Alchemic crafting: "... Subtract half the value of the created item from the total gp worth of raw materials you are carrying."
Magic item adept: "If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold."
Do these two features work together? For the example, we are crafting alchemist fire (adventure gear worth 50 gp). With alchemic crafting, it would cost us 25 gold to make one flask, per long rest. If we add magic item adept would it be 12-13 gold (each) and 4 per long rest?
Alchemical Crafting applies to the creation of alchemical items. (Like Alchemist's Fire)
Magic Item Adept applies to magical items.
Your DM might allow you some overlap, but generally speaking, these are categorically different, so there would be no stacking.
However, even if there were a magical alchemical item, Magic Item Adept specifies "..a quarter of the normal time... half as much of the usual gold.", so I would interpret that to mean that the features are both based on the default crafting rules and would not benefit one another.
As Mnemosyne points out, Magic Item Adept pertains to the creation of magic items, and nothing you can use alchemist's tools to make per the XGtE rules is a magic item.
A few other other things, though: what XGtE describes for making these alchemical items is the normal time and the usual gold for those items. Scant as 5e's crafting rules are, mundane and magical crafting use two entirely different sets of them. There are tons of magical alchemical items: most of them are potions. But because they're magic items, the XGtE alchemist's tools rules don't apply to them. Those rules tell you exactly what you can make: "acid, alchemist’s fire, antitoxin, oil, perfume, or soap."
As Mnemosyne points out, Magic Item Adept pertains to the creation of magic items, and nothing you can use alchemist's tools to make per the XGtE rules is a magic item.
A few other other things, though: what XGtE describes for making these alchemical items is the normal time and the usual gold for those items. Scant as 5e's crafting rules are, mundane and magical crafting use two entirely different sets of them. There are tons of magical alchemical items: most of them are potions. But because they're magic items, the XGtE alchemist's tools rules don't apply to them. Those rules tell you exactly what you can make: "acid, alchemist’s fire, antitoxin, oil, perfume, or soap."
Yeah, I guess my first question should have been is alchemist fire a common magic item.
So how would crafting potions work with magic item adept?
According to the source I am reading. For a common item it is one work week to craft. 5 days at 8 hours per day. Potions and scrolls take half that time normally. So does magic item adept divide that even farther? How much time would a potion take with this feature now?
So how would crafting potions work with magic item adept?
According to the source I am reading. For a common item it is one work week to craft. 5 days at 8 hours per day. Potions and scrolls take half that time normally. So does magic item adept divide that even farther? How much time would a potion take with this feature now?
40 hours for common magic item. 20 hours for consumable. 5 hours with magic item adept.
Alchemic crafting: "... Subtract half the value of the created item from the total gp worth of raw materials you are carrying."
Magic item adept: "If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold."
Do these two features work together? For the example, we are crafting alchemist fire (adventure gear worth 50 gp). With alchemic crafting, it would cost us 25 gold to make one flask, per long rest. If we add magic item adept would it be 12-13 gold (each) and 4 per long rest?
Alchemical Crafting applies to the creation of alchemical items. (Like Alchemist's Fire)
Magic Item Adept applies to magical items.
Your DM might allow you some overlap, but generally speaking, these are categorically different, so there would be no stacking.
However, even if there were a magical alchemical item, Magic Item Adept specifies "..a quarter of the normal time... half as much of the usual gold.", so I would interpret that to mean that the features are both based on the default crafting rules and would not benefit one another.
As Mnemosyne points out, Magic Item Adept pertains to the creation of magic items, and nothing you can use alchemist's tools to make per the XGtE rules is a magic item.
A few other other things, though: what XGtE describes for making these alchemical items is the normal time and the usual gold for those items. Scant as 5e's crafting rules are, mundane and magical crafting use two entirely different sets of them. There are tons of magical alchemical items: most of them are potions. But because they're magic items, the XGtE alchemist's tools rules don't apply to them. Those rules tell you exactly what you can make: "acid, alchemist’s fire, antitoxin, oil, perfume, or soap."
Yeah, I guess my first question should have been is alchemist fire a common magic item.
Nope, it's mundane adventuring gear.
Side question: how much gold to you use when making a vial of acid? It normally costs 25 gp. Do you say 12 gp and 5 sp?
Yep, that’s half of 25gp.
So how would crafting potions work with magic item adept?
According to the source I am reading. For a common item it is one work week to craft. 5 days at 8 hours per day. Potions and scrolls take half that time normally. So does magic item adept divide that even farther? How much time would a potion take with this feature now?
40 hours for common magic item. 20 hours for consumable. 5 hours with magic item adept.
And only 25 GP.