I built my Alchemist for the new ruled from Eberron and I have played this character in each edition so I have a handle on potions in general. Alchemist has been a class since 1e and back during 1e/2e they could make any spell with a material cost up to level six into a potion. This was awesome! In 3e/3.5e they still had access to several potions but grew weaker. Now, with 5e/5.5e we have even less potions and a random chance table. I feel like I am actively loosing the ability to play D&D as an Alchemist main.
Here is what we got in game, rates adjusted for my half cost/time crafting as an Alchemist.
[Potions]
Basic Equipment:
- Potion of healing (4 hours, 25gp)
Common Potions (1.25 days, 25gp)
- Climbing
- Comprehension
Uncommon Potions (2.5 days, 100gp)
- Animal Friendship
- Fire Breath
- Giant Strength (Hill)
- Growth
- Healing (Greater)
- Oil of Slipperiness
- Philter of Love
- Poison
- Pugilism
- Resistance
- Water Breathing
Rare Potions (12.5 days, 1000gp)
- Clairvoyance
- Diminution
- Elixir of Health
- Gaseous Form
- Giant Strength (Fire, Frost, or Stone)
- Healing (Superior)
- Heroism
- Invisibility
- Invulnerability
- Mind Reading
- Oil of Etherealness
Very Rare Potions (31.25 days, 10000gp)
- Flying
- Giant Strength (Cloud)
- Greater Invisibility
- Healing (Supreme)
- Longevity
- Oil of Sharpness
- Speed
- Vitality
Legendary Potions (62.5 days, 50000gp)
- Giant Strength (Storm)
I can only hope we will get a book of nothing but new potions to beef our list of possible potions we can brew up to something more reasonable or get a blurb in the DMG giving us the ability to once again transform any spell with a material component cost up to level 6 into a potion and then create an Epic Boon which allows Alchemist to brew spells up to level nine into a potion.
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"Life is Cast by Random Dice"
Burn my candle twice.
I have done my life justice
Against random dice.
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I built my Alchemist for the new ruled from Eberron and I have played this character in each edition so I have a handle on potions in general. Alchemist has been a class since 1e and back during 1e/2e they could make any spell with a material cost up to level six into a potion. This was awesome! In 3e/3.5e they still had access to several potions but grew weaker. Now, with 5e/5.5e we have even less potions and a random chance table. I feel like I am actively loosing the ability to play D&D as an Alchemist main.
Here is what we got in game, rates adjusted for my half cost/time crafting as an Alchemist.
[Potions]
Basic Equipment:
- Potion of healing (4 hours, 25gp)
Common Potions (1.25 days, 25gp)
- Climbing
- Comprehension
Uncommon Potions (2.5 days, 100gp)
- Animal Friendship
- Fire Breath
- Giant Strength (Hill)
- Growth
- Healing (Greater)
- Oil of Slipperiness
- Philter of Love
- Poison
- Pugilism
- Resistance
- Water Breathing
Rare Potions (12.5 days, 1000gp)
- Clairvoyance
- Diminution
- Elixir of Health
- Gaseous Form
- Giant Strength (Fire, Frost, or Stone)
- Healing (Superior)
- Heroism
- Invisibility
- Invulnerability
- Mind Reading
- Oil of Etherealness
Very Rare Potions (31.25 days, 10000gp)
- Flying
- Giant Strength (Cloud)
- Greater Invisibility
- Healing (Supreme)
- Longevity
- Oil of Sharpness
- Speed
- Vitality
Legendary Potions (62.5 days, 50000gp)
- Giant Strength (Storm)
I can only hope we will get a book of nothing but new potions to beef our list of possible potions we can brew up to something more reasonable or get a blurb in the DMG giving us the ability to once again transform any spell with a material component cost up to level 6 into a potion and then create an Epic Boon which allows Alchemist to brew spells up to level nine into a potion.
"Life is Cast by Random Dice"
Burn my candle twice.
I have done my life justice
Against random dice.