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homebrew Alchemy variant rules and feats for 5E

orkish_blade

Explorer
UPDATE 10/15/2015: This has been through several iterations and modification since it was posted here. I'm not going to change the text below, but the most-up-to-date stuff is discussed in this post. The supplement with rules for alchemy, potions, and scrolls is here.

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I've seen some excellent adaptations of the alchemist class to 5E. There is also an excellent supplement out there that greatly increases the complexity of alchemy and herbalism. Fralex has put together a really nice set of ingredient-based alchemy with an accompanying feat (here).

However, I was looking for something a little more "rules-light," that could easily be added on top of a rogue or ranger just as easily as it could be added to a cleric or wizard. So I designed a few feats, and I'd like to put them here for comment and input.

I didn't want to make them too unbalancing (full-disclosure, my game is more about flavor than it is power-gaming), but I wanted to achieve two goals: (1) To bring down the barrier (gp and time) to crafting and using alchemical items. (2) To capture the flare of some of the more "magical" effects produced by alchemy.

To achieve the first goal, I've created the Practical Alchemy variant rule and Alchemical Expert feat.

To achieve the second goal, I've created the Alchemical Admixture variant rule and Alchemical Adept feat.

I have two PCs in my game trying out these rules, a rogue and a wizard, so it will probably continue to be a bit of a work in progress.

(These feats and variant rules are also posted in the feat database: here and here.)

I've also attached a PDF of the most recent version of these rules to this post.


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VARIANT RULE: PRACTICAL ALCHEMY
Alchemy, and the related practices of herbalism and poison-making, involves a the precise measurement, mixing, and handling of minerals, metals, herbs, seeds, and toxins. A trained alchemist, working without distractions, can produce a variety of substances useful on adventures. Because of the high-level of precision, batch-to-batch variability among reagents, the constant possibility of impurities, and the borderline “magical” nature of alchemy, sometimes things go awry with undesirable results. But, in the right hands, mishaps are rare, and alchemy can be an exceptionally useful tool in any adventurer’s repertoire.

Crafting an alchemical item.
You can spend 1 hour attempting to create one alchemical item with a market price of up to 200 gp using a set of tools with which you are proficient. This process requires concentration (as if concentrating on a spell). You expend 20% of the item’s price in costly reagents and ingredients: precious metals, unusual salts, rare herbs, dangerous toxins, exotic oils, and the like. At the end of the hour, you make an ability check using the appropriate tools against a DC 5 + the price of the item in gp divided by 10. On a success, you successfully create the item. On a failure, you neither create the item nor expend reagents and ingredients, and there is a 10% chance of an alchemical mishap (see Alchemical Mishaps sidebar).

If an alchemical mishap occurs there is a 50% chance that your tools are damaged or depleted. You cannot use your tools until you can find a suitable location to replenish reagents or replace damaged instruments (10 gp for alchemical supplies or poisoner’s kit, 5 gp for herbalism kit).

An alchemical item created in this fashion is unstable and spoils if you do not use it within 8 hours. An experienced alchemist or vendor of alchemical items will recognize the item as unstable and will refuse to purchase it from you.

Alchemical items you can create depend on the tools you use. These items include the following (though more items may be available at your DM’s discretion):

Alchemical supplies (Intelligence check):
A vial of acid (25 gp), a flask of alchemist’s fire (50 gp), a vial of dust of disappearance (single creature, single use; 200 gp), a vial of dust of dryness (single use; 200 gp), an eversmoking bottle (single use, up to 5 min; 150 gp), a gem of brightness (5 charges; 200 gp), a flask of oil of slipperiness (1 hour duration; 200 gp), a potion of fire breath (200 gp), a potion of hill giant strength (200 gp), a potion of resistance (200 gp).

Herbalism kit (Wisdom check):
A vial of antitoxin (50 gp), a potion of healing (50 gp), a vial of Keoghtom’s ointment (single use; 150 gp), a potion of animal friendship (200 gp), a potion of greater healing (200 gp), a potion of growth (1 hour duration; 200 gp), a potion of resistance (200 gp).

Poisoner’s kit (Intelligence check):
A vial of basic poison (100 gp), a vial of assassin’s blood (150 gp), a vial of carrion crawler mucus (200 gp), a vial of drow poison (200 gp), a vial of serpent venom (200 gp), a vial of truth serum (150 gp), a potion of poison (200 gp).


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ALCHEMICAL MISHAPS
Alchemy involves combining, heating, shaking, and bubbling volatile, toxic, and sometimes dangerous substances. Sometimes, things go wrong.

If you suffer an alchemical mishap, while using alchemical supplies, you roll a d10 and are subject to the corresponding effect below. If you suffer an alchemical mishap, while using an herbalism kit, you roll a d6 and are subject to the corresponding effect. If you suffer an alchemical mishap, while using a poisoner’s kit, you roll a d8 and are subject to the corresponding effect.

  1. Nausea. You feel queasy and weak. You have disadvantage on all Strength ability checks until you complete a long rest.
  2. Dizziness. You feel dizzy and unsteady on your feet. You have disadvantage on all Dexterity ability checks until you complete a long rest.
  3. Headache. You develop a splitting headache. You have disadvantage on all Intelligence ability checks until you complete a long rest.
  4. Light-headedness. You feel giddy and light-headed. You have disadvantage on all Wisdom ability checks until you complete a long rest.
  5. Skin irritation. Your skin breaks out in an unsightly rash. You have disadvantage on all Charisma ability checks until you complete a long rest.
  6. Poison exposure. You are exposed to toxins. You take 1d6 poison damage, and you are poisoned (see conditions) for 1 hour.
  7. Acid spill. You are splashed with a caustic substance. You take 2d6 acid damage.
  8. Accidental fire. You are burned as your reagents catch fire. You take 2d6 fire damage.
  9. Explosive boom. Your reagents explode with a loud bang. You take 1d6 thunder damage, and you are deafened (see conditions) for 1 hour.
  10. Explosive flash. Your reagents explode in a bright flash. You take 1d6 radiant damage, and you are blinded (see conditions) for 1 hour.
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NEW FEAT: ALCHEMICAL EXPERT
Prerequisite: Proficiency with alchemical supplies, herbalism kit, or poisoner’s kit
You have been trained by a skilled alchemist, herbalist, or poisonmaker and have learned how to quickly and efficiently create alchemical items.

You gain the following benefits:
  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  • A number of times per day equal to one-half your Intelligence or Wisdom modifier rounded down (minimum 1), when you spend 1 hour creating an unstable version of a single alchemical item (as described in the Practical Alchemy variant rules), you do not expend any reagents. You must decide to use this ability before making the ability check to determine the success or failure of creating the item. After a long rest, you regain all uses of this ability.
  • You can attempt to create two items during 1 hour of work. If you attempt to create two items, you have disadvantage on the ability checks to create the items. You make a separate check for each item you attempt to create. You do not need to make more than one of the same item in the hour’s time, but all items created must use the same set of tools.

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VARIANT RULE: ALCHEMICAL ADMIXTURES
Certain spells have a special tag: alchemy. Such a spell can be cast following the normal rules for spellcasting, or the spell can be prepared as an alchemical admixture.

An alchemical admixture is a special version of a spell that takes the form of a vial of liquid or powder. Each alchemical admixture has an alchemical formula that you keep in a book of alchemical formulas. A book of alchemical formulas costs 50 gp and weighs less than one quarter of a pound.

You must have a class feature or feat that specifically allows you to prepare spells as alchemical admixtures in order to do so. (See Alchemical Admixtures variant feature below and Alchemical Adept feat.)

Mastering an alchemical formula.
You can translate and transcribe any spell you can cast that has the alchemy tag into your book of alchemical formulas. The process of mastering an alchemical formula and copying it into your book takes 2 hours per level of the spell, and costs 50 gp per level (half as much time and gold for a cantrip). The cost represents reagents used up while experimenting with the spell. These reagents and ingredients may include precious metals, unusual salts, rare herbs, dangerous toxins, exotic oils, and the like.

If you gain the Alchemical Admixtures variant feature at 1st level as part of your Spellcasting class feature, you also learn the alchemical formulas for one cantrip you can cast and for up to two 1st-level spells you know or can prepare, provided those spells have the alchemy tag.

Preparation.
The alchemical admixture version of a spell takes one hour to create. You must have mastered the alchemical formula for the spell and copied into your book of alchemical formulas, and you must have your book on hand. You also must expend 20 gp in alchemical reagents per spell level (10 gp for a cantrip, 20 gp for a 1st level spell, 40 gp for a 2nd level spell, and so on). This process requires concentration (as if concentrating on a spell). At the end of the hour, you make an ability check using an appropriate set of tools against a DC 10 + level of the spell you are preparing as an alchemical admixture. On a success, you create the alchemical admixture without incident. On a failure, you suffer an alchemical mishap (see Alchemical Mishaps sidebar), but you do not expend any reagent cost.

An alchemical admixture is unstable and spoils if you do not activate it within 8 hours.

You must have a set of appropriate tools in good working order to create alchemical admixtures. Typically, you use a set of alchemical supplies to prepare an alchemical admixture, but other tools may suffice for specific spells with your DM’s approval (such as an herbalism kit to prepare cure wounds or protection from poison or a poisoner’s kit to prepare sleep or blindness/deafness).

Activation.
Alchemical admixtures come in two varieties: alchemical extracts and alchemical infusions. You decide which type of alchemical admixture you create when you prepare the spell.

To activate an alchemical extract, as an action, you sprinkle or splash the contents of the vial—or throw the vial itself—on the creature, object, or area you wish to affect. If the spell has a range greater than 60 feet, the range becomes 60 feet, since you cannot accurately throw the vial beyond that distance. In all other ways, an alchemical extract functions as casting the spell at the spell’s lowest level.

To activate an alchemical infusion, as a bonus action, you or the creature you wish to affect must consume the contents of the vial. The spell targets only the creature that consumes the contents of the alchemical infusion. As an action, you can administer an infusion to an incapacitated creature. Alternatively, you can take an action to apply an infusion to a weapon (or piece of ammunition), and the next creature hit by that weapon is subject to the spell’s effect as if it had consumed the infusion. In all other ways, an alchemical infusion functions as casting the spell at the spell’s lowest level.

An alchemical admixture’s spellcasting ability matches the spellcasting ability of the class for which you can cast the spell (Wisdom for a cleric spell, Intelligence for a wizard spell, and so on). This ability sets the spell attack modifier and spell save DC when you create the alchemical admixture.

Another creature can activate an alchemical admixture that you created if it is holding the vial in its hand. That creature becomes the point of origin for all spell effects that depend on the location of the spell’s caster, but you function as the caster for all spell effects that relate to the caster’s abilities.

VARIANT FEATURE: ALCHEMICAL ADMIXTURES
When you become a 1st-level bard, cleric, druid, or wizard and gain that Spellcasting feature for that class, you can choose to forgo gaining the Ritual Casting feature to gain the Alchemical Admixtures feature for your class, described below:

Alchemical Admixtures (Bard):
You can create an alchemical admixture of any bard spell you know if that spell has the alchemy tag. You also have a book of alchemical formulas in which you store your alchemical formulas and which you must have on hand to create an alchemical admixture.

Alchemical Admixtures (Cleric):
You can create an alchemical admixture of any cleric spell if that spell has the alchemy tag and you have the spell prepared. You also have a book of alchemical formulas in which you store your alchemical formulas and which you must have on hand to create an alchemical admixture.

Alchemical Admixtures (Druid):
You can create an alchemical admixture of any druid spell if that spell has the alchemy tag and you have the spell prepared. You also have a book of alchemical formulas in which you store your alchemical formulas and which you must have on hand to create an alchemical admixture.

Alchemical Admixtures (Wizard):
You can prepare a wizard spell as an alchemical admixture if that spell has the alchemy tag and you have the spell in your spellbook. You don’t need to have the spell prepared. Your spellbook functions as your book of alchemical formulas, but the notation of an alchemical formula is different from that of your wizard spells. For example, if you have the ray of sickness spell in your spell book, you can prepare it and cast it using a spell slot. However, you must also have the alchemical formula for ray of sickness in your spellbook to also be able to prepare it as an alchemical admixture.

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ALCHEMICAL FORMULAS

The following spells have the alchemy tag and can be learned as alchemical formulas and prepared as alchemical admixtures.

Cantrips:
Acid splash, friends, mending, poison spray, produce flame, resistance, spare the dying.

1st Level:
Bane, burning hands, create or destroy water, cure wounds, disguise self, expeditious retreat, feather fall, fog cloud, grease, heroism, jump, longstrider, purify food and drink, ray of sickness, sleep, speak with animals.

2nd Level:
Alter self, barkskin, beast sense, blindness/deafness, crown of madness, darkvision, enhance ability, lesser restoration, magic weapon, protection from poison, silence, spider climb, spike growth, web.

3rd Level:
Create food and water, death ward, fear, feign death, haste, magic circle, protection from energy, slow, speak with dead, freedom of movement, stinking cloud, stoneskin, water breathing.

4th Level:
Blight, compulsion, confusion, fabricate, freedom of movement, phantasmal killer, polymorph, stone shape.

5th Level:
Animate objects, awaken, cloudkill, contagion, creation, modify memory.

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NEW FEAT: ALCHEMICAL ADEPT
Prerequisite: Intelligence or Wisdom 13 or higher, proficiency with alchemical supplies, herbalism kit, or poisoner’s kit

You have learned the secrets to unlocking the “magical” nature of alchemy.

You gain the following benefits:

  • You can master alchemical formulas and prepare spells as Alchemical Admixtures (see Alchemical Admixtures variant rules). These spells are written in a book of alchemical formulas, which you must have on hand while preparing one of them. You do not need to have a spell prepared or known to create the alchemical admixture version of it, but you must have mastered the alchemical formula for it.
  • When you choose this feat, you acquire a book of alchemical formulas holding the formulas for one cantrip and two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class’s spell list, and the spells you choose must have the alchemy tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard. If you already have a book of alchemical formulas, you can either add one cantrip and two 1st-level spells from your existing class spell list to your book of alchemical formulas, or you can choose another class and learn the formulas for spells as specified above. You cannot cast these spells in any way except as alchemical admixtures, unless you also have access to them by way of your class's Spellcasting or some other similar feature.
  • A number of times per day equal to one-half your Intelligence or Wisdom modifier rounded down (minimum 1), when you prepare an alchemical admixture, you can do so without expending alchemical reagents. You must decide to use this ability before making the ability check to determine the success or failure of creating the alchemical admixture. After a long rest, you regain all uses of this ability.
  • If you come across a spell in written form, such as a magical spell scroll or a wizard’s spellbook, you might be able to add it to your book of alchemical formulas. The spell must be on the spell list for the class you chose or a class for which you can cast spells, the spell’s level can be no higher than half your level (rounded up), and it must have the alchemy tag. The process of copying the spell into your book of alchemical formulas takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents reagents used up while experimenting with the spell. These reagents and ingredients may include precious metals, unusual salts, rare herbs, dangerous toxins, exotic oils, and the like.

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Obsolete, originally posted-version:
[sblock]
I've seen some excellent adaptations of the alchemist class to 5E. There is also an excellent supplement out there that greatly increases the complexity of alchemy and herbalism. However, I was looking for something a little more subtle and rules-light, that could easily be added on top of a rogue or ranger just as easily as it could be added to a cleric or wizard. So I designed a few feats, and I'd like to put them here for comment and input.

I didn't want to make them too unbalancing (full-disclosure, my game is more about flavor than it is power-gaming), but I wanted to achieve two goals: (1) To bring down the barrier (gp and time) to crafting and using alchemical items. (2) To capture the flare of some of the more "magical" effects produced by alchemy.

To achieve the first goal, I've created a feat to allow the creation of one-item-at-a-time at no cost during a long rest (Alchemical Adept), or with a second-feat (Alchemical Expert) allowing creation of additional alchemical items, but at greater risk of negative consequences, during a short rest. To balance the "free" gear, I've added a chance of a mishap that hurts your PC and potentially damages your tool kit. To raise the character cost of alchemy, the first feat (Alchemical Adept) is a prerequisite to the second feat. I recognize this is a bit of a break from the way the other feats in 5E are constructed, but it seems reasonable that alchemy takes a good deal of apprenticeship, practice, and study and that increasing the complexity and risk of alchemy shouldn't be something someone can just do out-of-the-gate.

To achieve the second goal, I've modeled two feats (Alchemical Extracts and Alchemical Infusions) off the Magic Initiate feat to allow access to a very limited list of spells (splashing-style alchemy vs. potion-like alchemy). These allow access to spells across existing classes to make them potentially attractive to a cleric or wizard (or at least one who is really excited about alchemy) as well as a non-caster. Even though Wisdom can be used as the spellcasting ability, I've made Intelligence 13 a prerequisite since broad alchemical knowledge seems more Intelligence-based than Wisdom-based, but a character who has excellent intuition regarding natural herbs and whatnot (Wisdom) could benefit when it comes to using alchemy. Finally, to add flexibility, I decided to grant access to two 1st-level spells but only allowing the preparation of one of them, but at a cost of limiting the number of uses of the cantrips. This makes sense since one needs to prepare (i.e., mix, stir, and temper) an alchemical concoction to produce the effects.

These rules could be expanded in a number of ways:
• Additional items could be available for creation by Alchemical Adept and Alchemical Expert feats.
• Another feat (or two) could allow access to a few 2nd-level spells and/or allows more uses of 1st-level spells between long rests.
• The Alchemical Extracts and Alchemical Infusions feats could be modified to include a copy-into-a-spellbook mechanic (like the wizard) for alchemical formulas.
• Another feat or modification of Alchemical Extracts and Alchemical Infusions feats could allow the creation of a lasting single-use spell item (like a scroll), at some gp cost, and likely greater time cost.
• The spellcasting alchemy feats could be divided more by spell function (damaging bombs, poisons, healing herbs, mutagens/enhancements) than by targeting mechanism (splash vs. drink).

Let me know if you have any other ideas or thoughts, if you decide to run with any of these feats, and how they play out. I'll be play-testing some of them soon.

Thanks!

(Apologies if this post appears in more than one forum, I've never started a thread before.)

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ALCHEMICAL ADEPT

You have been trained by a practicing alchemist to gain the following benefits:

• Increase your Intelligence or Wisdom score by 1, to a maximum of 20.

• You gain proficiency with your choice of one of the following tools: alchemical supplies (artisan’s tools), herbalism kit, or poisoner’s kit.

• During a long rest, you can attempt to create one alchemical item with a market price of up to 50 gp using a set of tools with which you are proficient. At the end of the rest, you make an ability check using the appropriate tools against a DC 10 + the price of the item divided by 10. On a success, you create the item. On a failure, you do not create the item, and there is a 10% chance of an alchemical mishap (roll on on the Alchemical Mishap table).

If an alchemical mishap occurs there is a 50% chance that your tools are damaged or depleted. You cannot use your tools until you can find a suitable location to replenish reagents or replace damaged instruments (10 gp for alchemical supplies or poisoner’s kit, 5 gp for herbalism kit).

An alchemical item created in this fashion is unstable and spoils if you do not use it within 24 hours.

Alchemical items you can make include the following: Using alchemical supplies, you can create a vial of acid or a flask of alchemist’s fire. Using an herbalism kit, you can create a vial of antitoxin or a potion of healing. Using a poisoner’s kit, you can make a single use of basic poison.


ALCHEMICAL EXPERT
Prerequisite: Intelligence 13 or higher, Alchemical Adept feat

You have been trained by a superb alchemist to gain the following benefits:

• Increase your Intelligence or Wisdom score by 1, to a maximum of 20.

• During a short rest, you can attempt to create one alchemical item with a market price of up to 50 gp using a set of tools with which you are proficient. At the end of the rest, you make an ability check using the appropriate tools against a DC 10 + the price of the item divided by 10. On a success, you create the item. On a failure, you do not create the item, and there is a 25% chance of an alchemical mishap (roll on the Alchemical Mishaps table below).

If an alchemical mishap occurs there is a 50% chance that your tools are damaged or depleted. You cannot use your tools until you can find a suitable location to replenish reagents or replace damaged instruments (10 gp for alchemical supplies or poisoner’s kit, 5 gp for herbalism kit).

An alchemical item created in this fashion is unstable and spoils if you do not use it within 24 hours.

Alchemical items you can make include the following: Using alchemical supplies (Intelligence check), you can create a vial of acid or a flask of alchemist’s fire. Using an herbalism kit (Wisdom check), you can create a vial of antitoxin or a potion of healing. Using a poisoner’s kit (Intelligence check), you can make a basic poison.


---------------------------- Alchemical Mishaps Alchemy involves combining, heating, shaking, and bubbling volatile, toxic, and sometimes dangerous substances. Sometimes, things go wrong. d10 -- Effect
1 -- You feel queasy and weak. You have disadvantage on all Strength ability checks until you complete a long rest.
2 -- You feel dizzy and unsteady on your feet. You have disadvantage on all Dexterity ability checks until you complete a long rest.
3 -- You develop a splitting headache. You have disadvantage on all Intelligence ability checks until you complete a long rest.
4 -- You feel giddy and light-headed. You have disadvantage on all Wisdom ability checks until you complete a long rest.
5 -- Your skin breaks out in an unsightly rash. You have disadvantage on all Charisma ability checks until you complete a long rest.
6 -- You are splashed with a caustic substance. You take 2d6 acid damage.
7 -- You are burned as your reagents catch fire. You take 2d6 fire damage.
8 -- You are exposed to toxins. You take 1d6 poison damage, and you are poisoned (see conditions) for 1 hour.
9 -- Your reagents explode with a loud bang. You take 1d6 thunder damage, and you are deafened (see conditions) for 1 hour.
10 -- Your reagents explode in a bright flash. You take 1d6 radiant damage, and you are blinded (see conditions) for 1 hour.
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ALCHEMICAL EXTRACTS
Prerequisite: Intelligence 13 or higher, proficiency with alchemical supplies or poisoner's kit

You can prepare alchemical extracts. Alchemical extracts are special versions of spells that take the form of a vial of liquid or powder.

You learn the alchemical formulas of two cantrips from the following list: acid splash, mending, poison spray, produce flame. In addition, you learn the alchemical formulas of two 1st-level spells from the following list: create or destroy water, feather fall, grease, purify food and drink, sleep.

You prepare alchemical extracts during a long rest. You must know the formula for an alchemical extract to prepare it. You can prepare a number alchemical extracts of cantrips equal to your Intelligence or Wisdom modifier (minimum 1). You can prepare one alchemical extract of a 1st-level spell at its lowest level. You must have a set of alchemical supplies or an poisoner’s kit in good working order to prepare alchemical extracts.

To activate an alchemical extract, you sprinkle or splash the contents of the vial—or throw the vial itself—on the creature, object, or area you wish to affect. In all other ways, an alchemical extract functions as casting the spell.

An alchemical extract is unstable and spoils if you do not use it within 24 hours.

Your spellcasting ability for alchemical extracts is Intelligence or Wisdom.


ALCHEMICAL INFUSIONS
Prerequisite: Intelligence 13 or higher, proficiency with alchemical supplies or herbalism kit

You can prepare alchemical infusions. Alchemical infusions are special versions of spells that take the form of a vial of liquid or powder.

You learn the alchemical formulas of two cantrips from the following list: light, resistance, spare the dying, true strike. In addition, you learn the alchemical formulas of two 1st-level spells from the following list: cure wounds, disguise self, expeditious retreat, heroism, jump, longstrider.

You prepare alchemical infusions during a long rest. You must know the formula for an alchemical infusion to prepare it. You can prepare a number alchemical infusions of cantrips equal to your Intelligence or Wisdom modifier (minimum 1). You can prepare one alchemical infusion of a 1st-level spell at its lowest level. have a set of alchemical supplies or an herbalism kit in good working order to prepare alchemical infusions.

To activate an alchemical infusion, you or the creature you wish to affect must consume the contents of the vial. The spell targets only the creature that consumes the contents of the alchemical infusion. In all other ways, an alchemical infusion functions as casting the spell.

An alchemical infusion is unstable and spoils if you do not use it within 24 hours.

Your spellcasting ability for alchemical infusions is Intelligence or Wisdom.
[/sblock]

Obsolete, discussion:
[sblock]
The Adept can make one alchemical item (worth 50 gp or less that spoils within 24 hours) during a long rest with a 10% chance of mishap on failure. The Expert can make one item (same restrictions) during a short rest with a 25% chance of mishap on failure.

Maybe the extra items should increase with level with the Adept feat (making it a single feat, but allowing more uses as character levels up)... I'm not sure what a good model in the rules for a similar thing would be.

Something like: 2 items during a long rest at 6th level, 3 items during a long rest at 11th, 4 items during a long rest at 16th.
-- OR --
The DC to craft the item increases with the number of items: DC +2 to craft two items, DC +5 to craft three, DC +10 to craft four. Thus, increasing the chance of a mishap.

Perhaps mishaps automatically kick in with a failure, but the chance of a damaging your tools drops. I want to run a little math on these possible schemes.
[/sblock]


Obsolete, revised version:
[sblock]
Thinking through and crunching some numbers, I've revised the feats.

A summary of the revisions and some number crunching:

I've combined all "mundane" alchemical item creation into one feat.

- During a long rest, a novice alchemist (+2 proficiency, +0 ability) will successfully create a single item worth 50 gp (potion of healing or alchemist's fire), ~40% of the time, with a mishap ~6% of the time. A skilled alchemist (+4 proficiency, +4 ability) will successfully create the same item ~70% of the time, with a mishap ~3% of the time.

- A PC can attempt to create more than one item during a long rest with an increase in DC for each additional item (and thus an increase in the risk of an alchemical mishap).

- I might tweak the success rates a bit. I'd like them to be a little higher. Perhaps advantage on the check for making a single item? I want PCs who want to feel like an alchemist to be able to always have at hand an item or two. But I don't want to allow ridiculous amounts of stockpiling of items (hence they spoil after 24 hours). Flavor-wise, I am not keen on jettisoning alchemical mishaps (they are too much fun), so I think some kind of check is necessary.

I've created a two-feat tree for alchemical "spellcasting."

- The first feat is a combination of the two feats I devised in my original post. It is a prerequisite for the second. It is very much modeled after the Magic Initiate feat (access to cantrips and one 1st-level spell slot), with the spells working just a little differently to keep in line with the flavor of alchemy. In my imagination, alchemy should be flexible, esoteric, and broad, but things must be mostly prepared ahead of time (even cantrips).

- The second feat has no good model, but it gives (1) access to 2nd-level spells, (2) knowledge of additional spells, (3) the ability to gain alchemical formula in-game (as a wizard copying spells into a spellbook), and (4) a mechanic for making permanent, single-use alchemical spell items instead of spells spoiling after 24 hours.

All three of these feats are a bit more complex than most other feats, but I think it's getting close to a "rules-light" version of alchemy that I initially set out to achieve. (And, hopefully, I haven't massively upset game balance.) It seems the "spellcasting feats" over-power the "mundane" item creation feat quite a bit.

Would allowing the mundane alchemical items created to be permanent balance this? I don't think it'd be the worst if there was little to no value in selling the items. Maybe allowing PCs to safely keep and store 1 + Intelligence modifier items created in this way (or some similar limit)? I'll have to think more on this.

Thoughts and comments are welcome and appreciated.



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ALCHEMICAL EXPERT
Prerequisite: Intelligence 13 or higher
You have been trained by a practicing alchemist to gain the following benefits:

• Increase your Intelligence or Wisdom score by 1, to a maximum of 20.

• You gain proficiency with your choice of one of the following tools: alchemical supplies (artisan’s tools), herbalism kit, or poisoner’s kit.

• During a long rest, you can attempt to create one alchemical item with a market price of up to 100 gp using a set of tools with which you are proficient. At the end of the rest, you make an ability check using the appropriate tools against a DC 10 + the price of the item divided by 10. On a success, you create the item. On a failure, you do not create the item, and there is a 10% chance of an alchemical mishap (see Alchemical Mishaps below).

You can attempt to create additional alchemical items during a long rest. If you attempt to create two items, increase the DC by 2 for the ability check to create each item. If you attempt to create three items, increase the DC by 5. If you attempt to create four or more items, increase the DC by 10.

If an alchemical mishap occurs there is a 50% chance that your tools are damaged or depleted. You cannot use your tools until you can find a suitable location to replenish reagents or replace damaged instruments (10 gp for alchemical supplies or poisoner’s kit, 5 gp for herbalism kit).

An alchemical item created in this fashion is unstable and spoils if you do not use it within 24 hours.

Alchemical items you can make depend on the tools you use. These items include the following (though more items may be available at your DM’s discretion):
Alchemical supplies (Intelligence check): A vial of acid (25 gp) or a flask of alchemist’s fire (50 gp).
Herbalism kit (Wisdom check): A vial of antitoxin (50 gp) or a potion of healing (50 gp).
Poisoner’s kit (Intelligence): A vial of basic poison (100 gp).

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Alchemical Mishaps
Alchemy involves combining, heating, shaking, and bubbling volatile, toxic, and sometimes dangerous substances. Sometimes, things go wrong.
If you suffer an alchemical mishap, you roll a d10 and are subject to one of the following effects:
1. Nausea. You feel queasy and weak. You have disadvantage on all Strength ability checks until you complete a long rest.
2. Dizziness. You feel dizzy and unsteady on your feet. You have disadvantage on all Dexterity ability checks until you complete a long rest.
3. Headache. You develop a splitting headache. You have disadvantage on all Intelligence ability checks until you complete a long rest.
4. Light-headedness. You feel giddy and light-headed. You have disadvantage on all Wisdom ability checks until you complete a long rest.
5. Skin irritation. Your skin breaks out in an unsightly rash. You have disadvantage on all Charisma ability checks until you complete a long rest.
6. Acid spill. You are splashed with a caustic substance. You take 2d6 acid damage.
7. Accidental fire. You are burned as your reagents catch fire. You take 2d6 fire damage.
8. Poison exposure. You are exposed to toxins. You take 1d6 poison damage, and you are poisoned (see conditions) for 1 hour.
9. Explosive boom. Your reagents explode with a loud bang. You take 1d6 thunder damage, and you are deafened (see conditions) for 1 hour.
10. Explosive flash. Your reagents explode in a bright flash. You take 1d6 radiant damage, and you are blinded (see conditions) for 1 hour.
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ALCHEMICAL ADEPT
Prerequisite: Intelligence 13 or higher; proficiency with alchemical supplies, herbalism kit, or poisoner’s kit
You have been trained by a superb alchemist and have learned how to create alchemical concoctions that mimic the effects of spells.

Alchemical Admixtures: You can prepare alchemical admixtures. An alchemical admixture is a special versions of a spell that take the form of a vial of liquid or powder

Each alchemical admixture has a formula that you keep in a book of alchemical formulas. When you select this feat, you learn the alchemical formulas of two cantrips and two 1st-level spells from the lists below. Alchemical admixtures come in two varieties, extracts and infusions. You can choose any combination of extracts and infusions.
Alchemical Extracts: Cantrips—acid splash, mending, poison spray, produce flame. 1st-level spells—create or destroy water, feather fall, grease, purify food and drink, ray of sickness, sleep.
Alchemical Infusions: Cantrips—resistance, spare the dying, true strike. 1st-level spells—cure wounds, disguise self, expeditious retreat, heroism, jump, longstrider.

Preparation: You prepare alchemical admixtures during a long rest. You must know the formula for an alchemical admixture to prepare it. You can prepare a number cantrips equal to your Intelligence or Wisdom modifier (minimum 1). You can prepare one alchemical admixture of a 1st-level spell at its lowest level.

You must have a set of tools, typically alchemical supplies, in good working order to prepare alchemical admixtures. For alchemical extracts, a poisoner’s kit can substitute for alchemical supplies. For alchemical infusions, an herbalism kit can substitute for alchemical supplies.

An alchemical admixture is unstable and spoils if you do not activate it within 24 hours.

Activation: To activate an alchemical extract, you sprinkle or splash the contents of the vial—or throw the vial itself—on the creature, object, or area you wish to affect. If the spell has a range greater than 60 feet, the range becomes 60 feet, since you cannot accurately throw the vial beyond that distance. In all other ways, an alchemical extract functions as casting the spell.

To activate an alchemical infusion, you or the creature you wish to affect must consume the contents of the vial. The spell targets only the creature that consumes the contents of the alchemical infusion. In all other ways, an alchemical infusion functions as casting the spell.

Another creature can activate an alchemical admixture that you prepared if it is holding the vial in its hand. That creature becomes the point of origin for all spell effects that depend on the location of the spell’s caster, but you function as the caster for all spell effects that relate to the caster’s abilities.

Your spellcasting ability for alchemical admixtures is Intelligence or Wisdom.


ALCHEMICAL SCHOLAR
Prerequisite: Intelligence 13 or higher, proficiency with alchemical supplies, Alchemical Adept Feat
Through research and experimentation, you have achieved extraordinary mastery of the alchemical arts.

Advanced Alchemy: You learn several additional alchemical formulas and add them to your book of alchemical formulas:
• one additional cantrip (see Alchemical Adept feat).
• one additional 1st-level spell (see Alchemical Adept feat).
• two 2nd-level spells (see below).

Alchemical Extracts: 2nd-level spells—blindness/deafness, crown of madness, flaming sphere, silence, spike growth.
Alchemical Infusions: 2nd-level spells—alter self, barkskin, beast sense, darkvision, enhance ability, invisibility, lesser restoration, protection from poison, spider climb.

Additional Preparation: You prepare alchemical admixtures as described in the Alchemical Adept feat. You can prepare a number cantrips equal to your Intelligence or Wisdom modifier (minimum 1). You can prepare two alchemical admixtures of 1st-level spells and one alchemical admixture of a 2nd-level spell at each spell’s lowest level.

Learning New Alchemical Formulas: If you come across the alchemical formula for a spell that has one (listed in this feat or in the Alchemical Adept feat), you can copy that formula into your book of alchemical formulas. This process requires spending the same amount of time and gp as a wizard copying a spell into his or her spellbook (see wizard class for details).

Creating Permanent Alchemical Admixtures: You can create stable alchemical admixtures that you or another creature can keep and use at any time in the future. When you prepare your alchemical admixtures during a long rest, you can convert one of them into a permanent alchemical admixture by expending costly alchemical reagents.

To create a permanent alchemical admixture of a cantrip, you expend 200 gp in reagents. For a 1st-level spell, you expend 400 gp in reagents. For a 2nd-level spell, you expend 2,000 gp in reagents. You can find the necessary reagents for this process available for sale in most cities and large towns, but your DM might rule that the reagents are not available in your present location.
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orkish_blade

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(deleted - moved into spoiler blocks in revised version of original post, after significant revision to homebrew rules.)
 
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orkish_blade

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(deleted - moved into spoiler blocks in revised version of original post, after significant revision to homebrew rules.)
 
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