Mastery: Alchemy

by flancois

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Mastery Path: Alchemy v0.6

Double, double toil and trouble; fire burn and caldron bubble. fillet of a fenny snake, in the caldron boil and bake; eye of newt and toe of frog, wool of bat and tongue of dog, adder's fork and blind-worm's sting, lizard's leg and howlet's wing, for a charm of powerful trouble, like a hell-broth boil and bubble.

Double, double toil and trouble; fire burn and caldron bubble. Cool it with a baboon's blood, then the charm is firm and good.


This is playtest material for the Myrias campaign setting.


This material is categorized under the homebrew mechanics for Masteries. Note that almost all of this information is subject to change. Effects, prices, difficulty classes can change in future revisions. Updates are generally not retroactive unless specifically stated otherwise.

Becoming an Alchemist

At first tier, you gain proficiency in Alchemist's Tools, and you are able to create concoctions that are available to you at first tier, as well as anything that is available in the Failed Creations Table.


When you reach second tier, you open yourself to the possibilities of the specialization you've chosen, as well as the ability to Mix and Enhance creations.

Crafting Mechanics

A player can begin the crafting process at the start and end of every mission they participate in. They will make an Intelligence or Wisdom-based Alchemist's Tools check with proficiency to create an item, enhancement, or mix. DC is dependent on the project.


Some items also require the use and consumption of a few requisite items in order to start crafting. Do note that these items will be consumed during the crafting process, whether the result is a success or not.


Failing a creation. Failed creations roll on the Failed Creations Table. An alchemist may also craft any item on the Failed Creations Table. Objects made in this table have no crafting DC or gp requirement.


Consumption of a potion takes an action unless stated otherwise.

Tier 2, Mixing and Enhancing

When you reach this point in your study, you unlock the ability to distill, purify, and enhance the concoctions you've made.


Enhancement. A concoction can be enhanced by distilling it with a concoction of the same kind. Enhancing requires two of the same concoction to brew. Enhancement DC is equal to the base's Crafting DC+3. Enhancing also carries a gold cost of 50gp, and increases by 50gp per enhancement after.

  • Example. Creating a Potion of Healing II is a DC 15 and 50gp investment, requiring you to consume two Potions of Healing I during the crafting process. Creating a Potion of Healing III is a DC 18 and a 100gp investment, requiring you to consume two Potions of Healing II during the crafting process.

Mixing. A concoction can be mixed with others that are applied in the same way. For example, both concoctions that are mixed must be drunk to gain their effects. Mixing DC is equal to the higher DC component's Crafting DC+3. Enhancing also carries a gold cost of 50gp multiplied by the highest enhancement level of the two components-1

The output concoction will contain the effects of both concoctions at a lowered enhancement level, and will inherently have an enhancement level equal to the effects that the concoction contains

  • Example. Mixing a Potion of Healing II and an Antitoxin III will have a Crafting DC of 18 (derived from Antitoxin III's 15+3), and cost 150gp (Derived from Antitoxin's Enhancement level of (3-1)*50). The resulting concoction will have the effects of Potion of Healing I and Antitoxin II. This concoction will have an enhancement level of III (From Healing I and Antitoxin II).

Naming convention is up to the alchemist that crafted the concoction, but the effects must be listed down in the item description.


Enhancement Limits: At Tier 2, you unlock the ability to create up to third level enhancements. At Tier 3, this limitation is removed.

Alchemical Advancements

Every time you invest a Mastery Point in Alchemy, you may choose an advancement within this list to gain an Alchemical Advancement Trait that affects the way you create potions, be it having an eye for better ingredients, developing an eye for safety, or even just acquiring enough supplies to create more!

Haggler

Prerequisite: Charisma of 15 or higher
2 Levels


Gold costs are reduced by 20%, rounded up. This discount is further increased to 50%, rounded up, when levelled up.

Double, Double

Prerequisite: Intelligence of 16 or higher
2 Levels


You can pursue one additional alchemical project at the end of a session. When levelled up, you can pursue another alchemical project at the start of a session.

Bomber

Prerequisite: Proficiency in Tinkerer's Tools
2 Levels


When creating a Shatterbomb, you treat component levels as one level higher when determining effects. When levelled up, the radius of Shatterbomb increases by 5ft for every additional Detritus added to the crafting project.

Herbalist

Prerequisite: Proficiency in Herbalism Kit
1 Level


When creating a Potion of Healing or Antitoxin of any level, you may add your proficiency bonus to the roll, on top of other bonuses. Furthermore, during a short or long rest, you can forgo spending hit dice to instead pursue an alchemical project to create a Potion of Healing or Antitoxin using an Herblism Kit, which consumes one charge. Herbalist Kits have 5 charges. When an Herbalist Kit has 0 charges, it is destroyed and a new one must be purchased.

Prudent Observer

Prerequisite: Wisdom of 16 or higher
2 Levels


When failing on an alchemy crafting check by 3 or less, components spent except for gold are refunded. When levelled up, the margin for error increases to 5 or less, then 7 or less.

Prosperous Infusion

Prerequisite: Dexterity of 14 or higher
2 Levels


If you roll a 20 on the die, you get one additional bottle of the desired project. When levelled up, this effect triggers on a 19 as well.

Volatile Alchemy

Prerequisite: Constitution of 14 or higher
1 Level


When pursuing an alchemical project, you can choose to take a -5 penalty to the roll. If you do so and the project succeeds, the resulting potion is one tier stronger than the projected outcome.

Light Simmer

Prerequisite: 200gp to buy a sous vide machine
1 Level


You can choose to stretch an alchemical project over the course of your mission-start and mission-end crafting projects. If you do so, you may roll with advantage.


You are also too snooty and untrusting to share this sous vide machine with your friends.

Tier 1, The Basics

Potion of Healing I

Crafting Cost: 25gp
Crafting DC: 14
Crafting Components: None.


When you drink this potion, you regain 2d4 + 2 Hit Points when you drink this potion. The potion's red liquid glimmers when agitated.

Enhancement effects: When enhanced, this potion's healing abilities are doubled. (Into 4d4+4, 8d4+8, 16d4+16)

Potion of Healing I

Crafting Cost: 10gp
Crafting DC: 14
Crafting Components: 1 Placebo Minor Healing Potion, 1 Agua Sitron.


When you drink this potion, you regain 2d4 + 2 Hit Points when you drink this potion. The potion's red liquid glimmers when agitated.

Enhancement effects: When enhanced, this potion's healing abilities are doubled. (Into 4d4+4, 8d4+8, 16d4+16)

Antitoxin I

Crafting Cost: 20gp
Crafting DC: 12
Crafting Components: None.


A creature that drinks this vial of liquid gains advantage on Saving Throws against poison for 1 hour. It confers no benefit to Undead or Constructs.

Enhancement effects:
Antitoxin II: Drinking this vial makes one immune to the poisoned status condition.
Antitoxin III: Drinking this vial grants resistance to poison damage and immunity to the poisoned status condition.
Antitoxin IV: Drinking this vial grants immunity to poison damage and immunity to the poisoned status condition.\

Alchemist's Fire I

Crafting Cost: 25gp
Crafting DC: 14
Crafting Components: None.


This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged Attack against a creature or object, treating the alchemist's fire as an Improvised Weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.

Enhancement effects: Damage increases by 2d4 per enhancement (into 3d4, 5d4, 7d4, 9d4, etc.) and Ability DC increases by 1 (into 11, 12, 13, 14, etc.)

Acid I

Crafting Cost: 25gp
Crafting DC: 14
Crafting Components: None.


As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged Attack against a creature or object, treating the acid as an Improvised Weapon. On a hit, the target takes 2d6 acid damage.

Enhancement effects: Damage increases by 3d6 per enhancement(into 5d6, 8d6, 11d6, 14d6)

Potion of Waterbreathing I

Crafting Cost: 10gp
Crafting DC: 10
Crafting Components: None.


You can breathe Underwater for 1 hour after drinking this potion. Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it.

Enhancement effects:
Potion of Waterbreathing II: Duration increases to 8 hours.
Potion of Waterbreathing III: Duration increases to 1 day, and you gain a swimming speed equal to your walking speed.
Potion of Waterbreathing IV: Duration increases to 1 week, and you gain a swimming speed equal to your walking speed.

Oil of Sharpness I

Crafting Cost: 25gp
Crafting DC: 14
Crafting Components: 1 Bottle of Stars I.


This clear, gelatinous oil sparkles with tiny, ultra thin silver shards. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a +1 bonus to attack and damage rolls. This effect replaces any upgrades you have to a weapon's attack and damage rolls, but doesn't affect any upgrade effects that are modified by them.

Enhancement effects: This bonus increases by 1 (into +2,+3,+4,+5, etc.)

General unlock for T2

Shatterbomb

Crafting Cost: 25gp
Crafting DC: 14+ Combined Enhancement Level*2
Crafting Components: 1 Alchemist's Fire I or higher, 1 Acid I or higher, 1 Detritus, and an elemental component.


This item may be thrown at a point within 30ft. of you. This bomb will explode and affect creatures in a 5ft radius of its point of impact. Affected creatures must make a Dexterity saving throw equal to 12 + The Alchemist's Fire's Enhancement Level or take elemental damage equal to the Acid's Enhancement Level


When crafting this item, you must add an elemental component, which determines this item's damage type.

  • Dry ice: Cold Damage.
  • Fox's tail: Fire Damage.
  • Dried mandrake root: Thunder Damage.
  • A pound of scales of electric eels: Lightning Damage.
  • A pound of powdered Orichalcum: Necrotic Damage.
  • Holy Water: Radiant Damage.

This item cannot be enhanced

Tier 2 Discipline: Pharmacy

Potion of Good Counsel

Crafting Cost: 10gp
Crafting DC: 10
Crafting Components: 1 Agua Sitron.


When you drink this potion, you are overcome with a wave of unnatural concentration for one hour. Once before the potion wears off, you can roll a d4 and add the number rolled to one ability check of your choice. You can roll the die before or after making the ability check. The potion then wears off when you do this.

Enhancement effects: The die size of this potion increases per enhancement (into a d6, d8, d10, d12, d20)

Resistance Decoction

Crafting Cost: 15gp
Crafting DC: 14
Crafting Components: 1 Caustic Topical.


When you apply this salve to your skin as an action, your senses buffer themselves in anticipation of danger for one hour. Once before the salve wears off, you can roll a d4 and add the number rolled to one saving throw of your choice. You can roll the die before or after making the saving throw. The effect then ends.

Enhancement effects: The die size of this potion increases per enhancement (into a d6, d8, d10, d12, 20)

Philter of Arcane Sight I

Crafting Cost: 25gp
Crafting DC: 15
Crafting Components: 1 Antitoxin I.


For the next ten minutes, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Enhancement effects:
Philter of Arcane Sight II: The effect of this philter increases to 60 feet
Philter of Arcane Sight III: The effect of this philter increases to 60 feet, and you are able to see through any form of darkness as if it was dim light.
Philter of Arcane Sight IV: The effect of this philter has no visual limit, and you are able to see through any form of darkness as if it was dim light.

Flask of Restoration

Crafting Cost: 25gp
Crafting DC: 18
Crafting Components: 1 Potion of Healing II.


When you drink this flask of light blue liquid or feed it to another, you can end either one disease or one condition afflicting it. The condition can be Blinded, Deafened, Paralyzed, or Poisoned.

Enhancement effects:
Flask of Restoration II This flask has the added option of the following:

  • You can reduce the target's Exhaustion level by one
  • End one Effect that Charmed or Petrified the target
  • End one curse, including the target's Attunement to a Cursed magic item
  • End any reduction to one of the target's Ability Scores
  • End one Effect reducing the target's hit point maximum

Flask of Reestoration III: This flask has the added option of restoring missing body parts such as fingers, legs, tails over the course of two minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.

Rejuvenant I

Crafting Cost: 150gp
Crafting DC: 20
Crafting Components: 1 Potion of Healing III, 1 Holy Water.


You feed this philter of glowing yellow liquid to a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can’t return to life a creature that has died of old age, nor can it restore any missing body parts.

Enhancement effects:
Rejuvenant II: Creatures returned to life are restored 60 hit points.
Rejuvenant III: Creatures returned to life are restored all of their hit points.\

Deconstructant

Crafting Cost: 20gp
Crafting DC: 15
Crafting Components: 1 Slumber Serum, 1 Bottle of Stars I, 1 Potion of Waterbreathing II.


When applying this translucent salve on a creature, For the next ten days, the target is protected from decay and can’t become undead. This concoction effectively extends the time limit on raising the target from the dead, since days spent under the influence of this potion don’t count against the time limit of spells such as raise dead.

Reanimator

Crafting Cost: 300gp
Crafting DC: 20
Crafting Components: 2 Rejuvenant I, 2 Detritus, 2 Sleep Juice.


This viscous oil can be applied to a dead creature that has been dead for no more than a century, that didn’t die of old age, and that isn’t undead. If its soul is free and willing, the target returns to life with all its hit points.


This item neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn’t, however, remove magical diseases, curses, and the like; if such effects aren’t removed prior to casting the spell, they afflict the target on its return to life.


This spell closes all mortal wounds and restores any missing body parts.


Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a mission (if it's a PC), or a long rest (If it is an NPC), the penalty is reduced by 1 until it disappears.


Creatures in attendance while this concoction is being applied to a body that was dead for longer than a year will be overtaken by the strong smell of the potion taking effect, and suffer from the inability to cast spells again, and have disadvantage on all attack rolls, ability checks, and saving throws until they finish a long rest.

Remedy I

Crafting Cost: 50gp
Crafting DC: 15
Crafting Components: 1 Ration, 1 Goodberry, 1 Agua Sitron, 2 Potions of Healing II.


The Remedy must be drunk over the course of an hour to take effect. Upon finishing this drink, you are cured of all Diseases and poison, you become immune to poison and being Frightened, and you make all Wisdom Saving Throws with advantage. Your point maximum also increases by 2d10, and you gain the same number of Hit Points. These benefits last for 24 hours. This potion seems to be composed of a mishmash of different ingredients and is viscous enough to drink with a straw.

Liquid Clarity

Crafting Cost: 250gp
Crafting DC: 19
Crafting Components: 1 Agua Sitron, 1 Alchemist's Fire II.


After consuming this yellow potion streaked in black, for the next minute, your speed is doubled, you gain a +2 bonus to AC, you have advantage on Dexterity saving throws, and you gain an additional action on each of your turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
When the effect ends, you can’t move or take actions until after your next turn, as a wave of lethargy sweeps over you.

Mythiculoid

Crafting Cost: 100gp
Crafting DC: 18
Crafting Components: 1 Potion of Healing I, Bottle of Stars I.


After drinking this potion, you gain 10 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the bless spell (no concentration required). This blue potion bubbles and steams as if boiling.

Sandman

Crafting Cost: 5gp
Crafting DC: 18
Crafting Components: 2 Slumber Serum, 1 Potion of Healing II.


After thinking this potion, you fall unconscious for ten minutes. The effect ends on a target early if you take damage or someone uses an action to shake or slap you awake. If you remain unconscious for the full duration, you gain the benefit of a short rest, and you can’t be affected by this spell again until you finish a long rest. This potion is a bright teal liquid streaked with dark purple clouds.

Tier 2 Discipline: Mutanotomy

Darkwood Salve I

Crafting Cost: 50gp
Crafting DC: 15
Crafting Components: 1 Caustic Topical, 1 dried mandrake root.


This dark green salve can be applied to the body over the course of a minute. For the next hour, your skin has a rough, bark-like appearance, and your AC can’t be less than 16, regardless of what kind of armor it is wearing.

This item cannot be used with Powdered Triturate unless mixed together.

Enhancement effects: The AC floor increases by 1 (into 17, 18, 19, 20, etc.)

Powdered Triturate I

Crafting Cost: 250gp
Crafting DC: 18
Crafting Components: 1 Antitoxin II, 1 Caustic Topical.


This smooth powder turns your flesh as hard as stone for one hour. Until the effect ends, the you have resistance to nonmagical bludgeoning, piercing, and slashing damage.

This item cannot be used with Darkwood Salve unless mixed together.

Enhancement effects:
Powdered Triturate II: This effect lasts for 8 hours.
Powdered Triturate III: This effect lasts for 24 hours.

Arachnioid Philter

Crafting Cost: 100gp
Crafting DC: 15
Crafting Components: 1 Slumber Serum, 1 Acid I.


Upon consumption of this murky concoction, you gain the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free for one hour. You also gain a climbing speed equal to your walking speed.

Lightfoot Liquid

Crafting Cost: 15gp
Crafting DC: 10
Crafting Components: 1 Bottle of Stars II, 1 Sleep Juice.

A veil of shadows and silence radiates from you, masking you from detection. For the next hour, you have a +5 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. You also leave behind no tracks or other traces of your passage.

Enhancement efffects: This bonus increases by +5 for every enhancement level (into +10, +15, +20, +25, etc.)

Elemental Screen

Crafting Cost: 800gp
Crafting DC: 20
Crafting Components: 1 Slumber Serum, 1 Bottle of Stars, 1 Acid I, 1 Dried mandrake root, 1 Dry ice, 1 Fox's Tail, 1 pound of scales of electric eels


When you apply this minty green paste on yourself as an action, you have resistance to acid, cold, fire, lightning, and thunder damage for one minute.


When you take damage of one of those types, you can use your reaction to gain immunity to that type of damage, including against the triggering damage. If you do so, the resistances end, and you have the immunity until the end of your next turn, at which time the effect ends.

Flask of Stone

Crafting Cost: 1000gp
Crafting DC: 18
Crafting Components: 1 Antitoxin II, 1 Agua Sitron, 1 Powdered Triturate I


You can consume this amber liquid as an action and your body will take a gravelous form for the next ten minutes.

Until the effect ends, bits of rock spread across your body, and you gain the following benefits:

You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone.

You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can’t end your movement there. If you do so, you are ejected to the nearest unoccupied space, this spell ends, and you are stunned until the end of your next turn.

This item can still be enhanced for the sake of mixing with other flasks

Flask of Wind

Crafting Cost: 1000gp
Crafting DC: 18
Crafting Components: 1 Antitoxin II, 1 Agua Sitron, 1 handful of eagle feathers


You can consume this fizzy liquid as an action and your body will take a near incorporeal form for the next ten minutes.

Until the effect ends, wind whirls around you, and you gain the following benefits:

Ranged weapon attacks made against you have disadvantage on the attack roll.

You gain a flying speed of 60 feet. If you are still flying when the spell ends, you fall, unless you can somehow prevent it.

You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.

This item can still be enhanced for the sake of mixing with other flasks

Flask of Flame

Crafting Cost: 1000gp
Crafting DC: 18
Crafting Components: 1 Antitoxin II, 1 Agua Sitron, 1 Fox's tail.


You can consume this warm, and for the next ten minutes, steamy liquid as an action and small licks of fire will appear all over your body, though you don't feel its heat.

Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the effect’s duration. The flames don’t harm you. Until the spell ends, you gain the following benefits:

You are immune to fire damage and have resistance to cold damage.

Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.

You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one.

This item can still be enhanced for the sake of mixing with other flasks

Flask of Ice

Crafting Cost: 1000gp
Crafting DC: 18
Crafting Components: 1 Antitoxin II, 1 Agua Sitron, 1 Dry ice.


You can consume this cold, light blue liquid, and your body will seem almost completely transparent, as if made of a formless gel.

Until the effect ends, ice rimes your body, and you gain the following benefits:

You are immune to cold damage and have resistance to fire damage.

You can move across difficult terrain created by ice or snow without spending extra movement.

The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you.

You can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.

This item can still be enhanced for the sake of mixing with other flasks

Appendix

Failed Creations Table

When you fail to meet the crafting Dc for a creation, you roll 1d8 on the Failed Creations Table to generate one of the following instead of the intended craft.

  1. Detritus. Smells like rotting flesh. Very hard to clean off clothing.

When applied to a surface or object, creatures within 50ft. of it are taken by a terrible smell.

  1. Agua Sitron. Sweet. Tastes quite zesty.

When you drink this potion, you gain one temporary hit point.

  1. Caustic Topical. When in contact with the body, sizzles and heats up the senses. Doesn't do much else, however.

When applied to skin, causes a slight burning sensation.

  1. Slumber Serum. A small vial containing 1oz. of a clear, odorless liquid. Mixes well with other liquids.

When you drink this potion, you gain a level of exhaustion.

  1. Placebo Minor Healing Potion. The potion's red liquid glimmers when agitated.

When you drink this potion, make a DC 10 Wisdom Saving Throw. On a failure, regain 1d4 hit points.

  1. Bottle of Stars I. Glitter in a bottle, floating around in uncharacteristically clear liquid.

When you drink this potion right before beginning an alchemy project, your next Mastery crafting roll gets a +1. This potion does not stack with itself or its enhanced versions.

Enhancement effects: When enhanced, this potion's bonus to Mastery crafting rolls is doubled (+2 at II, +4 at III, +8 at IV)

  1. Piquant Solution. Mildly spicy. Makes your belly feel quite warm.

For the next hour, you make your next saving throw with a +1. When you do this, the potion wears off.

  1. Your Choice. Pick any of the above in the table to be your outcome!

Other Materials

All of the following can be purchased in Dirramach, or in their noted locales.

  1. Dry ice. Can be obtained for Jorvunheim. The Jorvunheim Supply & Trade Co. supplies this happily for 25gp.
  2. Fox's tail. Can be obtained from hunting in Solfinir Forest in Solace. Nearby towns also sell these for 5gp.
  3. Dried mandrake root. Gardenhome Sanctuary of Sortilege and the Tarmin Academy of the Arcane use this for academix purposes. Can still be purchased for 15gp.
  4. A pound of scales of eectric eels. Found in the rivens. Can be hunted here or bought from the shops for 10gp.
  5. A handful of eagle feathers. These live natively in the Ivory Hold. Can be bought from hunting villages for 20gp.
  6. A pound of powdered orichalcum. Normally found around the lairs of fiends. Ask your local smith for some.
  7. Holy Water. Sanctified water.

Changelog

4 March 2021

  • The enhanced forms of Bottle of Stars I have been detailed.
  • Bottle of Stars I and its upgraded forms can be used for Mastery Crafting checks beyond Alchemy.
 

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