Revised Alchemy

Note: This is currently in 'beta' and has not been tested, revised, or edited. I do apologize in advance.

The Orders of Alchemy

 For eons now tools of crafting magical potions have been used to assist adventurers in their journey. 

 Three orders of thought have emerged from the educated colleges, along with three tools that assist in the production of potions. Alchemical tools create potions and oils that mimic the world of the magical by using the resources of the mundane. Herbalist tools create remedies to poisons, heal wounds, and craft wonders that protect individuals, even from death itself. Lastly, poison tools create effects that ill the enemy, or enhance individuals in battle. The three orders create the foundation of what alchemy is all about.

Alchemist and Their Tools

The first order, and the name-sake of the college, alchemist are the most recognizable students of the alchemical order. Using their vials, burners, and mixers, they produce wonders that only magic claims from the mundane world with the help of plants, liquids, and other fascinations of the world. Such examples of these potions are the potion of climb, alchemist fire, and potion of dragon breath.

  In order to become an alchemist, you must be proficient in alchemical tools. 

When you become an alchemist, you learn how to produce Oil and Alchemist Fire, and add those to your alchemy book. You may create a level number of potions equal to your proficiency modifier during an extended rest.

Poisoners and Their Tools

Often consider the most dangerous of the alchemical orders, poisoners find themselves dealing with the most volatile and hallucinogenic of materials (often illegal in most cities) to produce deadly toxins, and powerful uppers that are used in all things relating to the harming of individuals.  Such examples relating to this field are the basic poison, potion of rage, and potion of striking. 

 To become a poisoner, you must be proficient in the poisoners kit.

When you become a poisoner, you know how to create basic poison and acid, and add those to your alchemy book. You may produce a level number of potions equal to your proficiency modifier during an extended rest.

Herbalist and Their Tools

Opposite to the poisoner's order, the Herbal Order and its students deal with the healing of succumbed individuals. Using the mundane world, they produce oils and potions in hopes to strike down sickness, and heal wounds of the dying, and even bring the dead back to life! Such examples of these remedies include the potion of healing, antidote, and potion of cure disease.

To become a herbalist you must be proficient in the herbalist kit.

When you become a herbalist, you learn Antidote and [[Minor Healing Potion]] and add those to your alchemy book. You may create a number level of potions equal to your proficiency modifier during an extended rest.

Producing Potions

   Upon gaining your proficient, the question must be asked, how does one go about making a potion? A number of things must be considered, and the procedure must go as ordered: 

Step 1)  Do you have the proper proficiency to create the potion?

Step 2) Are you taking a short or extended rest?

Step 3) Do you have the recipe required to produce the potion, oil or poison?

Step 4) Do you have the reagents required to produce the potion, oil or poison?

Step 5) Do you have the number of brew points in order to produce that level of potion, oil or poison?

Step 6) Do you wish to 'Experiment' with the potion, oil or poison?

Step 7) Did you succeed in the alchemical skill check to produce the potion, oil or poison? 

Step 1)

Potions, oils and poisons each have a certain order they belong to. Talk with the DM to determine this.

Step 2)

Potions require time and pure thought and effort to produce. You must be taking a short or extended rest to produce potions, oils and poisons.

Step 3)

An alchemist cannot produce a potion without knowing what goes into it, similar to how a mage cannot cast a spell unless he knows the process of going about it. (See 'Learning Alchemical Recipes' below for more information)

Step 4)

A recipe is nice, however, you must have the components to go along with the recipe in order to produce a potion. (See 'Foraging and Purchasing Reagents' below, for more information.)

Step 5)

Brew points (Also known as proficiency points) is the talent and concentration an alchemist has, along with the stress a tool can take in the potion crafting process during a rest (Much similar again to a mage!). Brew points work much similar to spell points- potions cost a number of points equal to the rarity number associated with them, ranging from common- one; to extraordinary- five. During an extended rest, you may produce a number of potion values equal to your brew point value.


Step 6)

 When deciding to produce a potion, you may wish to 'spice' the effects. You may add a reagents  type equal to the total amount of required components in order to produce a random effect (See Experimentation below for more information)

Step 7)

The last step to producing potions is the crafting of the potion itself! The difficulty of crafting a potion is a DC equal to:

5 + number of components + number of different reagent categories + rarity of potion + rank of highest rarity reagent + (Number of Experimental Reagents Attempts X 2)

 The bonus you receive during the craft process is as follows

Attribute related to the proficiency + attribute modifier + tool bonuses.


Discovering Alchemical Recipes

In the beginning, you will have a limited number of weak spells that you can craft. In order to expand the number of alchemical recipes, you must discover new ones. There are several ways to go about this: Purchasing, Learning, and De-formulating Potions. 

  Purchasing Recipes

Perhaps the easiest way to discover a recipe is to purchase one. The cost of purchasing a recipe scroll is equal to (100 * (rarity of potion * number of components * 2))+ DM modifiers. 

Learning Recipes

Sometimes you will be offered or find yourself able to go to classes or tutoring on learning alchemical recipes. Most of the time, this is free: however, if not, learning the recipes through this method cost (100 * (Number of down-time days required)) + DM modifiers. Down-time days are also required equal to the rarity of the potion * 10, even if you are given the education free.

De-formulating Potions

Sometimes the best method of learning a potion is by dissecting it and learning what is inside of it. In order to de-formulate the potion you must first know what the potion is. Then, you use the potion for the de-formulating process. After the process has begun you must succeed a alchemical check with the tools needed to produce the potion equal to:

10 + rarity of potion + highest rating ingredient within the potion + number of reagent categories within the potion.

A success yields a recipe for the potion which is added to your alchemy book, while a failure fails to yield a recipe with the potion being consumed. 

Foraging and Purchasing Reagents

In order to produce a potion you must have the reagents required. There are six categories representing the vast span of components found in alchemy. The flavor should be added by the DM if he desires, however, for in-game purposes, these component categories do not have specific examples on what they represent.

Six Categories of Reagents

  • Herbal
  • Natural
  • Magical
  • Unusual
  • Celestial 
  • Abyssal 

 The categories are again divided into three groups: common-place,  hard-to-find, and outstanding discovery for how difficult each of these ingredients are to find in the wild.

 The three categories also have a DC attached to them

  • Common-place: DC 10
  • Hard to Find: DC 15
  • Outstanding Discovery: DC 20 

 These DC's represent the benchmark required in order to have a chance to find these on a take ten skill check. After determining what reagents you can discover, you may choose which reagent you find.

The number of reagents you find is always equal to the attribute modifier relating to the check (Minimum one)

After determining what category of reagent you find, and how many you find, you will then determine the rarity which the reagent is of. This is a d100 roll + your bonuses you have related to the tool.

 You automatically forage during your extended rest, provided the situation allows for it.

Example: Joe is a level two wizard who has the alchemist proficiency. He makes a forage check during his extended rest automatically, since the situation allows for it. Joe's bonus to Alchemy is five (Intelligence + Proficiency mod), and he roll a 10, getting a 15 total; so he may choose common-place, and hard-to-find reagents during his scavenge.. After determining which reagent he finds in the wild, he will gain a number of units equal to his intelligence modifier, which is three, then he will roll a d100 + alchemy bonus to determine what rarity those reagents are. 
  In this example, Joe decides to find a magical reagent, and finds three magical reagents. After, he rolls the d100 and rolls a fifty-four adding in his five bonus. With a fifty-nine now he is able to find three magical reagents that are uncommon! 

Purchasing Reagents does not require any rolls: only a purse full of gold. To determine the fine you must consider (Category of Reagent * Rarity of Reagent * 10)

Joe needs to purchase a-few reagents at the store. He needs a-few abyssal reagents, and wants to have them rare. Abyssal reagents are category three, and rare reagents are category three as-well. He must spend forty-five (3 * 3 * 10) gold pieces, in order to purchasing a single unit of rare abyssal reagent. 

Reagent ingredients do not expire.


The alchemist in some ways is similar to the mages of wild sorcery. Their work can be specific and focused; however, many times an alchemist, similar to a wild magic sorcerer, carries with him a large chance of unpredictability. Thus, the 'sciences' relating to experimenting is an important tool for all alchemist. 

 When you craft a potion, you may decide to add reagents that are not necessarily apart of the original recipe. To do such a thing, you must add a number of ADDITIONAL reagents equal to the current number of components inside the recipe. Along with this, after adding the reagents and succeeding the crafting check, you must roll a d20. On a "1" the components mixed, however, are volatile, and do not mix intended, exploding instead! You must make a DC 14 dex save or take 8d6 magic damage, losing all brew points for the day and you do not regain any hit-points from the rest.

However, if you succeed on the check, and you do not roll a one, the components mix, and a new effect forms randomly depending on the category that you've added to the mixture. (See 'Charts and Additional Information' for more information.) 

Upgrading Potions

  Not every reagent is equal. Some components, despite being in similar category are more or less potent depending on the talents to discover them. However, this difference in quality of material helps upgrade the potions you are creating to make them more powerful then the base quality.

 For every upgraded reagent above 'common' will produce an upgraded quality depending on the potions effect. 

Note: Experimental reagents added to the potion ALSO must be upgraded.

Charts and Other Information


Categories and DC Needed for Foraging


Category C.P C.P D.F D.F O.D O.D
Required "Passive" DC 10 10 15 15 20 20
Reagent Herbal Natural Magical Unusual Abyssal Celestial


Rarity Roll

Rarity Dice Roll
Common 1-50 %
Uncommon 51-75 %
Rare 76-88 %
Very Rare 89-95 %
Extraordinary 96-100 %

Experimentation Chart

Roll Herbal Natural Magic Unusual Abyssal Celestial
1 1d4 HP +2 saving throws (One Minute) AOE+5 HP (30 Ft.) 1d20-5 HP Drain 1/2 HP- One Minute 1d10 Temporary HP
2 1d6 HP Cure disease +2 to spell-casting DC (One minute) +2 to next roll +2 to attack roll (One minute) Protection against same alignment (One Minute)
3 Sleep- DC 10 Con save. Barkskin – One Minute Become slowed- One minute Gain resistance to random effect- One Minute Make target poisoned- Con save DC 12 or One Hour  Shield of Faith- One Minute
4 1d10 temp HP Hunter's Mark on Self- One Minute. All targets around you do a d6 additional damage to you. 1d4 Magic Damage- One Minute Lost all resistance- Int save of DC 1d20 or One Minute +2 damage- One Minute Mage Armor- Eight Hours
5 Regen HP 1d6 per turn- One Minute Go into a Berserker's Rage. Reckless/Rage Silence cast on target- DC 12 wisdom save Wild Magic! Demon vision- One Hour Remove Curse
6 Double Strength of potion effects Speak to Animal- 24 Hours Regain 1d4 spell slots (Targets choice) Trinket randomly appears near you. Hellish Rebuke- One charge until extended rest Make potion into Holy Water

Brew Point Cost


Brew Point Cost

Common 1
Uncommon 2
Rare 3
Very Rare 4
Extraordinary 5


Recommended DC's for Potions 

Rarity DC
Common 10-15
Uncommon 15-20
Rare 20-25
Very Rare 25-30
Extraordinary 30-40


See Potions, Oils, and Poisons for recipes and other information.

Note: You may only produce, and hold a number of crafted potions equal to your proficiency modifier + attribute modifier. After this is filled, you may not produce another potion or oil until one is removed or used.





Revised Alchemy

Storm King's Thunder JeremyS JeremyS