Potions

Consumption of a potion takes an action unless stated otherwise.

Methods of Acquisition
Buying or Crafting via Alchemy Mastery

Burk's Poshuns
At the Guild Hall, Burk sells potions, among others, often with a disclaimer or caveat regarding the purchased item

Haltop Emporium
At the Guild Hall, Tallym Haltop manages and sells from the Haltop Emporium a number of potions

General Items
The below table of potions can be crafted with a mastery tier of one in Alchemy. {| class="article-table sortable" !Name !Crafting DC !Crafting Components !Description !Enhancement
 * +List of General Potions
 * Acid I
 * 14
 * 25gp
 * 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.
 * Damage increases by 3d6 per enhancement(into 5d6, 8d6, 11d6, 14d6)
 * Alchemist's Fire I
 * 14
 * 25gp
 * 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.
 * Damage increases by 2d4 per enhancement (into 3d4, 5d4, 7d4, 9d4, etc.) and Ability DC increases by 1 (into 11, 12, 13, 14, etc.)
 * Antitoxin I
 * 12
 * 20gp
 * 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.
 * Antitoxin II: Drinking this vial makes one immune to the poisoned status condition.
 * 20gp
 * 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.
 * 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
 * Oil of Sharpness I
 * 14
 * 25gp, 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.
 * This bonus increases by 1 (into +2,+3,+4,+5, etc.)
 * Potion of Healing I
 * 14
 * 25gp
 * When you drink this potion, you regain 2d4 + 2 Hit Points when you drink this potion. The potion's red liquid glimmers when agitated.
 * When enhanced, this potion's healing abilities are doubled. (Into 4d4+4, 8d4+8, 16d4+16)
 * Potion of Healing I
 * 14
 * 10gp, 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.
 * When enhanced, this potion's healing abilities are doubled. (Into 4d4+4, 8d4+8, 16d4+16)
 * Potion of Waterbreathing I
 * 10
 * 10gp
 * 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.
 * Potion of Waterbreathing II: Duration increases to 8 hours.
 * 10
 * 10gp
 * 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.
 * 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.

Shatterbomb
(T2 Alchemy)
 * 14+ Combined Enhancement Level*2
 * Requires Tier 2, 25gp,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
 * }

Pharmacy Discipline Items
Crafting items in the below list require specialization into the Pharmacy discipline of the Alchemy Mastery.

Mutanotomy Discipline Items
Crafting items in the below list require specialization into the Mutanotomy discipline of the Alchemy Mastery.

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