Baseline Attunement Benefits (both rarities) Expertise with alchemist’s supplies (double proficiency).
If you already have expertise, you instead gain +1d4 on every alchemist’s-supplies check.
Brew Smart: Crafting alchemical items (acid, alchemist’s fire, antitoxin, etc.) and common potions takes 50% less time and gold (min 1 hour & 25 gp).
Tinker’s Sense: You can identify a potion or alchemical item by studying it for 1 minute (no check).
Charges & Reading the Book
The Guide holds 5 charges; it regains 1d4+1 charges at dawn. As an action, you read and expend charges for a 1-hour boost (unless noted):
Quick Fix (1 charge): You gain advantage on all alchemist’s-supplies checks for 1 hour.
Rule of Thumb (1 charge): Add +1d4 to five alchemy-related ability checks/tool checks during the hour (declare after the roll).
Graduate Trick (2 charges): You gain Enhance Ability (Fox’s Cunning) for 1 hour without concentration.
Batch Notes (2 charges, downtime or short rest): Flash-brew one common consumable (acid, alchemist’s fire, antitoxin, healer’s kit infusion, or a Potion of Healing) without cost. (Max once per short rest.)
Catalyze (2 charges, bonus action): When a creature drinks a potion you made (or throws an alchemical item you crafted) within 30 ft, maximize one die it would roll for that item (e.g., a Potion of Healing becomes 10+2, alchemist’s fire deals 9 at start of its next turn instead of 1d4)
New Daily Features
Pocket Lab (1/short rest, bonus action): Conjure a spectral fold-out bench in a 5-ft space for 10 minutes. While within 5 ft of it, you have advantage on Arcana, Investigation, and Medicine checks related to potions/poisons/diseases, and your alchemist’s-supplies checks are treated as if you had guidance (+1d4) without concentration.
Reagent Transmutation (1/day, 10 minutes): Convert scavenged herbs/minerals into 50 gp of alchemical reagents that can only be spent on crafting today. Unused value evaporates at dawn.
Mishap Buffer (1/long rest): When you fail an alchemist’s-supplies check by 5 or less, treat it as a success (no superior yield, but no mishap/wasted materials).
Combat Tricks (because Book 12 is about shortcuts)
Quick-Toss Flask (1/day, bonus action): Conjure and immediately throw a phantom vial of Acid or Alchemist’s Fire. It functions as the standard item (PHB), then vanishes. Attack uses Dex (simple ranged) or your spell attack—your choice when you gain this item.
Stabilizing Tincture (reaction, 1/day): When you or a creature within 30 ft would take acid or poison damage, reduce that damage by your proficiency bonus + your Intelligence modifier.
Scribed Recipes
Rare potions: Potion of Healing, Potion of Climbing, Acid (vial), Alchemist’s Fire, Antitoxin
Uncommon potion: Potion of Pugilism, Potion of Fire Breath
Very Rare: Potion of Longevity,
Master Addenda
Overpressure Distillation: Your alchemical items and poisons you craft deal double base dice damage on their initial hit/tick (once per item use).
Panacea Margin (1/day, action): Brew a single-dose tonic that, when drunk within 1 hour, casts lesser restoration and grants advantage on saves vs. poison & disease for 1 hour (no concentration).
Batch Mastery: During a long rest, you may craft up to three common consumables for free (materials conjured by the Guide), or one uncommon potion for half cost & time.
Notes: by a creature proficient with alchemist’s supplies
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