WhosAChaoticGoodBoy
Explorer
Hi folks! I know there are dozens (if not hundreds) of homebrew posts about alchemy and enchanting, but I wanted the community's review on the versions I'm introducing into a campaign I'll be running this weekend. Pardon any formatting lost during the paste, and I appreciate your review.
ALCHEMY
You can spend one hour of your downtime using alchemist’s supplies or an herbalism kit to turn raw materials into potions. To make a potion, choose an effect and make an Intelligence or Wisdom check (your choice) based on the effect’s rarity, shown below.
RARITY ALCHEMY DIFFICULTY CLASS
Common 15
Uncommon 17
Rare 20
Very rare 24
Legendary 30
You add your proficiency to this check if you are proficient with alchemist’s supplies or herbalist kits. You can create potions based on spells you don’t know or haven’t prepared, but you have disadvantage on the check if the effect is based on a spell not present in your class’ spell list. For example, a cleric has disadvantage on creating a Potion of Speed because Haste is not present on the cleric’s spell list.
If you succeed on the check, the ingredients used to craft the potion are lost. If you fail, you’re left with half the gp value of the ingredients, rounded down. If you roll a 20 on the check, you complete the potion with half the required materials remaining, rounded down. If you roll a 1, you lose all materials during the attempt.
The raw materials used for alchemy are foraged from the wild or purchased at shops via component pouches. The material cost to craft a potion equals 5 x the alchemy DC. Component pouches yield 4d4 gp worth of raw materials and cannot be used simultaneously for spellcasting.
If you choose to forage, you spend one hour of downtime tracking and preparing raw ingredients for alchemical use. When you attempt alchemy or forage, you choose one activity for the duration of the hour. To forage, make a DC 15 Intelligence (Nature) or Wisdom (Survival) check. If you succeed, you gain a gp amount of materials based on the landscape table, shown below. On a failure, you gain half the amount, rounded down.
LANDSCAPE
Tropical 2d12 (ex: rainforest)
Aterrestrial 2d10 (ex: swamp, cave)
Temperate 2d8 (ex: coniferous forest, grassland)
Sparse 2d6 (ex: tundra, shrubland, shoreline)
Barren 2d4 (ex: polar, desert, open ocean)
You can forage or attempt alchemy once during a long rest and still gain it’s benefits.
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ENCHANT OBJECT
6th level transmutation (ritual)
Casting Time: 8 hours
Range: Self
Components: V,S,M (jewels equal to the gp amount defined below)
Duration: Until the object is destroyed
You imbue a mundane object with a magical effect using enchanters supplies and your profound attunement to spellcasting. To cast the spell, the caster must complete a special ability check called an enchantment check, tied to your spellcasting ability modifier. You add your proficiency bonus to the check if you are proficient with enchanters supplies.
Choose an effect you wish to imbue and roll a d20. The DC depends on the rarity of the enchantment's effect, shown in the table below.
RARITY ENCHANTMENT DIFFICULTY CLASS
Common 20
Uncommon 21
Rare 23
Very rare 26
Legendary 30
If the roll meets or exceeds the DC of the effect, you succeed. Otherwise, you fail. A success or failure has no effect by itself. On your third success, you create the item. On your third failure, the mundane object is destroyed and the spell fails.
When you make an enchantment check and roll a 1 on the d20, it counts as two failures. Likewise, a 20 counts as two successes. Regardless of previous successes and failures, you create a cursed item when either of the results occur (consult your DM on the effects of the curse).
- You roll a 1 when you have two successes
- You roll a 20 when you have two failures
The gp value of an enchantment is equal to the value of the unenchanted object x the enchantment DC. You lose the full gp value if you create the item and retain half the gp amount, rounded down, if the spell fails.
You can also cancel the enchanting process mid-spell. If you cancel the spell you expend no gp and the spell fails. In addition, you roll 1d8 to determine hours spent before cancelling.
ALCHEMY
You can spend one hour of your downtime using alchemist’s supplies or an herbalism kit to turn raw materials into potions. To make a potion, choose an effect and make an Intelligence or Wisdom check (your choice) based on the effect’s rarity, shown below.
RARITY ALCHEMY DIFFICULTY CLASS
Common 15
Uncommon 17
Rare 20
Very rare 24
Legendary 30
You add your proficiency to this check if you are proficient with alchemist’s supplies or herbalist kits. You can create potions based on spells you don’t know or haven’t prepared, but you have disadvantage on the check if the effect is based on a spell not present in your class’ spell list. For example, a cleric has disadvantage on creating a Potion of Speed because Haste is not present on the cleric’s spell list.
If you succeed on the check, the ingredients used to craft the potion are lost. If you fail, you’re left with half the gp value of the ingredients, rounded down. If you roll a 20 on the check, you complete the potion with half the required materials remaining, rounded down. If you roll a 1, you lose all materials during the attempt.
The raw materials used for alchemy are foraged from the wild or purchased at shops via component pouches. The material cost to craft a potion equals 5 x the alchemy DC. Component pouches yield 4d4 gp worth of raw materials and cannot be used simultaneously for spellcasting.
If you choose to forage, you spend one hour of downtime tracking and preparing raw ingredients for alchemical use. When you attempt alchemy or forage, you choose one activity for the duration of the hour. To forage, make a DC 15 Intelligence (Nature) or Wisdom (Survival) check. If you succeed, you gain a gp amount of materials based on the landscape table, shown below. On a failure, you gain half the amount, rounded down.
LANDSCAPE
Tropical 2d12 (ex: rainforest)
Aterrestrial 2d10 (ex: swamp, cave)
Temperate 2d8 (ex: coniferous forest, grassland)
Sparse 2d6 (ex: tundra, shrubland, shoreline)
Barren 2d4 (ex: polar, desert, open ocean)
You can forage or attempt alchemy once during a long rest and still gain it’s benefits.
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ENCHANT OBJECT
6th level transmutation (ritual)
Casting Time: 8 hours
Range: Self
Components: V,S,M (jewels equal to the gp amount defined below)
Duration: Until the object is destroyed
You imbue a mundane object with a magical effect using enchanters supplies and your profound attunement to spellcasting. To cast the spell, the caster must complete a special ability check called an enchantment check, tied to your spellcasting ability modifier. You add your proficiency bonus to the check if you are proficient with enchanters supplies.
Choose an effect you wish to imbue and roll a d20. The DC depends on the rarity of the enchantment's effect, shown in the table below.
RARITY ENCHANTMENT DIFFICULTY CLASS
Common 20
Uncommon 21
Rare 23
Very rare 26
Legendary 30
If the roll meets or exceeds the DC of the effect, you succeed. Otherwise, you fail. A success or failure has no effect by itself. On your third success, you create the item. On your third failure, the mundane object is destroyed and the spell fails.
When you make an enchantment check and roll a 1 on the d20, it counts as two failures. Likewise, a 20 counts as two successes. Regardless of previous successes and failures, you create a cursed item when either of the results occur (consult your DM on the effects of the curse).
- You roll a 1 when you have two successes
- You roll a 20 when you have two failures
The gp value of an enchantment is equal to the value of the unenchanted object x the enchantment DC. You lose the full gp value if you create the item and retain half the gp amount, rounded down, if the spell fails.
You can also cancel the enchanting process mid-spell. If you cancel the spell you expend no gp and the spell fails. In addition, you roll 1d8 to determine hours spent before cancelling.