Alchemist Supplies – Der komplette D&D 5E Must-read Guide (2023)

Dungeons and Dragons allows players to choose a number ofcraft toolsexcel while creating your build. While the full extent of using the tools for both the DM and the player often remains vague, the choice of the competition at the outset remains a favorite among the board game's fan base.

One of these crafting tools is the well-known alchemist's kit. What can you do with the D&D 5E alchemy kit and how to make potions? This article will address all of that and more.

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Alchemist provides everything according to Xanathar's instructions

Before we get into the nuances of alchemical supplies, let'sXanathar's Guide to Everythinglead us the way. That's whatXanathar's Guide to EverythingSchemes for this craft tool:

“Alchemist Supplies allow a character to create useful concoctions such as acid or alchemist's fire.

components.The alchemist's supplies include two beakers, a metal frame for holding a beaker over an open flame, a glass stirring rod, a small mortar and pestle, and a pouch containing common alchemical ingredients, including salt, powder, and purified iron.agua.

Arcana.As you become more familiar with alchemist supplies, you can unlock more information about arcane trials using potions and similar materials.

Investigation.When examining an area for clues, mastery of alchemist's supplies grants you additional information about chemicals or other substances that may have been used in the area.

alchemical craft.You can use this tool skill to create alchemical items. A character can spend money to gather resources weighing 1 pound for every 50 gp spent. The GM may allow a character to test the indicated skill with benefit. As part of a long rest, you can use alchemist's supplies to create a dose of acid, alchemist's fire, antidote, oil, perfume, or soap. Subtract half the value of the crafted item from the total gp of the resources you are carrying.”

Mastering Alchemist Supplies will allow you to use the necessary instruments and tools to brew potions. With this tool, you also add your skill bonus to checks aimed at brewing alchemical potions, excluding health potions. Keep in mind that because potions are magical, 5E Alchemist Supplies falls squarely into the magic item crafting category, a fairly lengthy, addicting and not to mention expensive process.

If you're wondering what alchemical elements are, it goes something like this: poisons, potions, concoctions, and magical medicines made from plants, as well as caustic chemicals, various acids, as well as some dangerous (and dare we say illegal) substances .

A 5E alchemy kit contains burners, flasks, flasks, and various other similar items needed for engaging in alchemy. Remember that your tools would cost 50 gp and weigh 8 pounds. If you are familiar with alchemist supplies, you can add the competence bonus to any Intelligence checks you make for alchemical concoctions.

So how do you create an alchemical item? First of all, you must have an extensive knowledge of handling alchemical supplies. Second, you need to know the recipe for each item you want to craft. Last but not least, you need to get the necessary ingredients and get to work.

Please note that alchemical items come in 3 main quantities: minor/medium/masterwork. Of course, the higher the quality, the more effective and powerful the end product. Unless mixed with diluents such as water, alchemical items generally do not lose their power.

Where to get them, you can buy them from local alchemists. The only downside is that the time these products take affects their price as well. It may not burn a hole in your pocket, but it will surely leave a mark.

Requirements to brew a potion using alchemist supplies

So what is needed to brew a potion? Where do the 5E Alchemist tools come into play? We will address all of these one by one. Brewing potions isn't as hard as it sounds, but you do need to know what you're doing and what to expect. Let's take a look at what is required to brew a potion:

  • Alchemist Supplies (of course):It's only natural that brewing potions requires 5E Alchemist supplies. These mainly consist of decanters, beakers, tubes, vials and burners. You also need a stable workspace to brew your potions over a long period of time.
  • Recipe:Just like cooking anything, brewing a super potent potion requires a thorough knowledge of the recipe of what to prepare. Make sure you have the specific instructions for making the potions you want and the materials needed to make them.
  • Components:These refer to the specific magical ingredients with required properties for your potion. To cite an example, you need the essence of a water weird to craft a water breathing potion. As you obtain them, you can obtain these special ingredients throughout your many adventures.
  • Or:These refer to the additional supplies with a specific gold price based on the rarity of the item being crafted. (Ask how muchGold you have at the beginning of the campaign)
  • Time:Of course, as we've discussed, making potions takes some time and effort. So the time it takes to create potions determines the cost and feasibility of making them. The time it takes to craft potions is highly dependent on the rarity of the ingredients required.
  • Roll:Note that in order to successfully brew the potions of your choice, you must pass intelligence tests. If you know about alchemist supplies, you can add them to your intelligence tests.

1. Cost and Processing Time

As we discussed a while ago, the brewing time for potions differs based on the rarity of the ingredients required. Likewise, the cost depends on the time it takes to brew the potion. Make sure you know the cost and brewing time of potions before committing to one. Here is a list to help you:

rarity of the itemCreation Cost (GM)working weeks
Strange10005
Very rare10.00012.5
Legendary50.00025
Rarely1001
together251/2

In addition to the rarity of 5E Alchemist Supplies, you also need to consider the time and cost involved. This table should help you.

2. Required magic ingredients

Your jailer will decide what magical ingredients are needed and how rare the homemade potion will be. If you come across a magical ingredient during one of your adventures, the DM will decide what item you can craft from it.

Here's a list of the creatures' challenge rating along with their corresponding rarity, which will help DMs determine who allows which potion:

rarity of the itemGama CR
Strange9-12
Very rare13-18
Legendary19+
Rarely4-8
together1-3

3. Required non-magical ingredients

In this sense, there are 3 main arguments:

  1. Certain items require prior purchase (e.g. a 500 gp diamond), but smaller items are assumed to be available, so a certain amount of gold will be deducted each time they are used.
  2. The necessary components are readily available to the player, and each time they are used, a certain amount of gold is deducted.
  3. Each required item must be carefully purchased, tracked, or collected beforehand, and failing to do so will not allow you to brew potions.

The bottom line is that it all depends on your DM and the PCs in your game. Determine in advance what you want to do with your 5E alchemist supplies and stick to it at all times.

Folk Alchemical Recipes

Alchemist Supplies – Der komplette D&D 5E Must-read Guide (1)

Before you start brewing, it's important to have the recipe right in front of you. You need to know the ingredients well and diligently search for them. To help you with that, here are some popular recipes you can make with the 5E Alchemy Kit:

1. Acid

Do you need to disintegrate something like metal, wood or stone? A fairly generic bottle of acid would do you just fine. Feel free to squirt the acid vial at the target as they are within 5ft of you, or throw the vial up to 20ft which will shatter it on impact. Simply put, perform a ranged attack against any target or object using the acid as a kind of makeshift weapon. The throw's damage is equal to the quality of the acid when it hits.

  • Time of preparation:8 hours
  • Material costs:15 bits/intent
  • Attention:Sparse
  • CD Craft:8 for minor/ 10 for moderate/ 13 for masterpiece
  • Kleiner:dissolves up to 5 square feet of wood or 2 square feet of stone + deals 1d4 acid damage
  • Moderate:dissolves up to 7 sq ft of wood, 3 sq ft of stone, or small pieces of metal + deals 2d4 acid damage
  • masterpiece:dissolves up to 10 square feet of wood, 5 square feet of stone, or 1 square foot of metal + deals 2d6 acid damage

2. Alchemist's Fire

For some alchemists, fire is always the answer. This adhesive liquid, which ignites on impact with air, is available in a bottle. Feel free to throw it up to 20 feet and shred it instantly. You can also perform a ranged attack against an object or creature, using fire as a kind of makeshift weapon.

When hit, the enemy takes Fire damage, and here's more: They still take Fire damage at the start of each turn. If he wishes to quench that damage, his action allows him to make a DC 10 Dexterity save that either extinguishes the flames or forces the flame to extinguish itself.

  • Time of preparation:8 hours
  • Material costs:25 bits/intent
  • CD Craft:10/ 12/ 15
  • Attention:Constantly
  • Minor: Deals 1 fire damage
  • Moderate:deals 1d2 fire damage
  • masterpiece:deals 1d4 fire damage

3. Assassinenblut

Do you want to see death in a bottle? This green, slimy, gooey concoction is a symbol of death itself. Enemies will be poisoned for a good chunk of the day after ingestion unless a small restoration spell is used.

  • Time of preparation:24 hours
  • Cost:75 bits/intent
  • Craft CC: 13/15/18
  • Attention:Constantly
  • Kleiner:Enemies must succeed at a DC 10 Constitution check, he takes 3 (1d6) poison damage, and remains poisoned on a failed saving throw for almost 6 hours. If successful, they take half damage.
  • Moderate:Enemies must succeed at a DC 12 Constitution check, he takes 6 (1d12) poison damage, and remains poisoned on a failed saving throw for almost 12 hours. If successful, they take half damage.
  • masterpiece:Enemies must succeed at a DC 15 Constitution check, he takes 12 (2d12) poison damage, and remains poisoned on a failed saving throw for nearly 24 hours. If successful, they take half damage.

4. Discover magic smelling salts

Throw in some perfumes, ammonia and some rare oils and bam, you've got something pretty powerful! Inhale the brew and gain the ability to detect the location of magical objects as if you were under the influence of a magical detection spell. Note that you can only smell the magic item but not see it.

  • Time of preparation:4 hours
  • Material costs:10 bits/intent
  • CD Craft:8/ 10/ 13
  • Attention:Constantly
  • Kleiner:takes 1 minute
  • Moderate:it takes 5 minutes
  • masterpiece:it takes 10 minutes

5. Ointment of Keoghtom

This sticky concoction is lightly scented with aloe and made with rare medicinal herbs - plenty of them. The glass bottle, which weighs 0.5 pounds and is 3 inches in diameter, can hold up to 5 doses of Keoghtom's ointment.

You can swallow a dose of the ointment or apply it to the skin. Recipients of Keoghtom's Salve receive a bonus based on the strength of the salve.

  • Time of preparation:8 hours
  • Material costs:300 points/intent
  • CD Craft:10/ 13/ 15
  • Attention:Sparse
  • Kleiner:Recovery 1d8+1 hp
  • Moderate:restores 2d8+2 HP and is no longer poisoned
  • masterpiece: Recovers 2d8+2 HP, is no longer poisoned, and is cured of all diseases

6. Oil sharpness

This transparent, gelatinous oil shimmers with tiny, fine silver splinters. It can cost up to 5 pieces of stabbing or slashing ammunition or a stabbing or slashing weapon. It takes a minute to apply the oil. For a full hour, the covered item in question is magical, with a bonus on attack and damage rolls based on its power.

Many alchemists who couldn't ventilate their workspaces choked on their own blood. However, the scientific effects of silver dust on an alchemist's lungs have yet to be closely studied.

  • Time of preparation:24 hours
  • Material costs:1,600 po/intent
  • CD Craft:15/18/20
  • Attention:Sparse
  • Kleiner:You get a +1 bonus
  • Moderate:gains a +2 bonus
  • masterpiece:You get a +3 bonus

7. Growth Potion

Popular with warriors, this potion combines exquisite chemical catalysts found in herbal medicine with the blood of giants. Excessive nail or hair growth has been observed with prolonged exposure to the mixture. This potion gives you what is called the enlargement portion of the enlargement/reduction spell.

The duration depends on the potency of the item. The red element in the potion starts out small, but gradually takes up all of the liquid, only to eventually shrink. The process will continue even if you shake the bottle.

  • Time of preparation:8 hours
  • Material costs:135 bits/intent
  • CD Craft:10/ 13/ 15
  • Attention:Sparse
  • Kleiner:lasts 1d4 rounds without requiring concentration
  • Moderate:takes 1d4 minutes without you having to concentrate
  • masterpiece:lasts 1d4 hours with no need for concentration

8. Healing Potions

This is the basic item for alchemists. It costs a lot of gold in raw cost, it's pretty easy to pick up and recreate. Potions are made from common herbs, water, and some chemicals that are the by-products of most herb and metalsmithing productions. They are generally considered perfectly safe to drink.

HeiltrankHeiltrank: MajorHeiltrank - SuperiorHealth Potion: High
time of preparation4 hours16 hours24 hours48 hours
material costs25 bits/intent75 bits/intent225 bits/intent675 bits/intent
Craft CC8/ 10/ 1310/ 13/ 1513/15/1815/18/20
AttentionSparseSparseSparseSparse
KleinerRestoration 1d4 hpRestores 2d4 hpRestores 4D4 HPRecovery 10d4 hp
ModerateRestores 2d4 hpRestores 4D4 HPRecovery 8d4 PSRestoration 10W4 +10 hp
masterpieceRestores 2d4 + 2 hpRestores 4d4 + 4 hpRecovery 8W4 + 8 hpRecovery 10W4 +20 hp

9. Invisibility Potion

By the looks of it, this potion doesn't look like much, but shake it and you'll hear the sound of water. This highly experimental potion is based on ethereal elements dropped by ghosts, and when drunk you become invisible for a while depending on your strength.

Your outfits and clothes also fade with you. If he is attacked or a spell is cast, the effect of the potion will expire.

  • Time of preparation:24 hours
  • Material costs:90 bits/intent
  • CD Craft:13/15/18
  • Attention:Sparse
  • Kleiner:the effect lasts until the start of your next turn
  • Moderate:The effect lasts up to 1 minute
  • masterpiece:The effect lasts up to 1 hour

10. smoke powder

With it you can make explosive gunpowder for grenades, firearms and the like. Black powder, coarse in nature, should be stored in a dry place after completion. Smoke dust made from by-products of mining equipment must be ground with charcoal and sodium into an extremely volatile powder. Try to avoid flashlights, candles, and campfires while working with them.

  • Time of preparation:4 hours
  • Material costs:10 bits/intent
  • CD Craft:10/ 12/ 15
  • Attention:Constantly
  • Kleiner:generates 3 shots
  • Moderate:generates 8 shots
  • masterpiece:will produce 15 shots
  • Grenada:Another 8 gold is needed for a metal or ceramic bullet, followed closely by enough smoke powder for about 30 shots. Throw it up to 60 ft, and all enemies within 10 ft of the burn must make a DC 12 Dexterity save, taking 1d6 piercing and 2d6 fire damage on a failed save, or half that on a failed save. successful. .
  • dragons:100 shots and an additional 14 gold are required for storage. Roll or throw it to a range of 15 feet, then roll initiative. It then explodes, and any enemy within 20 ft must succeed on a DC 15 Strength check or take 2d6 bludgeoning and 3d6 fire damage as it falls to the ground. If hit, they take half damage.

11. Smoke stick

Ignite a black staff of alchemical clay and it will release a haze of obscuring smoke that will obscure enemies within. However, if the wind is strong enough, the effect may end.

  • Time of preparation:8 hours
  • Material costs:25 bits/intent
  • CD Craft:10/ 12/ 15
  • Attention:Constantly
  • Kleiner:It forms a cloud with a 5ft radius that lasts until the start of your next turn.
  • Moderate:It forms a cloud with a 10-foot radius that lasts for 1d4 rounds.
  • masterpiece:It forms a cloud with a radius of 20 feet that lasts for 2d4 rounds.

12. Donner

Filled to the brim with powerful reagents, this ball of clay produces a deafening bang along with enough volatile energy to knock enemies back. Throw it up to 20 feet away to activate it.

  • Time of preparation:4 hours
  • Material costs:30 bits/intent
  • CD Craft:10/ 12/ 15
  • Attention:Sparse
  • Kleiner:Targets within 5 feet of this ball of clay must succeed at a DC 10 Constitution check. On a failed saving throw, they are deaf for 1 minute after being pushed back 5 feet. Targets can reroll the saving throw as soon as their turn ends to end the effect early. They won't be affected if they succeed.
  • Moderate:Targets within 10 feet of this ball of clay must make a DC 12 Constitution check. On a failed saving throw, they are deafened for 2 minutes after being knocked back 10 feet. They also take 1d4 damage from thunder. Targets can reroll the saving throw as soon as their turn ends to end the effect early. They take half damage and no additional scratch on a hit.
  • masterpiece:Targets within 15 ft of this ball of clay must succeed at a DC 15 Constitution check. On a failed saving throw, they are deafened for 2 minutes after being knocked back 10 ft. They also take 2d4 thunder damage. Targets can reroll the saving throw as soon as their turn ends to end the effect early. They take half damage and no additional scratch on a hit.

13. Truth Serum

This expensive one is one of the most difficult to create. It is mixed with battered seeds from a flower that grows in a few parts and is processed for months until the outer layer dissolves, leaving room for the delicate oils that can eventually be harvested. The lowest grade rolled determines the potency of the whey.

  • Time of preparation:72 hours
  • Material costs:75 bits/intent
  • CD Craft:15/18/20
  • Attention:Constantly
  • Kleiner:The target must succeed at a DC 11 Constitution check or suffer –2 on all Wisdom, Charisma, and Intelligence checks for 1 hour.
  • Moderate:Aims must succeed at a DC 13 Constitution check or risk being poisoned for an hour.
  • masterpiece:Aims must succeed at a DC 15 Constitution check or risk being poisoned for an hour. They will not knowingly lie as if under the influence of a truth spell.

Diploma

With the plethora of recipes at your fingertips, making your potion(s) of choice will inevitably be a fun, albeit time-consuming and expensive, journey. Just know the steps well and make sure you stick to them. Only by enjoying the process can you get an effective potion out of time. Have fun searching!

Alchemist Supplies – Der komplette D&D 5E Must-read Guide (2)

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I've been playing DND, Destiny 2 and other PC games for a long time. In my spare time I salvage old arcade machines and I believe that today we have the capacity, knowledge and technology to amplify the mystique that surrounds them. So, the name, ArcadeMan!

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