creature returns to life with 1 hit point. This Implement can’t return to life a creature that has died of old age, nor can it restore any missing body parts. Applicable traits: - **Invigorating** The revived creature can immediately upon coming back to life, spend a number hit dices up to your proficiency bonus, to restore hitpoints. **Reagent Cost Increase:** 1 **Research cost to unlock:** 1 - **Adrenaline**. The revived creature can move up to half it's movement and take one action, immediately after the end of your turn. **Reagent Cost Increase:** 2 **Research cost to unlock:** 2 ### Living Paint [**Type:Token**][**Base Reagent cost: 5**] **Casting time:** 10 Minute **Range:** 5 feet **Duration:** 1 hour This small pot contains paint of constantly shifting hue and comes with a pen to apply it to any flat surfaces that's at least 1 feet in each dimension, allowing you to paint a creature that will grow and spring to life. The creature can have the stat of any beast with a CR of 2 or less, but with any appearance of your choice (to the best of your painting ability) and counts as a construct. The creature obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to it, it defend themselves from hostile creatures, but otherwise take no actions. The creature bursts into a pool of multi-coloured paint if it's killed or at the end of the duration. ___ Applicable traits: - **Deep Pot** You can spend additional time painting the creature, empowering it in the process, at the cost of more ingredients, by paying the implements reagent cost again to increase the max CR by 1, for every additional 10 minutes spent painting the creature, after the initial 10 minutes casting time. The total max CR can not exceed your proficiency bonus. **Reagent Cost Increase:** 0 **Research cost to unlock:** 3 - **Smart Paint**. The summoned creature increases it's int, wis and cha to 8 and can speak 1 language you know. **Reagent Cost Increase:** 1 **Research cost to unlock:** 1 - **Slow Drying**. The creature's summoning can be delayed by up to 1 hour after you have finished painting it and you can give it a set of instructions while painting it, that it will attempt to follow to the best of it's ability when it appears. The duration doesn't start until after the creature have appeared. **Reagent Cost Increase:** 2 **Research cost to unlock:** 2
Part 5 | Implement List
\pagebreakNum ### Builders instrument [**Type:Charm**][**Base Reagent cost: 6**] **Casting time:** 1 action **Range:** 5 feet **Duration:** Instantaneous The charm takes the form of a small instrument of your choice that you play when you activate it. You choose a stone object of Medium size or smaller or a section of stone that fits within a cube no more than 5 feet in any dimension that's within range and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn’t possible. ###### Applicable traits: - **Enlarged** Increase the number of cubes of a section of stone that can be shaped increases by one. The trait can be taken multiple times. Taking the trait 4 times, also makes it possible to affect a Stone Object of size Large. **Reagent Cost Increase:** See "Stacking Trait Reagent Cost increase" table. **Research cost to unlock:** 1 - **Precise**: Finer Mechanical Details is now possible. **Reagent Cost Increase:** 1 **Research cost to unlock:** 1 - **Distant**: The range increases by 30 feet. The trait can be taken multiple times. **Reagent Cost Increase:** See "Stacking Trait Reagent Cost increase" table. **Research cost to unlock:** 2
Part 5 | Implement List
- **Offensive shaping**: The shaping can be done swiftly allowing you to shape a form striking against a creature. Perform an Alchemy Melee attack as part of using the charm, against a creature within 5 feet of the targeted stone object or stone section. On a hit, the attack deals 12d6 piercing or bludgeon damage, chosen when you use the charm. The enlarged trait increases the damage by an additional 1d6 each time it's taken for this recipe. **Reagent Cost Increase:** 1 **Research cost to unlock:** 1 ### Potion of Escape [**Type:Potion**][**Base Reagent cost: 6**] **Casting time:** 1 action **Range:** 5 feet **Duration:** 1 hour The liquid in the potion seems to not touch the surface of the inside when activate. For the duration after you drink the potion, your movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce your speed nor cause you to be paralyzed or restrained. You can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that have grappled you. Finally, being underwater imposes no penalties on the your movement or attacks. ###### Applicable traits: - **Long Lasting** The duration increases by 1 hour. The trait can be taken multiple times. **Reagent Cost Increase:** See "Stacking Trait Reagent Cost increase" table. **Research cost to unlock:** 1 - **Low Impact**. The effects of the potion is not overwritten by the effect of other potions with a duration. **Reagent Cost Increase:** 1 **Research cost to unlock:** 1 - **Swift**. The potion also increase your existing land movement speed and your swimming speed with 5 feet. The trait can be taken multiple times. **Reagent Cost Increase:** See "Stacking Trait Reagent Cost increase" table. **Research cost to unlock:** 1 ### Instant Wall [**Type:Token**][**Base Reagent cost: 6**] **Casting time:** 1 action **Range:** 5 feet **Duration:** 1 hour This token is formed like small brick. that expands into a brick wall when activated. The brick must be placed on a horizontal surface next to you, from where a nonmagical wall of bricks springs into existence. The wall is 6 inches thick, has a length of 60 feet and a height of 20 feet. You can increase the height by 5 feet for every 5 feet its length is decreased and vice versa. If the space the Implement is activated in is too small for the chosen dimensions the wall stops its growth. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded by the wall and another solid surface, that creature can make a Dexterity saving throw. On a success, it can use its Reaction to move up to its speed so that it is no longer entrapped. If 90 points of damage are dealt to the same spot of the wall, a hole with a radius of 5 feet opens in the wall. The wall harmlessly collapses to dust at the end of its duration. ###### Applicable traits: - **Long Lasting** The Implement's duration increases by 1 hour. This trait can be taken multiple times. **Reagent Cost Increase:** See "Stacking Trait Reagent Cost increase" table. **Research cost to unlock:** 1
Part 5 | Implement List
\pagebreakNum - **Empowered**. The amount of damage it takes to break a through the wall increases by 10. This trait can be taken multiple times. **Reagent Cost Increase:** See "Stacking Trait Reagent Cost increase" table. **Research cost to unlock:** 1 - **Enlarged**. The length or height of the wall can be increased by an additional to 10 feet. This trait can be taken multiple times. **Reagent Cost Increase:** See "Stacking Trait Reagent Cost increase" table. **Research cost to unlock:** 1 - **Fulcrum**. You can now spend an action to tip the wall, if you're within 5 feet of it. The wall tips in the direction of your choice and all creature within an area equal to it's height and width must make a dexterity save. They'll take 12d6 bludgeon damage and are knocked prone on a failure, and only take half damage and are not knocked prone on a success. The wall collapse into dust immediately afterward. **Reagent Cost Increase:** 1 **Research cost to unlock:** 1 ### spell eating mirror [**Type:Token**][**Base Reagent cost: 6**] **Casting time:** 1 minute **Range:** self **Duration:** 1 hour This small shard of glass turns into a mirror amulet you can carry around or give to someone else, ready to protect against magic. You gain advantage against spells which targets you and which doesn't have an AOE and on a success completely nullify the spell, even if it otherwise would still have some kind of effect on a failed save. The duration immediately ends upon the first time you succeed a save. ###### Applicable traits: - **Spell Storing** The mirror now absorbs a spell that you successfully save against, allowing you to spend an action to cast the spell, using it's original DC. You must do so within 1 minute, or else the absorbed spell is wasted. **Reagent Cost Increase:** 3 **Research cost to unlock:** 3 - **Multi-faceted**. The mirror now grants advantage against an additional spell, before it's duration ends. This trait can be taken multiple times. **Reagent Cost Increase:** See "Stacking Trait Reagent Cost increase" table. **Research cost to unlock:** 2 - **Convex**: The mirror now grants advantage against spells with an Area of Effect and on a succesfull save nullify the spell completely on you and an area within 5 feet of you. If the Mirror also have the Spell Storing trait, then the spell you cast have all of it's Area of Effect dimension reduced to 10 feet, if it normally exceeds it. **Reagent Cost Increase:** 1 **Research cost to unlock:** 2 ### Projecting Terrarium [**Type:Token**][**Base Reagent cost: 6**] **Casting time:** 10 minutes **Range:** touch **Duration:** 24 hour This small terrarium contains a landscape that you can modify as part of the casting time, before you then place it on the ground at which point it will make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren’t changed in appearance. The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn’t obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain. ###### Applicable traits: - **Miniature village** You can now create the illusion of creatures and structures within the cube, who'll act in a natural manner according to your specifications. **Reagent Cost Increase:** 2 **Research cost to unlock:** 1 - **Storm in a bottle**. The weather within the cube can be changed to what is possible for the season and climate. You could for example not make it snow during the summer, but you could create a stormy downpour. The weather is not an illusion, but it's effect on the terrain could be. For example, snow will create the illusion of a snow-covered forest, even if the snow is actually piling up on a road. **Reagent Cost Increase:** 2 **Research cost to unlock:** 1 - **Expanded**: The cube increases in size by an additional 150 feet on all dimensions. This trait can be taken multiple times. **Reagent Cost Increase:** See "Stacking Trait Reagent Cost increase" table. **Research cost to unlock:** 0
Part 5 | Implement List
\pagebreakNum ### Sea Coral Flute [**Type:charm**][**Base Reagent cost: 6**] **Casting time:** 1 action **Range:** 300 feet **Duration:** 10 minutes This coral shaped flute allows you to control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you use the Flute and most spend a bonus action playing the flute in the following turn to maintain the effect, or spend an action playing the flute to change the effect to another one. If you do neither, the flutes duration ends immediately. **Flood.** You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts. **Part Water.** You cause water in the area to move apart and create a trench. The trench extends across the spell’s area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored. **Redirect Flow.** You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect. **Whirlpool.** This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC. When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn’t caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so. The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage, this damage occurs each round it remains in the vortex. ###### Applicable traits: - **Moisture manipulating** You now also control the water in the air above the water and can make it rain or storm, or create a light or a heavy fog. **Reagent Cost Increase:** 1 **Research cost to unlock:** 1 - **Mud Mover**: The flute now also works on other kind of liquids like quicksand or lava, but only on one type of liquid at a time and only on a cube up to 10 feet on each side if it's not water and the whirlpool effect most fit within the cube. **Reagent Cost Increase:** 1 **Research cost to unlock:** 1 - **Water Golem**: You can now also use an action to form a water golem of any shape you desire, with the stats of a water elemental of CR 5. You can direct the water golem to obey your commands, with the same bonus action needed to maintain the golem. The golem disappear if you use an action to activate another effect of the flute, and if you later bring it back within the flutes duration, then it returns with the same amount of hitpoints it had when it disappeared. The flute shatters, ending it's duration immediately, if the Water Golem is reduced to 0 hitpoint. **Reagent Cost Increase:** 1 **Research cost to unlock:** 3 ### Gravity Stone [**Type:grenade**][**Base Reagent cost: 6**] **Casting time:** 1 action **Range:** 30 feet **Duration:** Instantaneous This small round stone ball feels heavier than it looks and creates a crushing gravity force when used. All creatures in a 20 feet radius of the point of impact must make a Constitution saving throw. On a failed save, the creature takes 4d10 force damage, and is pulled in a straight line toward stone, ending in an unoccupied space as close to the center as possible (even if that space is in the air). On a successful save, the creature takes half as much damage and isn't pulled. ###### Applicable traits: - **Empowered**: The damage increases by an additional 1d10. This trait can be taken multiple times. **Reagent Cost Increase:** See "Stacking Trait Reagent Cost increase" table. **Research cost to unlock:** 0
Part 5 | Implement List
\pagebreakNum - **Anti-Gravity**: A creature that fails the save no longer takes force damage nor are they pulled in a line toward the stone, but instead falls 50 feet upward along with everything else that is not secured to the ground within the area of effect, taking fall damage as normal if they hit anything above them. They fall down again at the beginning of their next turn, taking fall damage as normal. This also affects creatures with a fly speed due to the sudden shift in gravity. Creatures that can levitate like a beholder is immune to this effect. The Empowered trait now increases the upward fall with an additional 10 feet. **Reagent Cost Increase:** 0 **Research cost to unlock:** 2 - **Gravity Mine**: The stone must now target a ground surface to function, and will no longer pull creatures that fails the save toward it. Instead they are pulled down toward the ground by a sudden increase in gravity, leaving them prone and with a movement of 0 until the beginning of your next turn. **Reagent Cost Increase:** 0 **Research cost to unlock:** 2 ### Iron Bands [**Type:Grenade**][**Base Reagent cost: 7**] **Casting time:** 1 action **Range:** 30 feet **Duration:** 1 hour This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can speak its command word and throw the sphere at a Huge or smaller creature you can see within range. As it moves through the air, it opens into a tangle of metal bands. Make a ranged alchemy attack against the target. On a hit, the target is restrained until the Implement's duration ends or you take a bonus action to speak the command word again. If the attack misses with the attack, the bands contract and become a sphere again, landing in a space next to the target. The Implement can then be picked up and used again. The restrained creature or a creature within 5 feet can use its action to make a Strength check against your alchemy save DC. On a success, the bands break and the creature is freed. ###### Applicable traits: - **Expanding bands** All medium sized or small creature within 5 feet of the target must take a Dexterity saving throw or be restrained in the same manner as the target. A successful Strength check to break the bands only frees one creature and the Implement isn't destroyed until every creature restrained by it is freed. **Reagent Cost Increase:** 2 **Research cost to unlock:** 1 \columnbreak - **Crushing Tightness**: The Implement deals 3d6 bludgeon damage at the beginning of the turn of a restrained creature. **Reagent Cost Increase:** 2 **Research cost to unlock:** 2 - **Spherical Hold**: The outer rings of the iron bands form a sphere causing the target to move 60 feet down a slope at the beginning of its turn if it is on one. The target can also be pushed with an Strength (Athletics) check by a creature within 5 feet of it, causing it to move 5 feet it for every point the result exceeds 8. **Reagent Cost Increase:** 1 **Research cost to unlock:** 1 ### Transportable Atelier [**Type:Token**][**Base Reagent cost: 7**] **Casting time:** 10 minutes **Range:** Touch **Duration:** 24 hours After using this fabric token and placing it on the ground, it takes the form of a rolled up tent that can be set up in 10 minutes. The tent's interior is much larger than it appears from the outside. When you prepare the implement, decide on an interior floor plane. You can create any floor plan you like, but the space can't exceed 50 squares, each square being 10 feet on each side. ____ The air inside the tent is clean, fresh, and warm, but it is otherwise empty and any furniture must be brought in. Smoke released inside is ventilated out of the top of the tent. ___ For the entirety of the Implement's duration the Tent can be packed up again in 10 minutes unless there is a living creature inside. Anything placed inside the tent appears in the same spot after setting it up again. At the end of the Implement's duration anything inside the tent will be expelled to the nearest empty spot next to it. You can expend the Implement's reagent cost again at the end of a long rest to extend its the duration by 24 hours instead of creating a new token. When you do so, you do not need to have the Implement prepared but must be inside or next to the tent. ###### Applicable traits: - **Enlarged** Increase the number of squares for the floor plan by one. This trait can be taken multiple times. **Reagent Cost Increase:** See "Stacking Trait Reagent Cost increase" table. **Research cost to unlock:** 1 - **Long lasting**. The Implement's effects last for an additional 24 hours. This also applies when you expend reagent points to extend the duration of an existing tent. **Reagent Cost Increase:** 0 **Research cost to unlock:** 1
Part 5 | Implement List
\pagebreakNum - **Private**: Sensors created by Divination Spells cannot appear inside the tent's inside or pass through the walls to look inside. **Reagent Cost Increase:** 2 **Research cost to unlock:** 1 - **Secured.**: Nothing can teleport in or out of the tent and Planar Travel is prevented inside it. **Reagent Cost Increase:** 2 **Research cost to unlock:** 1 ### Potion of Vitality [**Type:Potion**][**Base Reagent cost: 7**] **Casting time:** 1 action **Range:** Touch **Duration:** 24 hours This potion pulses with light similar to a steady heartbeat. When you drink this potion, it removes one level of exhaustion that you are suffering and for the duration, whenever you regain hit points by spending Hit Dice at the end of a short rest, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you. ###### Applicable traits: - **Sustained fortitude** You gain advantage on Constitution saving throws to avoid exhaustion for the potions duration, whenever you perform a *Forced March*. **Reagent Cost Increase:** 1 **Research cost to unlock:** 1 - **Invigorating**. You can spend a number of Hit Dice equal to your proficiency bonus to regain hit points as part of the same action when you drink this potion. **Reagent Cost Increase:** 2 **Research cost to unlock:** 2 - **Fortifying**: You gain advantage on your next Constitution saving throw made within the potions duration and after making one, you regain the advantage after a short rest. **Reagent Cost Increase:** 2 **Research cost to unlock:** 2 ### Cherub's Bell [**Type:Charm**][**Base Reagent cost: 7**] **Casting time:** 1 action **Range:** self **Duration:** Instantaneous A clear tone and a wave of healing energy washes out in a 60 feet radius when you ring the bell, healing up to 6 creatures of your choice for 3d8 + your alchemy ability modifier. ###### Applicable traits: - **Lively** The bell floats in the spot where you used it and rings again on it's own at the beginning of your next turn, healing up to 6 creatures of your choice in a 60 feet radius for 1d8 hitpoints. This trait can be taken multiple times, Each time making it repeat this effect for an additional round. **Reagent Cost Increase:** See "Stacking Trait Reagent Cost increase" table. **Research cost to unlock:** 0 - **Pure Tone**. A creature can immediately make a saving throw to attempt to end a negative effect, the first time they are healed by the bell. **Reagent Cost Increase:** 3 **Research cost to unlock:** 2 - **Uplifting tone**: A creature healed by the bell on the turn you use it, adds 1d4 to all attack rolls ability checks and saving throw, until the end of their next turn. **Reagent Cost Increase:** 3 **Research cost to unlock:** 2 ### Instant Door [**Type:Token**][**Base Reagent cost: 7**] **Casting time:** 1 action **Range:** Touch **Duration:** 1 hour This small miniature door can be placed against a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor), which it will then attach to, before it grows to a door fitting for a medium sized creature. Opening the door reveals a passage that can be up to 5 feet wide, 8 feet tall, and 20 feet deep, ending in a matching door on the other end if the passage reaches all the way through the structure. The passage creates no instability in a structure surrounding it. At the end of the duration, any creatures or objects still in the passage created by the door are safely ejected to an unoccupied space nearest to the surface ###### Applicable traits: - **Distant Door** The door no longer creates a passage, but instead connects to an existing door of your choice on the same plane, that have been prepared in advance. Preparing a door takes 1 year of work and 15000 gp worth of material to install the door on a flat surface. The work can be stopped and resumed and can also be done by other alchemist knowing this recipe. Connecting to an already prepared door another alchemist have made, requires having studied the door for a week. **Reagent Cost Increase:** 0 **Research cost to unlock:** 1 - **Camoflaged**. The doors are disguised to match the surrounding surface and sound within the passage does not escape while the doors are closed. A creature can uses its action to attempt to find the door, using investigation or perception against your Alchemy save DC. **Reagent Cost Increase:** 1 **Research cost to unlock:** 1 \pagebreakNum # Design notes, points of balance for playtesters and change log. ### Feature: Journeyman Alchemist cost and crafting time. The cost and crafting time for the Journeyman Alchemist feature have been balanced around the Xanathar's guide's number for crafting a healing potion. It might be prudent for individual tables to consider altering the numbers to fit their campaign if they use different numbers than the ones found in Xanathar's guide, or to alter cost and/or crafting time, based on how much gold the party have access to, or how much downtime is available. ### Creating your own implements and traits The base implement cost is balanced around an implements spell level equivalent if it was a spell, using the spell point variant rule. For example, if the effect of an implement would be considered the equivalent of a level 4 spell, then the Reagent Cost would be 6. ___ The alchemist recipe list intentionally does not get any implements which have a higher Base Reagent cost than 7, to balance the flexibility of what is essentially a spell point system, against access to high level spell equivalent, except through the application of traits that improves on the baseline effect of implement, or alters it in a thematically fitting way. Implements with the base effect of level 6 or level 7 spells equivalent could be considered, but level 8 and 9 spell level equivalent should be avoided. ___ Implements that grants the same effect as a spell that requires concentration should under normal circumstances not have access to the "Low Impact" trait, and have a spell level equivalent in Base Reagent cost that's 1 or 2 level higher than the equivalent spell or require the use of a bonus action to continue to keep it going. See "Potion of Alacrity" as an example, which have a Reagent Cost of 7 when it grants all of the features of a haste spell. This makes it the equivalent of a level 5 spells if using spell point system. ___ Implements that instantaneously deals damage, except for those with a base cost of 0, should do 1 die less damage than the equivalent spell level, to balance the flexibility of being able to use high cost implements more often. See the "Bottled Lightning" implement which is a fireball equivalent, that does 1d6 less damage at its base cost. ### Field of Synthesis feature: Recycled Ingredients. If an alchemist does not get significant use out of the recycled trait, then consider increasing the number of implements it can be applied to from 1, to Half of the Proficiency Bonus rounded down. \columnbreak ### Sentient Weapon stat increase from traits It should not break balance to have the Alchemist decide for themselves which trait is increased, when the Sentient weapon gains an Albedo, Citrinitas and Rubedo trait, instead of locking the stat increase to the chosen trait. ### Alchemist and Adventuring days The Alchemist is balanced around the concept of adventuring day, where there are 6-8 resource draining encounter between each long rest including, but not limited to combat encounters. They'll be slightly behind in a game where a long rest can be expected between each fight, and slightly ahead the more often short rest are available. ### version 2.3 changelog * Grammar. Oh so much grammar, very much due to the help I've received. * added recipes ### Credit The many that have helped or playtested: N.Free Goopman TigrisCallidus Discord of Many Things Mandiago. ### magic item: Life Spark legendary permanent duration ingredients