When this page refers to a skill Check, it refers to your proficiency with alchemist's supplies.
Your bonus to this Check is equal to your Proficiency Bonus plus your Wisdom or Intelligence (your choice).
Creating a Potion or Oil
Your bonus to this Check is equal to your Proficiency Bonus plus your Wisdom or Intelligence (your choice).
See the Crafting downtime activity for the general rules for crafting, they apply here as well "Playing the Game > Downtime".
Unlike the general crafting rules, you can make one potion or oil per downtime activity, instead of calculating the time it takes based on the cost of the item. At the end of crafting the potion or oil, you must make a skill check with a DC that depends on the cost of the item. On a success you create the item and on a failure you do not create the item and waste half the gold used for the item. Difficulty Table
Potion DC
Unlike the general crafting rules, you can make one potion or oil per downtime activity, instead of calculating the time it takes based on the cost of the item. At the end of crafting the potion or oil, you must make a skill check with a DC that depends on the cost of the item. On a success you create the item and on a failure you do not create the item and waste half the gold used for the item. Difficulty Table
Cost | DC |
---|---|
0 - 1,000 gp | 10 |
1,001 - 5,000 gp | 12 |
5,001 - 10,000 gp | 14 |
10,000+ | 16 |
If a potion or oil you created requires a Saving Throw, the DC is calculated as follows:
Potion Save DC = 8 + Your Intelligence or Wisdom + your Proficiency Bonus
Mixing Potions
A character might pour several potions into a single container. The strange ingredients used in creating potions can result in unpredictable interactions.
When a character mixes two potions together, you can roll on the Potion Miscibility table. If more than two are combined, roll again for each subsequent potion, combining the results. Unless the effects are immediately obvious, reveal them only when they become evident. Potion Miscibility Table
When a character mixes two potions together, you can roll on the Potion Miscibility table. If more than two are combined, roll again for each subsequent potion, combining the results. Unless the effects are immediately obvious, reveal them only when they become evident. Potion Miscibility Table
d100 | Result |
---|---|
1 | The mixture creates a magical explosion, dealing 6d10 force damage to the mixer and each creature within 1 square of the mixer. |
2 - 8 | The mixture becomes an ingested poison of the GM's choice. |
9 - 15 | Both potions lose their effects. |
16 - 25 | One potion loses its effect. |
26 - 35 | Both potions work, but with their numerical effects and durations halved. A potion has no effect if it can't be halved in this way. |
36 - 90 | Both potions work normally. |
91 - 99 | The numerical effects and duration of one potion are doubled. If neither potion has anything to double in this way, they work normally. |
100 | Only one potion works, but its effect is permanent. Choose the simplest effect to make permanent, or the one that seems the most fun. For example, a healing potion might increase the drinker's hit point maximum by 7. At your discretion, an appropriate spell, such as dispel magic or remove curse, might end this lasting effect. |