I have always struggled with the downtime activities for creating items. It seems like it takes far too long to create anything worthwhile and I wanted to try my hand at simplifying the alchemist options for a player in my homebrew campaign. Hoping to get some input on how others feel it to be. So, without further rambling, this is what I created:
There are four categories for alchemy ingredients. It doesn't matter what ingredients you find (mushroom, herb, monster part, etc.) they each fall into one of the three rarity colours Common (Green), Uncommon (Blue), Rare (Red), or Legendary (Gold)
Each recipe requires a combination of only four ingredients. For example, a Potion of Healing could require 2x Green, 2x Blue and a Potion of Heroism, 1x Green, 1x Blue, 2x Red.
The legendary ingredients are the only ones that are specific. They are used for the creation of the most powerful potions (potions the DM doesn't want players to have unlimited amounts of). For instance, a Potion of Giant Size could require a heart of a fire giant.
Each potion has its own DC to create: Common - DC 13, Uncommon DC 15, Rare - DC 18, Very Rare DC 20, and Legendary DC 25. Each skill check is done using the character's proficiency + wisdom OR intelligence if they are proficient with alchemy supplies.
Lastly, each rarity of potion takes different time to create: Common 30 minutes, Uncommon 1 hour, Rare 2 hours, Very Rare 4 hours, and Legendary 6 hours. This time includes the preparation of ingredients from a raw form (mushroom caps, herbs, solid bone, heart etc.) to a drinkable potion.
And that's it! No more creating potions over weeks of downtime, simply find ingredients and list them by colour. The hard part is creating recipe combinations for potions but that is up to the DM to determine. So what do you think? It is a very basic crafting guide but I hope I got my thoughts through. Let me know any input or questions you may have about it and I'll do my best to answer.
Hello everyone,
I have always struggled with the downtime activities for creating items. It seems like it takes far too long to create anything worthwhile and I wanted to try my hand at simplifying the alchemist options for a player in my homebrew campaign. Hoping to get some input on how others feel it to be. So, without further rambling, this is what I created:
There are four categories for alchemy ingredients. It doesn't matter what ingredients you find (mushroom, herb, monster part, etc.) they each fall into one of the three rarity colours Common (Green), Uncommon (Blue), Rare (Red), or Legendary (Gold)
Each recipe requires a combination of only four ingredients. For example, a Potion of Healing could require 2x Green, 2x Blue and a Potion of Heroism, 1x Green, 1x Blue, 2x Red.
The legendary ingredients are the only ones that are specific. They are used for the creation of the most powerful potions (potions the DM doesn't want players to have unlimited amounts of). For instance, a Potion of Giant Size could require a heart of a fire giant.
Each potion has its own DC to create: Common - DC 13, Uncommon DC 15, Rare - DC 18, Very Rare DC 20, and Legendary DC 25. Each skill check is done using the character's proficiency + wisdom OR intelligence if they are proficient with alchemy supplies.
Lastly, each rarity of potion takes different time to create: Common 30 minutes, Uncommon 1 hour, Rare 2 hours, Very Rare 4 hours, and Legendary 6 hours. This time includes the preparation of ingredients from a raw form (mushroom caps, herbs, solid bone, heart etc.) to a drinkable potion.
And that's it! No more creating potions over weeks of downtime, simply find ingredients and list them by colour. The hard part is creating recipe combinations for potions but that is up to the DM to determine. So what do you think? It is a very basic crafting guide but I hope I got my thoughts through. Let me know any input or questions you may have about it and I'll do my best to answer.
Thanks for checking it out!
I'm going to give this a test run, thank you
Sup