Just as they served as the basis for what created them, all witchers learn to prepare complex alchemical mixtures to aid them on the Path. Your witcher level determines the number of alchemical items you can carry with you at a time, as shown in the Alchemy Pouch column of the Witcher table. Crafting an alchemy item requires 10 minutes of work with either Alchemist's supplies or an Herbalism kit. Every formula requires herbs, alcohol, and monster organs to craft them. These can be purchased from merchants in cities or harvested from nature and monster corpses, in the latter case requiring a Wisdom (Survival) check to scavenge for them in the wild. When you gain access to Enhanced and Superior versions of alchemical formulae at higher levels and you have an unused alchemy item in your inventory, you can use that item as the foundation for crafting its Enhanced or Superior version. When you do so, you can deduct the gold cost of the original item from the cost of the new version. #### Bombs Bombs are a useful weapon for witchers when facing large hoards of monsters, as well as when clearing out their nests. At 1st level you know the formulae for Devil’s Puffball, Dragon’s Dream, Grapeshot, and Samum bombs. Bombs are considered martial ranged weapons, have a range of 20/60 feet, and detonate on impact. Standard bombs have an impact radius of a 5-foot sphere. \columnbreak When you reach 5th level, you learn the formulae for Dancing Star, Dimeritium, Moon Dust, and Northern Wind bombs. You learn the Enhanced versions of every bomb type at 9th level, and the Superior versions at 13th level. #### Oils Weapon oils are essential for exploiting a monster's weakness. They provide additional damage when used against the corresponding creature type and either play to a monster's vulnerability or bypass their resistances. At 1st level you know the formulae for Fey, Giant, Plant, and Undead oils. Only one type of oil may be applied to a weapon at a time, and one batch of oil is enough to coat a single slashing or piercing weapon or five pieces of slashing or piercing ammunition. Applying these oils requires 1 minute of application to take full effect, and can be wiped off in an equal amount of time. When you reach 3rd level, you learn the formulae for Elemental, Monstrosity, and Ooze oils, and at 5th level you learn the formulae for Aberration, Dragon, and Fiend oils. You learn the Enhanced versions of every oil type at 9th level, and the Superior versions at 13th level. #### Potions Potions are indispensable tools that help witchers achieve further feats of inhuman ability. Brewed with highly toxic materials, they provide various boons and prove fatal when ingested by non-witchers. At 1st level you know the formulae for Black Blood, Cat, Full Moon, White Honey, and White Raffard's Decoction potions. Ingesting a potion takes a bonus action, and doing so gives you 1 Toxicity point. You can tolerate Toxicity up to a maximum of 10 points. When your Toxicity reaches 6 you begin to suffer negative effects from ingesting too many witcher potions. As your Toxicity level rises you take damage equal to what is dictated by the next level in the Toxicity table below, but any side effects from the previous level carry over. Damage taken from the effects of high Toxicity cannot be reduced in any way. | Toxicity Level | Negative Effect | |:---:|:-----------:| | 6 | 1d10 poison damage | | 7 | 2d10 poison damage & disadvantage on ability checks | | 8 | 3d10 poison damage & movement speed is halved | | 9 | 4d10 poison damage & disadvantage on attack rolls and saving throws | | 10 | You drop to 0 health and are unconscious | Toxicity can be reduced through periods of rest and meditation. During a short rest your Toxicity reduces by 1 for every hour spent without engaging in strenuous activity, and it reduces to 0 after you finish a long rest. When you ingest potions of the same type the bonuses you gain do not stack, but the duration will reset if they were ingested at different times. Ingesting an Enhanced or Superior version of the same potion type will overwrite the original effect, however. \pagebreakNum