Alchemy
Table of Contents
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Training in the Alchemy martial sphere teaches you how to quickly and efficiently combine volatile chemicals for new or enhanced effects.

When you first gain the Alchemy sphere, choose either the formulae or poison package.

Formulae Package

If you choose formulae, you gain the following features:

Alchemical Recipe

Gain a (formula) talent of your choice.

Tool Affinity: Alchemist's Supplies

You gain proficiency with alchemist's supplies. If you are already proficient with alchemist's supplies, you gain an additional (formula) talent of your choice.

Poison Package

If you choose poison, you gain the following features:

Poison Recipe

Gain a (poison) talent of your choice.

Tool Affinity: Poisoner's Kits

You gain proficiency with poisoner's kits. If you are already proficient with poisoner's kits, you gain an additional (poison) talent of your choice.

Crafting Formula or Poisons

You may create formulae and poisons individually or in batches. Creating a formula or poison individually takes 10 minutes, while batches are made as part of a short or long rest.

In order to create a formulae or poison, you must possess the necessary (formula) or (poison) talent. Formula and Poisons created using the sphere are unstable and impermanent in nature, so it is relatively easy (DC 5 Intelligence check) to recognize that these items’ and have no monetary value.

Formulae and poisons that allow a saving throw use your sphere DC.

Required Tools

So long as you have alchemist supplies (for formulae) or a poisoner’s kit (for poisons) and are proficient, you are assumed to have all the tools and materials required to create formulae or poisons from the Alchemy sphere; the rest of the ingredients are easily gathered or stored throughout your travels and do not have any default cost.

Maximum number of Crafted Formulae or Poisons

Due to the volatile nature of the items, you cannot have more formulae and poisons created at one time than a number equal to your proficiency bonus + the number of Alchemy sphere talents you possess; formulae and poisons go inert after a day if not used.

Sets

There are a number of formulae and poisons that must be created in sets. A set counts as a single formulae or poison, regardless of how many formulae or poisons make up that set. For example, a set containing 3 treats, only counts as a single formula when determining how many formula you may have created at a time.

Using Formulae

Formulae can be drunk or applied to an adjacent willing ally as an Action. Some formulae can also be thrown as an improvised weapon with a normal range of 20 feet and a long range of 60 feet. Formulae that are thrown as improvised weapons do not deal damage unless stated otherwise, but do shatter upon impact, applying their effects to the target or object they are thrown against.

Using Poisons

All poisons function as ingested or injury poisons unless modified by another talent. Applying an injury or contact poison to a weapon is an Action, and the next creature that takes damage from that weapon (within 1 minute) suffers its effects.

Applying To A Weapon

Some formulae can also be applied to weapons, as noted in the relevant talent. You may only have a single formula or poison applied to a weapon at one time; applying another causes the previously applied item to become inert.

Potency

When using an alchemical item or a poison whose name matches a talent you possess, any saving throw it requires uses your Sphere DC instead of its normal DC, if it is higher.

You may expend your martial focus to increase the effects of certain poisons and alchemical items when you use them, throw them, or apply them to a weapon. The effects of this increased potency is listed for each individual item. You must have an item’s respective talent to use its more potent form, but you can use this ability not only with formulae and poisons you have created, but also with purchased or crafted items of the same name.

Potency with Poisons

Whenever you apply potency to a poison, the poison also bestows the poisoned condition for 1 round. Creatures who are poisoned must at the start of each round make a new saving throw. If they succeed on the saving throw they are no longer poisoned.

Failing the saving throw results in the creature keeping any ill effects of the poison they have already suffered for another round, as well as suffering the effects of the poison again (including the poisoned condition).



Alchemy Sphere Talents

Talents in one Alchemy sphere package does not exclude you from taking talents from a package you do not possess; Characters with the Poison package may learn (formula) talents, but they will be unable to craft said alchemical items unless they are proficient with the required tools and have said tools readily available.

Basic Formula (contraband) Talents

Formula talents that are tagged as (contraband) may not be illegal to carry on ones person, but are often associated with anarchy, mischief, sedition, subterfuge, and other criminal activity.

Flash Bomb (formula, contraband)

You create a flash bomb. On a hit, the target must pass a Constitution saving throw or be blinded for 1 round. At the end of each of its turns, the target can make a new Constitution saving throw to end the effect early.

Potency: Expend Martial Focus. The duration of the blindness increases to 1 minute.

Grease (formula, contraband)

You create a flask of grease. Targets affected by grease have advantage on ability checks to escape bonds, restraints, or grapples, but disadvantage on Athletics checks, Acrobatics checks, and on Dexterity saving throws against effects that deal fire damage or which cause a creature to catch fire. If applied to open ground, it creates a 5 ft. square that counts as difficult terrain. Any creature that enters the area or ends its turn there must succeed on a Dexterity saving throw or fall prone.

Grease lasts for 1 round, but a creature may end this effect by spending an action removing the grease.

Potency: Expend Martial Focus. When throwing or applying grease, the duration of the grease increases to 1 minute.

Ironwood Resin (formula, contraband)

This fast-setting alchemical resin can be used to create solid objects by pouring it into a suitable mould. A single vial of ironwood resin is able to fill a moulding for an object no larger than Tiny size.

The drying and hardening time depends on the material of the mould; Ironwood resin does not react to glass, and thus is often transported in glass containers.

  • Organic Mould. Takes approximately 1 hour to fully dry and harden.
  • Vegetable Matter Mould. Requires around 10 minutes to dry and harden.
  • Metal Mould. Hardens in about 1 minute.
  • Stone or Clay Mould. Dries and hardens in 1 round (about 6 seconds).
  • Foam Mould. Instantaneously dries and hardens when poured.

Itching Powder (formula, contraband)

You create a flask of itching powder. On a hit, the target becomes incredibly itchy for 1 round. Whenever the target makes an attack roll, saving throw, or ability check, the target must roll a d4 and subtract the number rolled. A creature can end this penalty by using its action to make a Wisdom (Medicine) check against your Alchemy sphere DC to cleanse the creature of the powder, by using the Life sphere’s restore ability or by casting a lesser restoration. Immersing the target’s body in water also removes this effect. This counts as poisoned when removing it or dealing with immunity.

Potency: Expend Martial Focus. Choose one.

  • Apply to a weapon as a Poison. The next creature that is dealt damage by the weapon within 1 minute is subject to the itching powder’s effects for 1 round.
  • Throw. The duration of the itching powder's penalties increases to 1 minute.

Moulding Foam (formula, contraband)

This alchemical substance, while originally purposed for artisans, has been adopted by cunning individuals to create counterfeit moulds of artpieces and keys. The foam is not perpetually flexible, and will dry out and harden after eight hours. Additionally, it leaves no residue on creatures or objects. After you've shaped it, it keeps its form but can be easily reshaped later as long as it has not dried out.

Performance Enhancer (formula, contraband)

When you use this formula, choose one attribute; the target gains advantage on ability checks with that attribute for 1 minute. The target takes disadvantage on ability checks and saving throws with the corresponding attribute for the same duration. Strength corresponds to Intelligence, Dexterity to Wisdom, and Constitution to Charisma. Once someone benefits from this stimulant, they cannot do so again until they complete a short or long rest. When throwing a performance enhancer, an ally aware of you can choose not to avoid the attack, in which case you automatically hit.

Potency: Expend Martial Focus. The performance enhancer does not impose the affected target with disadvantage on ability checks and saving throws with the corresponding attribute.

Smoke Bomb (formula, contraband)

You create a smoke bomb that explodes into a cloud of thick smoke. When you throw the smoke bomb, it creates a 10-ft. radius cloud centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. It lasts for 1 round or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

Potency: Expend Martial Focus. The duration of the cloud increases to 1 minute.

Sneezing Powder (formula, contraband)

You create a flask of sneezing powder. On a hit, the target must succeed on a Constitution saving throw or succumb to uncontrollable sneezing, becoming incapacitated for 1 round.

As long as the target is conscious, it can repeat the saving throw at the end of each of its turns, ending the effect on a success. Additionally, another creature can end these penalties by using its action to make a Wisdom (Medicine) check against your Alchemy sphere DC to cleanse the creature of the powder, by using the Life sphere’s restore ability, or by casting a lesser restoration. Immersing the target’s head in water also removes this effect. This counts as poisoned for removing it and dealing with immunity.

Potency: Expend Martial Focus. Choose one.

  • Apply to a weapon as a Poison. The next creature that is dealt damage by the weapon within 1 minute is subject to the sneezing powder’s effects for 1 round.
  • Throw. The duration of the sneezing powder's penalties increases to 1 minute.

Stink Bomb (formula, contraband)

You create an oil that releases a foul-smelling gas when broken. Most humanoids can smell it within 100 feet but only need to make a Constitution saving throw if they enter or start their turn within 10 feet of the impact point. Failure results in taking 1 poison damage and being poisoned until the start of their next turn.

Creatures with enhanced olfactory abilities can detect the cloud from 1000 feet away and are affected within a 100-foot radius of the impact. The cloud lingers for 1 minute.

Creatures with blindsight or blindsense based on smell lose that perception while they can detect the cloud.

Potency: Expend Martial Focus. Increase the poison damage on a failed save by 1 (2 damage). This damage increases again at 5th (3 damage), 11th (4 damage), and 17th level (5 damage).

Tanglefoot Bag (formula, contraband)

You create a flask of entangling glue. On a hit, the target’s speed is reduced to 0. A flying creature (assuming it uses wings to fly) falls to the ground. A tanglefoot bag does not function underwater. This lasts for 1 round, but a creature may end this effect by spending an action removing the glue.

Potency: Expend Martial Focus. The duration of the tanglefoot bag's effect increase to 1 minute.

War Paint (formula, contraband)

War Paint can’t be drunk, applied by throwing, or augmented by Gaseous Application.

You gain the knowledge of two colors of war paint when you gain this talent; you may create one pigment of warpaint from a list of colors that you know, chosen at the time the formula is created. War paint can be applied to any visible part of the body — typically the face, shoulders, legs, or arms, or even armor or clothing.

A creature can only benefit from one color of war paint at a time — applying a dose of a different color replaces the effects of the previous application. Once applied, the effects of the war paint last for 1 hour. You may select this talent multiple times; each time, you gain the knowledge of two more colors of war paint. War paint have the following effects based on their color:

  • Black. Advantage on Dexterity (Stealth) checks.
  • Blue. Increases your movement speed by 10 feet.
  • Brown. Gain resistance to non-magical slashing damage.
  • Chrome. Gain a +1 bonus to Attack rolls.
  • Diamond. Gain resistance to force damage.
  • Green. Gain resistance to necrotic damage.
  • Gold. Advantage on Death saving throws.
  • Indigo. Gain resistance to lightning damage.
  • Maroon. Gain resistance to non-magical piercing damage.
  • Mint. Advantage on Charisma (Intimidation) checks.
  • Navy. Gain resistance to thunder damage.
  • Olive. Gain resistance to poison damage.
  • Orange. Gain resistance to non-magical bludgeoning damage.
  • Pink. Gain resistance to psychic damage.
  • Purple. Gain resistance to acid damage.
  • Red. Gain resistance to fire damage.
  • Silver. Gain a +1 bonus to AC.
  • Turquoise. Gain resistance to cold damage.
  • White. Gain resistance to radiant damage.
  • Yellow. Advantage on Wisdom (Perception) checks.

Basic Formula (medic) Talents

Formula talents that are tagged as (medic) are generally alchemical remedies that aid to soothe, heal, or protect against ailments. These talents, while most commonly used by dedicated healers, are commonly picked up by the lone wolf adventurer who recognizes the need for self-care.

Antitoxin (formula, medic)

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.
Potency: Expend Martial Focus. The creature also gains advantage on Saving Throws against curses and diseases. Additionally, the effects increase in duration by 1 hour at 5th (2 hours), 11th (3 hours), and 17th level (4 hours).

Focusing Formula (formula, medic)

You create a concoction that restores combat vigor. Anyone who drinks the concoction or has it applied to them regains martial focus. Creatures who lack the martial focus feature instead temporarily gain the feature for 1 minute.

A creature can expend their martial focus before making any single Strength, Dexterity, or Constitution saving throw to treat the die as if it had rolled a 10. This martial focus counts as possessing the *Spheres of Might* feature of the same name for the purpose of interacting with other feats, features, and martial talents or abilities.

Healer's Kit (formula, medic)

This kit is a single use of the kit with the same name. As an action, you can stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.
Potency: Expend Martial Focus. The creature can then immediately expend one of its Hit Dice to regain a number of hit points equal to the maximum value of that Hit Die + its Constitution modifier.

Panacea (formula, medic)

A character who has this oil applied can repeat a saving throw to end one of the following conditions: Blinded, charmed, deafened, frightened, or poisoned. Administering a panacea takes an action.
Potency: Expend Martial Focus. End the chosen condition.

Potent Blood (formula, medic)

You create a nonmagical artificial substitute for a creature's vital substance, whether that is blood, sap, ichor, elemental substances, or the like. Anyone who consumes the potent blood restores 1d4 of their lost maximum hit points;

This does not increase their current hit points, nor can it raise a creature's hit points beyond its normal maximum.

Potency: Expend Martial Focus. The target is restored an additional 1d4 of their maximum hit points (2d4), increasing again by 1d4 at 5th level (3d4), 11th level (4d4), and 17th level (5d4).

Preservative (formula, medic)

Perishable objects, can be coated in this substance to prevent them from spoiling for 1 hour. If applied to a severed limb or dead body, it will prevent necrosis, disease progression, as well as reanimation for the duration.

Potency: Expend Martial Focus. The duration increases to 2 hours. The duration increases by an additional 2 hours at 5th (4 hours), 11th (6 hours), and 17th level (8 hours).

Salve (formula, medic)

A character who has this salve applied can spend one of their Hit Dice. The creature then rolls the die and adds their Constitution modifier to it. The creature regains hit points equal to the total (minimum 1).

A creature without any remaining Hit Dice cannot benefit from a salve. Administering a salve takes an action.

Potency: Expend Martial Focus. A creature who spends one of their Hit Dice for healing regains hit points equal to two Hit Dice worth, with their Constitution modifier applied twice. This extra healing increases by one Hit Die at 5th (3 Hit Dice), 11th (4 Hit Dice), and 17th level (5 Hit Dice), with the Constitution modifier applied each time.

Sanitizer (formula, medic)

Applying this substance to objects will remove any diseases or poisons contaminating the object.

Applying this substance to creatures will prevent them from being able to contaminate or infect other creatures or objects with disease for 1 minute, but otherwise has no effect on a diseased or poisoned creature.

Potency: Expend Martial Focus. Applying this substance to creatures will prevent them from being able to contaminate or infect other creatures or objects for 1 hour.

Smelling Salts (formula, medic)

You create a pouch of powder with a strong, pungent odor. When throwing smelling salts, it creates a 10-ft. radius cloud centered on a point within range. Creatures that breathe in the dust must succeed on a Constitution saving throw or be forced conscious and imposed with anosmia for 1 minute.

A creature with anosmia cannot benefit from having a keen sense of smell, and cannot track a creature by scent. A creature that is unconscious due to being reduced to 0 hit points is still awakened by smelling salts on a failed saving throw but is still incapacitated.

Potency: Expend Martial Focus. Additionally, dying creatures within the cloud stabilize. Affected creatures can choose to resist being made stable with a successful Constitution saving throw.

Treats (formula, medic)

Treats are always created in sets equal to your proficiency bonus. A creature can use a bonus action to eat one of these treats to gain temporary hit points equal to your proficiency bonus for 8 hours.

Trollblood (formula, medic)

A coating this substance over a recent amputation will allow the target to have their severed limb reattached. Once coated, the severed limb must be attached within 1 minute.

Only fresh or preserved limbs may be attached, and attempting to attach severed limbs that are not their own often results in the host rejecting the limb, or other serious side effects.

Potency: Expend Martial Focus. Each round, for the duration the target gains a number of temporary hit points equal to half your proficiency bonus. These temporary hit points do not stack with each other.

Basic Formula (weapon) Talents

Formula talents that are tagged as (weapon) are alchemical weapons, or alchemical items used as improvised weapons. Their most common use is in combat, and used to alchemically destroy their obstacles, be it creature or object. To aid GMs and players in finding relevant damage types, each formula with the (weapon) tag is also labeled with their primary damage type.

Acid (formula, weapon) [acid]

You create a vial of acid that deals 2d6 acid damage on a hit. Acid can also be splashed onto a creature within 5 feet of you as a melee attack with an improvised weapon.

Potency: Expend Martial Focus. Choose one:

  • Apply to a weapon as a Poison. The weapon deals an additional 1d6 acid damage for 1 minute.
  • Throw or Splash. The damage of the acid vial increases by 1d6 (3d6), and again by 1d6 at 5th (4d6), 11th (5d6), and 17th level (6d6).

Alchemist Fire (formula, weapon) [fire]

You create a flask of alchemist fire that deals 1d4 fire damage. Any creature damaged by the alchemist fire takes an additional 1d4 damage at the start of each of its turns. A creature can end this damage by using its action to make a Dexterity saving throw against your Alchemy sphere DC to extinguish the flames; rolling on the ground provides the target advantage on the saving throw. Leaping into a large body of water or magically extinguishing the flames automatically smothers the fire.

Potency: Expend Martial Focus. Choose one:

  • Apply to a weapon as a Poison. The weapon deals an additional 1d6 fire damage for 1 minute.
  • Throw. Both the initial damage and its follow up damage each turn increases by 1d4 (2d4), and again by 1d4 at 5th (3d4), 11th (4d4), and 17th level (5d4).

Alchemical Ice (formula, weapon) [cold]

You create a flask of alchemical ice that deals 1d6 cold damage to a target when thrown. Creatures damaged by alchemical ice have their movement speed reduced by 10 feet for 1 round.

Potency: Expend Martial Focus. Choose one:

  • Apply to a weapon as a Poison. The weapon deals an additional 1d6 cold damage for 1 minute.
  • Throw. The damage of the alchemical ice increases by 1d6 (2d6), and again by 1d6 at 5th (3d6), 11th (4d6), and 17th level (5d6).

Bottled Lightning (formula, weapon) [lightning]

You create a vial of bottled lightning that deals 1d8 lightning damage. You have advantage on attack rolls with bottled lightning made against creatures who are made of metal or who are wearing metal armor.

Potency: Expend Martial Focus. Choose one:

  • Apply to a weapon as a Poison. The weapon deals an additional 1d6 lightning damage for 1 minute.
  • Throw. The damage of the bottled lightning increases by 1d8 (2d8), and again by 1d8 at 5th (3d8), 11th (4d8), and 17th level (5d8).

Cherry Bombs (formula, weapon) [force]

Cherry bombs are always created in sets equal to your proficiency bonus, called a cluster. Individual cherry bombs may be separated from their cluster, no action required, but becomes inert if not used within 1 round.

Cherry bombs when thrown individually create a 5-ft radius explosion dealing 1 force damage to any creature caught within their area (no saving throw). Concentration saving throws made in response to taking damage from a cherry bomb is done with disadvantage.

Cherry bombs can also be thrown as a cluster, having the same effect, but instead dealing force damage equal to twice the number of cherry bombs in the cluster (no saving throw).

Potency: Expend Martial Focus. The radius of the area increases by 5-ft (10-ft), and increases again at 5th (15-ft), 11th (20-ft), and 17th level (25-ft).

Defoliant (formula, weapon) [slashing]

You create an oil that alchemically shreds apart living vegetation. When thrown, living plants and plant creatures within a 5-ft radius of the impact must make a successful Dexterity saving throw or take 2d6 slashing damage from the defoliant.

Potency: Expend Martial Focus. You can apply defoliant to a weapon as if it were a poison. The weapon deals an additional 1d6 slashing damage against living plants and plant creatures for 1 minute. If you expend your martial focus while throwing the defoliant, its damage increases by 1d6 (3d6), increasing again at 5th (4d6), 11th (5d6), and 17th level (6d6).

Demonic Bile (formula, weapon) [necrotic]

You create a foul black ichor that saps the will of mortals and feasts on the flesh of celestials. When thrown, celestials within a 5-ft radius of the impact must make a successful Dexterity saving throw or take 2d6 necrotic damage from the demonic bile.

Humanoids and beasts who consume or touch the demonic bile are imposed with disadvantage on saving throws against the charmed, dominated, and possessed conditions for 1 hour; This is considered a curse effect.

Potency: Expend Martial Focus. You can apply demonic bile to a weapon as if it were a poison. The weapon deals an additional 1d6 necrotic damage against celestials for 1 minute. If you expend your martial focus while throwing the demonic bile, its damage increases by 1d6 (3d6), increasing again at 5th (4d6), 11th (5d6), and 17th level (6d6).

Hexbane (formula, weapon) [psychic]

You create a flask of hexbane that deals 2d6 psychic damage to aberrations or fey on a hit. Hexbane can also be splashed onto a creature within 5 feet of you as a melee attack with an improvised weapon.

Potency: Expend Martial Focus. Choose one.

  • Apply to a weapon as a Poison. The weapon deals an additional 1d6 psychic damage against aberrations and fey for 1 minute.
  • Splash. When splashing a charmed, confused, or frightened creature within 5 feet of you as a melee attack, the creature gains an additional saving throw to end the effect.
  • Throw. The damage of the hexbane increases by 1d6 (3d6), and again by 1d6 at 5th (4d6), 11th (5d6), and 17th level (6d6).

Holy Water (formula, weapon) [radiant]

You create a flask of holy water that deals 2d6 radiant damage to fiends or undead on a hit. Holy Water can also be splashed onto a creature within 5 feet of you as a melee attack with an improvised weapon.

Potency: Expend Martial Focus. Choose one.

  • Apply to a weapon as a Poison. The weapon deals an additional 1d6 radiant damage against fiends and undead for 1 minute.
  • Splash. When splashing a dominated or possessed creature within 5 feet of you as a melee attack, the creature gains an additional saving throw to end the effect.
  • Throw. The damage of the holy water increases by 1d6 (3d6), and again by 1d6 at 5th (4d6), 11th (5d6), and 17th level (6d6).

Oxidizer (formula, weapon) [piercing]

You create a corrosive that oxidizes most metals, puncturing their hull and frames. When thrown, constructs and non-magical metal objects within a 5-ft radius of the impact must make a successful Dexterity saving throw or take 2d6 piercing damage from the oxidizer.

Potency: Expend Martial Focus. You can apply oxidizer to a weapon as if it were a poison. The weapon deals an additional 1d6 piercing damage against constructs and non-magical metal objects for 1 minute. If you expend your martial focus while throwing the oxidizer, its damage increases by 1d6 (3d6), increasing again at 5th (4d6), 11th (5d6), and 17th level (6d6).

Thunderstone (formula, weapon) [thunder]

You create a stone that explodes upon impact when thrown with a loud, reverberating crash. On a hit, the target must make a Constitution saving throw or take 1d10 thunder damage and be deafened for 1 minute. Those that succeed the saving throw take half as much damage and are not deafened.

Potency: Expend Martial Focus. A target that fails its saving throw is also stunned for 1 round, and the thunder damage increases by 1d10 when you reach 5th level (2d10), 11th (3d10), and 17th level (4d10).

Basic Poison Talents

Alcohol (poison)

Saving Throw Constitution (see text)
Duration 1 hour

You gain the knowledge of two types of alcoholic drinks when you gain this talent. Potency cannot be applied to alcoholic drinks.

Alcohol is created in sets equal to your proficiency bonus. All the alcoholic drinks created in a single set must be of the same type; You create one set of drinks that you know, chosen at the time the poison is created.

You may select this talent multiple times; each time, you gain the knowledge of two more alcoholic drink types.

Alcohol have the following effects based on their type:

  • Calming Cider: Creatures that drink this alcohol gain advantage on saving throws made against effects that would alter their emotional state for 1 hour.
  • Invisible Ichor: Creatures that drink this alcohol cannot tell it is alcoholic, but is as potent as two alcoholic beverages. This drink also masks poisons mixed with it, foiling Perception checks entirely and even magic, unless the caster succeeds on a key ability check against your Alchemy sphere DC.
  • Lullabying Lager: Creatures that drink this alcohol fall asleep 10 minutes after consuming it. When used as part of a short rest, creatures regain maximum hit points from expended hit dice.
  • Mindbending Mead: Creatures that drink this alcohol are subject to hallucinations, which apply disadvantage on Perception and Survival checks, but help them to see past illusions, granting them advantage on Insight and Investigation checks and all saving throws made against illusions.
  • Painkilling Perry: Creatures that drink this alcohol are numbed to pain, gaining advantage on all saving throws made against exhaustion and pain-based effects for the duration.
  • Revitalizing Rum: Creatures that drink this alcohol regain a number of hit points equal to your proficiency bonus.
  • Sobering Schnapps: Creatures that drink this alcohol suppress the drunk status and poisoned condition for 1 hour.
  • Wakeful Whisky: Creatures that drink this alcohol can remain awake for twenty-four hours without feeling sleepy, granting them advantage on saving throws made against exhaustion and unconsciousness.

A creature who attempts to switch from one type of alcoholic drink to another before their duration has expired must make their saving throw or be poisoned for 1 hour.

Rule Reminder: Alcohol

Imbibing an alcoholic drink is considered an interact with object.
After 10 minutes of imbibing, alcohol will bestow the drunk status for 10 minutes.

Alcohol can be abused and have significant negative effects. In general, a character can consume a number of alcoholic beverages equal to twice their Constitution modifier per long rest but are poisoned for 1 hour per drink above this maximum. Particularly exotic or strong forms of alcohol might be treated as drugs. Those who regularly abuse alcohol might eventually develop an addiction.

Alchemy sphere's Alcohol and the Barroom sphere

Characters who have the Barroom sphere's Hard Drinker feature don't have to wait the whole 10 minutes to gain the drunk status when imbibing alcohol made with the Alchemy sphere; They can choose to immediately gain the drunk status; However, gaining the drunk status in this way will last only 1 minute, instead of the normal 10 minutes.

While such characters can choose each time they imbibe whether or not they utilize the Hard Drinker feature, most combats rarely last more than a couple rounds, let alone a whole minute; Generally speaking, it is recommended that players utilize the Hard Drinker feature if they have it.

Amnesiac (poison)

Saving Throw Constitution
Creatures subjected to this poison must succeed on their saving throw or lose memory of everything that happened in the past minute.
Potency: Expend Martial Focus. Any creature who fails their saving throw will also forget what happens in the next minute. The duration of the memory lost increases to 10 minutes (both past and future), increasing again at 5th (1 hour), 11th (8 hours), and 17th level (1 day).

Basic Poison (poison)

Saving Throw Constitution
Creatures subjected to this poison must succeed on their saving throw or take 1d4 poison damage.
Potency: Expend Martial Focus. The poison damage increases by 1d4 (2d4), and increases again by 1d4 at 5th (3d4), 11th (4d4), and 17th level (5d4).

Blanch (poison)

Saving Throw Constitution
Creatures subjected to this poison must make their saving throw or lose all Damage Resist they possess until the start of their next turn.
Potency: Expend Martial Focus. Any creature who fails their saving throw also cannot regain hit points for the duration.

Confusing Hallucinogen (poison)

Saving Throw Constitution
Creatures subjected to this poison must make their saving throw or suffer disadvantage on all ability checks until the start of their next turn.
Potency: Expend Martial Focus. Any creature who fails their saving throw is also confused for the duration.

Drowsy Venom (poison, medic)

Saving Throw Constitution
Creatures subjected to this poison must make their saving throw or increase their exhaustion level by 1 (to a maximum of 2) until the start of their next turn. Creatures who fail their saving throw while already at exhaustion level 2 become unconscious.

The creature wakes up if it takes damage or if another creature uses an action to shake it awake.
Potency: Expend Martial Focus. Increase the maximum exhaustion level by 1 (3 exhaustion), increasing again by 1 at 5th (4 exhaustion), 11th (5 exhaustion), and 17th level (6 exhaustion).

Frightening Hallucinogen (poison)

Saving Throw Constitution
Creatures subjected to this poison must make their saving throw or be imposed with disadvantage on all Intelligence, Wisdom, and Charisma saving throws until the start of their next turn.
Potency: Expend Martial Focus. Any creature who fails their saving throw is also frightened for the duration, treating the space they are at as the source of their fear.

Paralytic Hallucinogen (poison)

Saving Throw Constitution
Creatures subjected to this poison must make their saving throw or have all movement speed reduced by 10 until the start of their next turn. Creatures who fail their saving throw while already at 0 movement speed become paralyzed for the duration.
Potency: Expend Martial Focus. Increase the movement speed reduction by 10 feet (20 feet), plus an additional 10 feet at 5th (30 feet), 11th (40 feet), and 17th level (50 feet).

Septicemia (poison)

Saving Throw: Constitution
Creatures subjected to this poison must make their saving throw or begin bleeding at the start of their next turn.
Potency: Expend Martial Focus. Creatures damaged by the septicemia also have their maximum hit points reduced by the amount of necrotic damage taken. The reduction lasts until the creature finishes a long rest. The creature dies if septicemia reduces its maximum hit points to 0.

The necrotic damage from septicemia's bleeding increases by 1d4 when you reach 5th (2d4), 11th (3d4), and 17th level (4d4).

Shifter's Bane (poison)

Saving Throw Constitution
Creatures subjected to this poison must make their saving throw or be unable to polymorph or shapechange into another form until the start of their next turn. If they are already polymorphed or shapechanged, they immediately revert back to their original form.
Potency: Expend Martial Focus. Creatures who fail their saving throw become unable to polymorph or shapechange until they complete a short or long rest.

Skill Leech (poison)

Saving Throw Constitution
Creatures subjected to this poison must make their saving throw or lose proficiency with a random language, skill, tool, or weapon until the start of their next turn.
Potency: Expend Martial Focus. You may choose what proficiencies the affected creatures lose; Additionally, the number of proficiencies lost increase by 1 at 5th (2 proficiencies), 11th (3 proficiencies), and 17th level (4 proficiencies).

Truth Serum (poison)

Saving Throw Constitution
Creatures subjected to this poison must make their saving throw or be incapable of lying until the start of their next turn.
Potency: Expend Martial Focus. The affected creature will display tell-tale signs making it clear to yourself and those around you if the creature is under the effects of the poison.

Will Sap (poison)

Saving Throw Constitution
Creatures subjected to this poison must make their saving throw or have disadvantage on all Insight checks, as well as all saving throws made against charms, dominations, illusions, possessions and suggestions until the start of their next turn.
Potency: Expend Martial Focus. Any creature who fails their saving throw is also subjected to the effects of a *suggestion* for the duration.

Witchbane (poison)

Saving Throw Constitution
Creatures subjected to this poison must make their saving throw or be unable to cast spells or use magical abilities until the start of their next round.
Potency: Expend Martial Focus. Any creature who fails their saving throw also has disadvantage on any concentration checks they make for the duration.

Other Alchemy Sphere Talents

Contact Poison Delivery

You may prepare your poisons as contact poisons. Contact poisons may be thrown as if they were formula. Creatures that are hit by the attack are subject to the poison. Whenever you successfully perform a Dirty Trick or Steal action, you may expend your martial focus to subject the target to your contact poison as part of the same action.

Controlled Rupture

Whenever you use a formula or poison, you can select a number of individuals or 5-foot squares equal to your proficiency bonus that are not affected. Selected targets or creatures inside the selected squares do not suffer the effects of the formula or poison.

Expend Martial Focus. You can increase the number of selected individuals or 5-ft squares to be equal to or less than twice your proficiency bonus.

Delayed Application

Whenever you create a formula or poison, you can choose to delay the effects up to a number of minutes up to half your level. You may expend two doses to instead delay the effects for a number of hours up to half your level. This delay takes place between when a creature is subjected to the formula or poison and when its effects manifest and does not influence how long a formula or poison remains potent after being applied but before the target is exposed to it.

Expend Martial Focus. As a reaction, you may immediately trigger the effects of one delayed formula or poison you created within 60 feet.

Gaseous Application

Area: 5-ft radius cloud (see text)
Duration: 1 minute; immediately dissipate in wind severity level 1 or higher.
You can prepare formulas as gases, which create a cloud within throwable range (normally 20 feet) for the duration. Creatures that enter or begin their turn within the cloud must succeed on a Dexterity saving throw to negate its effects. This change doesn't affect non-throwable formulas like War Paint. When applied to alchemical items already in gas form, like smoke bombs, it doubles the area affected.

Additionally, you can prepare poisons as inhaled poisons, counting as two doses. Inhaled poisons create a 5-foot radius cloud within throwable range (normally 20 feet), affecting creatures that enter or start their turn within it.

Lasting Application

Whenever you apply your poison to a weapon, the poison lasts for 1 additional successful attack before it is consumed.

At 5th, 11th, and 17th levels, it remains for an additional successful attack. Alternatively, you may apply a single dose of poison to up to 2 pieces of ammunition with a single action, plus one additional piece of ammunition at 5th, 11th, and 17th levels.

When you create an ingested poison and add it to any food or drink, it remains potent for up to 48 hours and becomes tasteless and odorless. You may expend two doses to have it instead remain potent for 1 week.

Master Chemist

You gain proficiency with either alchemist supplies or poisoner’s kit. If you are already proficient with the chosen tools, you instead add double your proficiency bonus. This talent may be taken more than once.

Master Herbalist

You gain proficiency with the herbalism kit and can use an herbalism kit to craft formulae or poisons from the Alchemy sphere. If you are already proficient with the herbalism kit, you instead add double your proficiency bonus.

Quick Doses

The amount of time it takes to create formula or poisons individually is reduced to 5 minutes.

Risky Business

Expend Martial Focus. You may impose disadvantage to the target’s saving throw against the initial effects of your formula or poison. In addition, throwing a formula or poison against a creature while within 5 feet doesn’t impose disadvantage on your attack roll.

Skilled Applicator

You may apply poisons to yourself or a weapon you wield as a bonus action; This also affects formula which you are applying to a weapon as a poison.

Specialized Venom

Select one creature type (or two races of humanoid) from the ranger favored enemy list; Your poisons affect the selected types or races even if they are normally immune to the poisoned condition. Creatures normally immune to poison damage become resistant to it when affected by your poisons.

If you use the poison's potency ability, creatures are only resistant to any other damage type the poison deals (if normally immune) and are not immune to any other conditions imposed by the poison.

You may select an additional type (or two humanoid races) at 5th, 11th, and 17th levels.

Legendary Talents

Anyflask (formula, poison)

Prerequisites: Alchemy sphere (any combination of five (formula) or (poison) talents), 1st level or higher.

As a bonus action, the user can transmute the contents of this flask into any alchemical item or poison whose worth is 100 gp or less. Once the contents have been transmuted, it is no longer an anyflask, but whatever it has been transmuted into.

Potency: Expend Martial Focus. The maximum value of the item transmuted to increases by 100 gp (200 gp), and increases again by 100 gp at 5th (300 gp), 11th (400 gp), and 17th level (500 gp).

Elixir of Health (formula, medic)

Prerequisites: Alchemy sphere (Antitoxin, Panacea), 1st level or higher.
When you drink this potion, it cures any disease afflicting you, and it removes the blinded, deafened, paralyzed, and poisoned conditions. The clear red liquid has tiny bubbles of light in it. Drinking an elixir of health takes an action.

Each elixir of health counts as three formulae for the purpose of determining how many you may have created at one time.

Elixir of Immortality (formula, medic)

Prerequisites: :: Alchemy sphere (Antitoxin, Elixir of Health, Panacea, Regeneration Potion, Salve, Trollblood), 1st level or higher.

You may create a special elixir that restores a creature to its starting age as a young adult.

Each elixir of immortality counts as seven formulae for the purposes of determining how many you may have created at one time.

Healing Potion (formula, medic)

Prerequisites: Alchemy sphere (Salve), 1st level or higher.
A character who drinks the magical red fluid in this vial regains 2d4 + 2 hp. Drinking a healing potion takes an action.

Each healing potion counts as two formulae for the purpose of determining how many you may have created at one time.
Potency: Expend Martial Focus. The character regains an additional 1d6 hp. The additional regained hit points increase by 1d6 at 5th (+2d6), 11th (+3d6), and 17th level (+4d6).
Special: Potency can also be applied to Greater Healing Potions, Superior Healing Potions, and Supreme Healing Potions.

Material Imposition

Prerequisites: Alchemy sphere (Flash Bomb), 1st level or higher.
Flash bombs in your possession are also treated being alchemical weapons and possessing the both the (contraband) and (weapon) [bludgeoning] formula talent subtypes.

Whenever you attack with a flash powder, you can choose that any creature that fails their saving throw also takes 1d4 bludgeoning damage or a damage type matching any alchemical weapon or poison that you have on your person.

The damage of the flash powder increases by 1d4 at 5th (2d4), 11th (3d4), and 17th level (4d4).

Necromancer's Oil (poison)

Prerequisites: Alchemy sphere (Septicemia), 1st level or higher.
Saving Throw: Constitution

Creatures subjected to this poison must make their saving throw or be imposed with a -1 proficiency bonus penalty until the start of their next turn. If this penalty would reduce a creature's proficiency bonus to a +0 or smaller, the creature dies.

Each necromancer's oil counts as two doses of poison for the purpose of determining how many you may have created at one time.

Potency: Expend Martial Focus. Creatures who fail their saving throw are instead imposed with a -2 proficiency bonus penalty. The penalty imposed increases at 5th (-3 penalty), 11th (-4 penalty), and 17th level (-5 penalty); Additionally, you can choose to have any creatures killed by the poison to be reanimated as a zombie per the Death sphere. This does not grant you control over the zombie.

Regeneration Potion (formula, medic)

Prerequisites: :: Alchemy sphere (Salve, Trollblood), 1st level or higher.
When a creature drinks this potion, they regrow any limbs that are severed within the next minute. In addition, the creature regains a number of hit points equal to half their proficiency bonus at the beginning of their turn each round for the duration.

Each regeneration potion counts as three formulae for the purpose of determining how many you may have created at one time.
Potency: Expend Martial Focus. The creature will also regrow limbs that were severed 1 hour ago, increasing by 1 hour at 5th (2 hours ago), 11th (3 hours ago), and 17th level (4 hours ago).

Stonehold Poison (poison)

Prerequisites: Alchemy sphere (Paralytic Hallucinogen), 1st level or higher.
Saving Throw: Constitution

Creatures subjected to this poison must make their saving throw or become restrained until the start of their next turn.

Each stonehold poison counts as two doses of poison for the purpose of determining how many you may have created at one time.

Potency: Expend Martial Focus. Creatures who fail their save while already restrained by the poison are instead permanently petrified.

Spontaneous Alchemy

Prerequisites: Alchemy sphere (Quick Doses), 1st level or higher.

As an action or a bonus action, you can expend your martial focus to craft one alchemical item, poison, or potion instantaneously.

As an additional cost, you must spend an amount of crafting material or gold whose worth is equal to the item’s purchase price; items without an established purchase price cannot be crafted this way. To use this talent, you must also have appropriate tools on hand or readily available; alchemy items require alchemist’s supplies, poisons require poisoner’s kits, and potions require brewer’s supplies or a herbalism kit. You can only use this talent a number of times equal to your proficiency bonus. You regain any expended uses when you finish a long rest.



Tools & Equipment

Equipment: Alchemical Items — Contraband

Name Cost Effect Weight
*Alchemical Contraband*
Flash Bomb 50 gp Con save or blind for 1 round 3 lb.
Grease 50 gp advantage to escape, disadvantage vs fire 1/2 lb.
Ironwood Resin 50 gp A fast-setting resin 1/2 lb.
Itching Powder 60 gp d4 penalty on checks for 1 round 1/2 lb.
Moulding Foam 50 gp A foam used in moulding 1/2 lb.
Performance Enhancer 100 gp advantage on ability checks for 1 minute 1/2 lb.
Smoke Bomb 50 gp 10-ft radius cloud of smoke 3 lb.
Stink Bomb 100 gp 10-ft radius cloud of poison 3 lb.
Sneezing Powder 200 gp Con save or incapacitated for 1 round 1/2 lb.
Tanglefoot Bag 50 gp reduces target's speed to 0 for 1 round 3 lb.
War Paint 50 gp various different effects based on color 1/2 lb.

Equipment: Alchemical Items — Remedies

Name Cost Effect Weight
*Alchemical Remedies*
Antitoxin 50 gp advantage vs poison 1/10 lb.
Focusing Formula 25 gp gain or regain focus 1/4 lb.
Panacea 25 gp reroll vs infliction 1/2 lb.
Potent Blood 10 gp 1d4 max hp restored 1/2 lb.
Preservative 25 gp preserves severed limbs 1/2 lb.
Salve 25 gp heal via Hit Dice 1/2 lb.
Sanitizer 50 gp cleans objects 1/10 lb.
Smelling Salts 25 gp wake up the unconscious 1/4 lb.
Treats (2) 5 gp temporary hit points 1/4 lb.
Trollblood 50 gp reattach severed limbs 1/2 lb.
*Kits and Tools*
Healer's Kit 5 gp stabilize dying 3 lb.
Herbalism Kit 5 gp identify/apply herbs 3 lb.
*Magic Potions*
Elixir of Health 120 gp cures inflictions 1/2 lb.
Healing Potion 50 gp 2d4 +2 healing 1/2 lb.
Regeneration Potion 120 gp regeneration for 1 min 1/2 lb.

Equipment: Alchemical Items — Weapons

Name Cost Effect Weight
*Alchemical Weapons*
Acid 25 gp 2d6 acid 1 lb.
Alchemist Fire 50 gp 1d4 fire, catch fire 1 lb.
Alchemcial Ice 25 gp 1d6 cold, reduce speed 1 lb.
Bottled Lightning 50 gp 1d8 lightning 1 lb.
Cherry Bombs (2) 5 gp 1 force; see text 1/10 lb.
Defoliant 25 gp 2d6 slashing vs plants 1 lb.
Demonic Bile 50 gp 2d6 necrotic vs celestials 1 lb.
Hexbane 25 gp 2d6 psychic vs aberrations & fey 1 lb.
Holy Water 25 gp 2d6 radiant vs fiends & undead 1 lb.
Oxidizer 25 gp 2d6 piercing vs constructs 1 lb.
Thunderstone 25 gp Con save vs 1d10 thunder, deaf 1 lb.
*Renaissance Era*
Bomb 150 gp 3d6 fire, 5-ft radius 1 lb.
*Modern Era*
Dynamite 3d6 bludgeoning, 5-ft radius 1 lb.
Fragmentation Grenade 5d6 piercing, 20-ft radius 1 lb.


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