TEXT: 1
  Ismael
  Alvarez
  Rick
  Hershey
  $1.99
  A 5th Edition guide to the 
  Alchemical Arts
  A 5th Edition guide to the 
  Alchemical Arts
  The Secrets 
  of Alchemy
  The Secrets 
  of Alchemy
  
  2
  The SecreTS of Alchemy for 5Th ediTion
  Credits
  Author: Ismael Alvarez
  Editor: Lucus Palosaari, Michael Riter
  Copy Editor: Troy Daniels
  Design and Artist: Rick Hershey
  Layout: Rick Hershey and Troy Daniels
  Fat Goblin Games Team Members: Ismael Alvarez, Tyler Beck, John Bennett, Richard Bennett, Kalyna 
  Conrad, Troy Daniels, J Gray, Garrett Guillotte, BJ Hensley, Rick Hershey, Eric Hindley, Kiel Howell, Tay-
  lor Hubler, Justice Mora, Lucus Palosaari, Jennifer Povey, Michael Riter, Matt Roth, Jeff Swank
  Publisher: Fat Goblin Games
    
  Secrets of Alchemy 5th Edition © 2015 Fat Goblin Games
  The Secrets of Alchemy
  A 5th Edition Guide to The Alchemical Arts
  Open Game Content: All material — including but not 
  limited to art, place and character names, character and set-
  ting descriptions, background, and new class descriptions—is 
  Product Identity. All other content is considered Open 
  Game Content.
   
  Reference in non-Open Game Content (thus not covered 
  by the Open Game License) in this work to content owned 
  by others is not a challenge to their ownership and is used 
  under Fair Use.
  About Fat Goblin Games
  Based in South Carolina, USA, Fat Goblin Games was founded in 2011 to create Pathfinder Roleplaying Game 
  compatible products. With a focus on high quality production values and providing a creative environment for our 
  writers, Fat Goblin Games has quickly become a recognized force in the world of third party publishers.
  With hundreds of support books, visual aids, campaign settings, and quality stock art, Fat Goblin Games continues 
  to provide exciting content and fantastic worlds in which gamers can immerse themselves. 
  Visit us on Facebook, follow us on Twitter and check out our website at fatgoblingames.com.
  
  3
  The Secrets of 
  Alchemy 
  Alchemy is seldom understood, but frequently 
  put to use. Many alchemists, both accomplished 
  and otherwise, take advantage of the benefits 
  of secret formulas and chemical concoctions. 
  Though most adventures would remain content 
  with simply purchasing these alchemical prod-
  ucts from vendors of potions and oils, some may 
  desire to create them from rare reagents. 
  In this product you will find simple and 
  no nonsense rules for crafting alchemical 
  items, as well as new alchemical creations, 
  feats, magic items, and a background 
  to help with the creation and use of 
  alchemy. The current system is simple, 
  and the use and creation of alchemical 
  items should be too! Enjoy this simpli-
  fied but effective treatise on rudimen-
  tary alchemy.
  The Alchemist’s 
  Supplies
  Fundamental in the practice of alchemy is the profi-
  ciency with alchemist supplies. There are exceedingly few 
  character choices that allow proficiency with artisan’s tools 
  (and by extension, alchemist’s supplies) , but there are a 
  number of ways in which to gain that proficiency. There 
  are a few simple and elegant solutions, provided below.
  This proficiency is not terribly well explained by the default 
  rules, but having it allows for your character to create and 
  alter various alchemical items, as well as to properly identify 
  the alchemical creations of others. The rules for creating 
  How to do Alchemy
  Gaining proficiency in alchemist’s supplies can be a 
  simple tweak to your character concept, or a generous por-
  tion of it. Consider the following simple rules that would 
  allow a character to start with or gain a proficiency in the 
  alchemist’s tool kit. Those who are proficient are then 
  able to unlock the mysteries of alchemy, though not all at 
  once. There are certain secrets that rely on a mastery of 
  the craft, and as the proficiency bonus increases, so too do 
  the wonders that can be achieved. Refer to the following 
  chart that details the required proficiency bonus needed to 
  create a given alchemical item. Descriptions for alchemical 
  items are given in a section below.
  
  4
  The SecreTS of Alchemy for 5Th ediTion
  The required ingredient determines the difficulty and 
  rarity of the ingredients needed to make an alchemical 
  item. The cost and time required to make an item is based 
  on the ingredient rarity. A common item typically costs 
  between 5-50 gp, an uncommon item can range between 
  75-200 gp, and a rare item’s price starts at 500 gold, but 
  can easily command much higher prices. Some alchemi-
  cal items can be made more efficacious through the use of 
  rarer ingredients. An item’s description will detail if it can 
  be improved in this way. Uncommon and rare ingredients 
  may require specific ingredients rather than just gathering 
  a certain gp worth of ingredients, at your GM’s discretion.
  *Though these can be created with proficiency with an-
  other tool kit, they are presented here are options through 
  a higher mastery of alchemy. Your GM may decide to 
  allow other tool kits  to similarly mimic alchemist items at 
  higher levels of proficiency, or they may similarly decide 
  that alchemy cannot make these items.
  GATHERING MATERIALS
  To gather alchemical supplies, you can either purchase 
  them directly from most settlements, or you can gather 
  them from nature. You can spend your downtime to 
  gather an amount of alchemical ingredients worth 5 gp. 
  At your GMs discretion, you may even find alchemical 
  supplies as treasure, whether it be through harvesting the 
  organs of an aberration, or finding a cache of alchemical 
  reagents in the lab of a wizard.
  Whenever you try to harvest alchemical ingredients 
  from a source other than gathering from nature, make an 
  Intelligence (Arcana) check. On a result of 8 or lower, you 
  gain only 50% of the total value of the alchemical ingredi-
  ents. On a result of 9-14, you gain 75% of the total value. 
  On a 15-20, you gain 100% of the value, and you find an 
  uncommon ingredient. On a natural 20, you gain 100% of 
  the value, and find a rare ingredient.
  ALCHEMY BY MENTOR
  You can learn from a mentor after having spent at least 100 
  days of downtime with him, and you must pay a minimum of 
  5 gold per day that you spend learning, unless you have done 
  some commensurate service for the alchemist (i.e. fulfilled a 
  quest). Whether these days must be consecutive is up to your 
  GM. After the 100 days of apprenticeship, you gain profi-
  ciency in alchemist’s supplies. 
  Your GM may also require that you either join an al-
  chemist’s guild, or agree to pay a portion of your earnings 
  (as an alchemist) to your mentor for a certain amount of 
  time. Alchemists guard their secrets carefully, and while 
  they may trust you with the craft, they seek to exert 
  control over their former students. This may not be as 
  prevalent with adventurers that travel far and wide, but 
  could play a prominent role in an urban campaign.
  Table- Alchemical Supplies 
  Item
  Bonus
  Ingredient
  Acid (vial)
  +2
  C
  Alchemist’s fire
  +2
  C
  Alchemist’s assistant
  +2
  C
  Antitoxin
  +4*
  C
  Conducting gel
  +3
  C
  Dessication powder
  +2
  U
  Miracle hair elixir
  +3
  U
  Monstrous glue
  +3
  U
  Ooze guard
  +3
  R
  Panacea
  +5
  U
  Phoenix tonic 
  -6
  R
  Poison, basic
  +4*
  U
  Polar vial
  +3
  R
  Potion of healing
  +4*
  C
  Oozing Solvent
  +4
  U
  Smokestick
  +2
  C
  Stomach pills
  +2
  C
  Sunrod
  +3
  C
  Thunderstone
  +3
  C
  Tindertwig
  +2
  C
  Water orb
  +3
  U
  
  5
  ALCHEMY BY FEAT
  There are many feats associated with alchemy and those that 
  practice these arts. One of the most common is listed below.
  Practiced Alchemist
  You have become trained in the arts of alchemy, and gain 
  the following benefits. 
  • 
  Increase your Intelligence Score by 1, to a 
  maximum of 20.
  • 
  You gain proficiency in alchemist 
  supplies.
  • 
  When making alchemical items, 
  you multiply your crafting progress 
  in gp by your proficiency bonus. 
  For example, if your proficiency 
  bonus is +2, your daily yield when 
  crafting alchemical items is 10 gp. 
  (See “Downtime Activities: Crafting” 
  in the SRD)
  • 
  You have advantage on Intelligence 
  (Arcana) checks when rolling to extract 
  alchemical supplies.
  ALCHEMY BY 
  BACKGROUND
  Alchemists come from many different 
  backgrounds. Some are trained in schools 
  while others are mad dabblers who often 
  blow up their labratories while creating their 
  highly unusual brews.
  Alchemist’s Apprentice
  A significant part of your life has been spent in the 
  presence of an alchemist mentor. Whether your mentor 
  was benevolent or otherwise, they saw your potential in 
  the alchemical arts, and has instructed you in the rudi-
  mentary concepts and formulas of the art. Though for now 
  you are merely an apprentice, you may soon outpace your 
  mentor as an alchemical genius.
  Though it is not necessary for this background, you can 
  elect to be part of an alchemist’s guild. This does not af-
  fect the background or your character outside of providing 
  interesting character elements to draw from. As always, 
  consult your GM with any questions.
  Skill Proficiencies: Arcana, Nature
  Tool Proficiencies: Alchemist’s Supplies
  Languages: One of your choice
  Equipment: Alchemical supplies, 5 containers 
  for gathering ingredients, an ingredient book, 
  pruning shears, a set of common clothes, and 5 
  gp.
  Feature: Efficient Alchemist
  You have learned a great number of tricks 
  growing up with an alchemist as a mentor. More 
  importantly, you’ve seen with fresh eyes all of the 
  motions and recipes that your older mentor took 
  for granted. With your insight, you have intu-
  ited a more efficient means of creating various 
  potions. Your alchemical items are made 10% 
  cheaper than their standard price. In addition, 
  you can choose to spend a day of downtime 
  searching for a specific ingredient. When you 
  do so, make an Intelligence (Arcana) check. 
  On a 13 or higher, you find an uncommon 
  ingredient. An exceptional roll may yield a 
  rare ingredient, at your GM’s discretion.
  ALTERNATE FEATURE:  
  ALCHEMIST BROTHERHOOD
  You have been indoctrinated into the brotherhood of alche-
  mists, a secret group that has branches in every major popu-
  lation center. Nearly every alchemist’s shop is a part of this 
  group, and you can rely on them to lend you aid, extend credit 
  on the purchase of common or uncommon alchemist items, and 
  even share recipes and formulas with you. In exchange, you 
  are expected to tithe to them approximately 100 gold each year, 
  though the brotherhood is eager to waive fees in lieu of ser-
  vices provided in the form of quests bequeathed by the guild.
  
  6
  The SecreTS of Alchemy for 5Th ediTion
  Suggested Characteristics
  Alchemists are an odd lot, and many are distrusted in 
  their communities. Despite this, they are seen as a neces-
  sary oddity, as they provide an invaluable service that is 
  difficult to replicate outside of expensive and rare magics. 
  This leads many alchemists to be insulated, cantankerous, 
  and self important. Though this is not always the case, 
  these tendencies tend to be mirrored both in the way that 
  alchemists see outsiders, and outsiders see alchemists.
  d8
  Personality Trait
  1
  My eating habits are bizarre, usually consisting 
  of pickled foods or salads composed of medicinal 
  herbs.
  2
  I make my customers feel welcome, though I 
  come on a bit strong.
  3
  I prefer to avoid social situations, and communi-
  cate through intermediaries when able.
  4
  Although my hearing is fine, an alchemical mis-
  hap has left me unable to speak quietly.
  5
  I can’t form relationships that aren’t based in 
  cynical sarcasm. It’s how I was raised.
  6
  I’m better than everyone.
  7
  I am obsessed with a supernatural creature 
  (dragon, sphinx, etc).
  8
  I am impeccably clean. You should be too.
   
  d6
  Ideal
  1
  Power. My position amongst other alchemists is 
  the only thing that matters. (Lawful)
  2
  Tradition. Alchemy is unfit for the masses, and 
  our the worthy can practice it. (Lawful)
  3
  Truth. Alchemy is hiding a dark secret, and I 
  intend to uncover it. (Good)
  4
  Greed. Alchemists get rich, and I will too. (Evil)
  5
  Innovation. I want to change the face of Al-
  chemy. (Chaotic)
  6
  Retribution. I will get my revenge on my mentor, 
  and those like him. (Evil)
  d6
  Bond
  1
  I have one family member left, and I’d give any-
  thing for them.
  2
  My apprentice is important. I won’t be around 
  forever.
  3
  My craft will be the mark I leave upon the 
  world.
  4
  The community is who I work for. I would be 
  nothing without them.
  5
  The brotherhood of alchemists is my family.
  6
  Someone I love is waiting for me to invent the 
  cure.
  d6
  Flaw
  1
  I do not simply hand out my wares, even in 
  emergencies, unless I am promised payment.
  2
  I find it hard to trust those not in my inner 
  circle.
  3
  None. I point out the flaws in others. 
  4
  Every problem should have an alchemical solu-
  tion.
  5
  Practical jokes make alchemy fun.
  6
  I’m always looking for test subjects.
  ALCHEMY BY ARCHETYPE: A 
  WIZARD TRADITION
  Wizardry and alchemy are inexorably tied, as both deal 
  with strange studies of the forbidden and arcane. While there 
  may be some overlap in the fields, they are in fact extremely 
  distinct. There is some synergy, however, as a wizard can inte-
  grate alchemical knowledge into their spellcasting to excellent 
  effect. Your ability to blend the two disciplines makes you a 
  formidable foe, fueled by magic and science as you are.
  Bonus Proficiencies
  When you select this tradition at level 2, you gain profi-
  ciency in alchemical supplies. If you are already proficient 
  with alchemist’s supplies, you instead gain an additional 
  exotic language.
  
  7
  EXPERT ALCHEMIST
  Beginning at 2nd level, you can create alchemical items 
  faster. You can expend twice as many resources per day as 
  normal, gaining 10 gp of progress each day rather than 
  5 gp. This amount increases by 5 gp at levels 6, 12, and 
  16, and 20. This benefit does not stack with other such 
  increases to crafting speed.
  In addition, you gain the following cantrip.
  Potent Alchemy
  Evocation cantrip
  Casting Time: 1 bonus action
  Range: Special (See text)
  Components: V, M (the alchemical item used up in the 
  casting)
  Duration: Instantaneous
  You fling an alchemical item, causing it to glow with 
  arcane power. This spell enhances an alchemical item. 
  If used against a specific target, you make a ranged spell 
  attack. If the alchemical item causes the target to make 
  a saving throw, they must save against your spell save 
  DC. Alchemical items that deal damage are double their 
  damage dice for the first turn that they affect the target 
  (tripled if it is a critical hit). If the item deals no damage 
  and requires no saving throw, this cantrip has no effect.
  ALCHEMICAL SPELL COMPONENT 
  When you reach level 6, you can use your alchemical items 
  as spell components in addition to any required material 
  components, depending on the spell. Alchemical items used in 
  this way are destroyed as part of the casting of the spell. Only 
  specific alchemical items have additional effects, as follows.
  Acid Vial: When used in a spell that deals acid damage, 
  this spell is considered one slot higher, if the spell can be 
  cast at a higher level for an added effect.
  Alchemist’s Fire: When used in a spell that deals with 
  or affects fire, the spell is considered one slot higher, if the 
  spell can be cast at a higher level for an added effect.
  Conducting Gel: When used in a spell that deals light-
  ning damage, this spell is considered one slot higher, if the 
  spell can be cast at a higher level for an added effect.
  Panacea: When used in a spell that removes a condition, 
  you can remove an additional condition with the same casting.
  Polar Vial: When used in a spell that deals with or 
  affects cold damage or ice, that spell is cast at two slots 
  higher, if the spell can be cast at a higher level for an 
  added effect.
  SPELL SUBSTITUTION
  At level 10, you gain the ability to use a spell slot to 
  duplicate the effect of an alchemical item. As a bonus ac-
  tion, you sacrifice a 1st level spell slot, and make a ranged 
  spell attack that has the same effect as the alchemical 
  item without expending the item. You can use the potent 
  alchemy cantrip as part of this attack or action. For an 
  uncommon alchemical item, you must expend a 4th level 
  or higher spell slot, and for a rare alchemical item, you 
  must use a 9th level spell slot. Using a higher spell slot 
  than necessary does not increase the effectiveness of the 
  alchemical item. You must have the alchemical item in 
  your hand when using this ability. Rare alchemical items 
  used for this effect have a 10% chance of being consumed 
  each time they are used in this way.
  
  8
  The SecreTS of Alchemy for 5Th ediTion
  MASTER TRANSMUTER
  Upon reaching level 14, you become a master of alchemi-
  cal transmutation. You can use alchemical items as ingredi-
  ents to craft different alchemical items. With one hour of 
  effort, you can transmute one or more alchemical items into 
  another alchemical item of equivalent value. For instance, 
  you can use two alchemist’s fires to craft a polar vial with 
  one hour’s worth of effort, and no added cost. Items that 
  require a rare ingredient can be crafted in this way, but still 
  require the rare ingredient to craft, or the transmutation 
  fails, leaving you with your original items intact.
  Additionally, you learn the following spell. This spell 
  can only be understood and cast through mastery of both 
  alchemy and wizardry. It cannot be taught or learned by 
  other wizards that are not part of this tradition.
  Alchemical Fabrication
  4th-level transmutation
  Casting Time: 10 minutes
  Range: 120 feet
  Components: V, S, M (100 pounds of lead, consumed by 
  the casting)
  Duration: Instantaneous
  You convert raw materials into products of the a differ-
  ent material. For example, you can fabricate a stone bridge 
  from a pile of wood, a steel knife from a patch of hemp, 
  and silk from flax or wool.
  Choose raw materials that you can see within range. You 
  can fabricate a Large or smaller object (contained within 
  a 10-foot cube, or eight connected 5-foot cubes), given a 
  quantity of raw material that is double in volume of the fi-
  nal product. If you the final product is composed of metal, 
  stone, or other mineral substance, however, the fabricated 
  object can be no larger than Medium (contained within a 
  single 5-foot cube). Items of special quality or value, such 
  as gold or precious gems are crafted raw, and can only be 
  made in increments of up to 1 cubic foot per casting, and 
  require 10 times the materials to create.
  Creatures or magic items can’t be created or transmuted 
  by this spell. You also can’t use it to create items that ordi-
  narily require a high degree of craftsmanship, such as jew-
  elry, weapons, glass, or armor, unless you have proficiency 
  with the type of artisan’s tools used to craft such objects.
  Alchemical Item 
  Descriptions
  Acid (vial), (Common). As an action, you can splash the 
  contents of this vial onto a creature within 5 feet of you 
  or throw the vial up to 20 feet, shattering it on impact. In 
  either case, make a ranged attack against a creature or ob-
  ject, treating the acid as an improvised weapon. On a hit, 
  the target takes 2d6 acid damage. Acid vials can be created 
  at a higher rarity with more expensive ingredients, increas-
  ing the damage dice to 3d6 for an uncommon ingredient 
  or 5d6 for a rare ingredient. 
  Uncommon Ingredient: Essence of one gelatinous cube.
  Rare Ingredient: Essence of six gelatinous cubes.
  Alchemist’s Fire (Common). This sticky, adhesive fluid 
  ignites when exposed to air. As an action, you can throw 
  this flask up to 20 feet, shattering it on impact. Make a 
  ranged attack against a creature or object, treating the 
  alchemist’s fire as an improvised weapon. On a hit, the tar-
  get takes 1d4 fire damage at the start of each of its turns. 
  A creature can end this damage by using its action to 
  make a DC 10 Dexterity check to extinguish the flames. 
  Alchemist’s fire can be created at a higher rarity with more 
  expensive ingredients, increasing the damage dice to 4d4 
  for an uncommon ingredient or 6d4 for a rare ingredient, 
  this damage bonus occurs on the first turn, and recurring 
  damage is the normal 1d4 per additional turn. 
  Uncommon Ingredient: A small ruby touched by a fire 
  elemental.
  Rare Ingredient: 1 pound of hellhound dung.
  Alchemist’s Assistant (Common). This tonic is purported 
  to have a variety of effects. It is used as a potent cleaning agent, 
  to cure skin conditions, applied with dies to permanently stain 
  
  9
  fabrics and hair, as well as a number of other excellent uses. 
  Though the formula and effects vary, this alchemical item is 
  the staple of most alchemists, acting as a catch all label for 
  any minor alchemical effect that are suitable for everyday 
  use. When used with uncommon and rare ingredients, this 
  tonic can do such amazing things like remove warts, cause 
  rapid weight loss, relieve anxiety, and even restore heirlooms 
  to new condition. The limit to these conditions is up to your 
  GM, but a baseline for uncommon effects can be limited to 
  wizard cantrips, while a rare effect can mimic a 1st level spell. 
  None of these effects can mimic a damaging effect in and of 
  themselves. Aesthetic changes made by this tonic are often 
  permanent, but not immutable; weight loss is permanent, but 
  weight can be gained back. 
  Uncomon Ingredient: 2 molted fairy wings.
  Rare Ingredient: 20 molted fairy wings.
  INCREASED RARITY
  Each alchemical item that can be improved have a 
  listing of what constitutes a rare ingredient. These 
  are meant as guidelines, as well as to instruct on the 
  difficulty of gathering such ingredients.Maybe the 
  players can find one gelatinous cube with ease, but 
  finding six will be difficult or at least time consuming. 
  It is likely that some quantity of the ingredients will 
  have to be purchased, and that is intended to offset the 
  impressive benefits to the search. In some cases, rare 
  ingredients can be harvested from a single rare or pow-
  erful creature, like a more powerful ooze in this case. 
  This can be an alternate reward for monsters that may 
  not have treasures, and something that will keep your 
  alchemist player’s interested, as well as allowing you to 
  control what ingredients are presented in play.
  Although there are rules for creating alchemical 
  items with an increased rarity, it is very important to 
  note that uncommon ingredients can double the cost 
  of an item, and are hard to get, while rare ingredi-
  ents are valuable in a way comparable to magic items. 
  A player must spend an inordinate amount of time 
  purchasing or gathering the ingredients that allows 
  an acid flask to do more damage, and the benefit is 
  outweighed by the investment.
  You do not need to allow the increase of an item by 
  ingredient rarity, and you can similarly restrict their 
  access to a character by saying that a specific item 
  does not exist or is harder to find, such as a reagent 
  that specifically increases the potency of an acid vial. 
  Whatever you decide is up to you, and remember that 
  alchemy, like most character options, is a resource that 
  requires careful planning and expenditure. It may seem 
  like a lot to let a non-spellcaster deal loads of elemen-
  tal damage, but some characters enjoy using feats, 
  gold, and downtime to prepare for and use alchemi-
  cal items. If this does not suit the balance or themes 
  of your campaigns, be sure to veto any or all of these 
  optional rules.
  Players: Listen to your GMs, they know what’s good 
  for you. Mostly…
  Table: Alchemical Items
  Alchemist Item
  Cost
  Acid (vial)
  25 gp
  Alchemist’s Fire
  50 gp
  Alchemist’s Assistant
  5 gp
  Antitoxin
  50 gp
  Conducting gel
  20 gp
  Dessication powder
  100 gp
  Miracle hair elixir
  75 gp
  Monstrous glue
  10 gp
  Ooze guard
  500 gp
  Panacea
  200 gp
  Phoenix tonic
  Immeasurable  
  (1000 gp to craft)
  Poison, basic (vial)
  100 gp
  Polar vial
  100 gp
  Potion of healing
  50 gp
  Oozing solvent
  75 gp
  Smokestick
  5 gp
  Stomach pills
  5 gp
  Sunrod
  15 gp
  Thunderstone
  25 gp
  Tindertwig
  2 gp
  Water orb
  10 gp
  
  10
  The SecreTS of Alchemy for 5Th ediTion
  Antitoxin (Common). A creature that drinks this vial of 
  liquid gains advantage on saving throws against poison for 
  1 hour. It confers no benefit to undead or constructs.
  Conducting Gel (Common). Conducting gel is a vis-
  cous substance that can be put into a bladder and thrown 
  at an enemy, coating them in the strange goo. The gel 
  attracts electricity, and causes it to move efficiently over 
  a surface. This can be beneficial to certain devices 
  in special applications, but against a creature 
  coated in the substance, any lightning dam-
  age dealt to them is increased by 50%. This 
  extra damage is applied after damage dice 
  has been rolled, and is rounded down. The 
  gel can be removed with an action, though it 
  sloughs off on its own after 1d4+1 rounds.
  Desiccation Powder (Uncommon). This 
  odd and caustic substance must be handled 
  safely, and can cause severe burns if exposed 
  to the skin of most creatures. Desiccat-
  ing powder is made to swiftly cata-
  lyze with water and render it into 
  its component gases, causing severe 
  chemical burns to creatures that 
  are not acclimated to extreme arid 
  conditions. Throwing a handful of this 
  sandy substance can deal 1d6 fire dam-
  age to most creatures, and 4d6 damage 
  to creatures that are amphibious, water 
  breathing, plants or elementals of the water 
  type. Despite the dangers of this powder, it 
  is primarily used to remove water from under-
  ground locations, and to combat mold.
  Uncommon Ingredient: Intact fire breathing gland from a 
  chimera.
  Miracle Hair Elixir (Uncommon). This fantastic fluid 
  is made to cure baldness not caused by curse or magic. 
  Any creature, man or woman, finds themselves growing a 
  thick mane of hair. For most individuals, this hair growth 
  is permanent, but those afflicted by some genetic bald-
  ness, the hair lasts for a lunar month (or approximately 
  28 days). If crafted with a rare ingredient, even those with 
  permanent baldness can be cured with a single elixir, and 
  a cursed individual can receive a new saving throw to end 
  the curse and regrow hair. This elixir does not function on 
  any other curses or effects not related to hair growth.
  Uncommon Ingredient: Chin hair from a bugbear. 
  Rare Ingredient: Chin hair from a hag.
  Monstrous Glue (Uncommon). This glue can be 
  crafted in small quantities from the glands of creatures 
  that secrete sticky substances. Monstrous spiders 
  and ettercaps are the most common sources, 
  but there are a variety of creatures that can 
  provide ingredients for this glue. The glue is 
  difficult to remove once applied, and a DC 16 
  Strength check is necessary to pry or remove 
  an object that is affixed with the glue. The glue 
  was made with fools in mind, and does no harm 
  if ingested or applied to living tissue other than 
  causing an irritating rash.
  Uncommon Ingredient: An intact spider silk 
  gland.
  Ooze Guard (Rare). This material can 
  be used to coat mundane materials, and 
  render them immune to the ravages of 
  acid and slime attacks. This protection 
  lasts for 1d6x10 minutes. Weapons pro-
  tected in this way are not damaged when 
  attacking slime creatures and can even 
  be dipped into a vat of powerful acid. This 
  protection does not protect against rust, rust 
  monsters, or magic that specifically targets 
  weapons, armor, and equipment.
  Rare Ingredient: A pound of mineral ore har-
  vested from an earth elemental.
  Panacea (Uncommon). This cure all is sometimes 
  confused for snake oil, but the wonder potion really can 
  cure various effects. At its base potency, it can remove the 
  deafened and poisoned conditions, or 1 level of exhaus-
  tion. If crafted with a rare ingredient, it can remove any 
  one condition other than charmed, petrification, and 
  curses based conditions. Certain potent diseases may not 
  be cured with this panacea, at the DM’s discretion.
  Uncommon Ingredient: The stinger of a wyvern.
  Rare Ingredient: Four celestial feathers. 
  
  11
  Phoenix Tonic (Rare). Among the rarest and most sought 
  after alchemical items, some relegate this treasure to the 
  realm of legend and myth. The phoenix tonic can only be 
  crafted with the feather of a phoenix still in its first life cycle, 
  as well as other very hard to get materials. Many seek out 
  such items, as this potion can reverse a person’s age by a de-
  cade! This process will never reduce someone’s age past their 
  physical prime (roughly 16-20 for humans), and is wasted if 
  used on anyone at that age or younger. However, the potion 
  can also revive creatures who have been dead for no less than 
  1d6 hours, functioning in a manner similar to the revivify 
  spell. These fantastic properties make the phoenix tonic have 
  immeasurable value, often selling for a king’s randsome if it 
  is for sale at all. 
  Rare Ingredient: The feather of a newly hatched phoenix.
  Polar Vial (Rare). This potent chemical can coat a sub-
  stance, and drop its temperature to below freezing within 
  seconds. One small vial can be used to freeze up to 100 gal-
  lons of water, and can afflict a living creature with a terrible 
  freezing cold. Creatures exposed to the contents of the vial 
  take 4d6 cold damage, or double if they ingest it. A creature 
  submerged in water that is exposed to the polar vial takes 6d6 
  cold damage, and must make a DC 12 Dexterity saving throw 
  or become restrained. A restrained creature must make a DC 
  12 Strength saving throw each round, breaking free of the ice 
  on a success.
  Rare Ingredient: A chunk of ice from a glacier (the ice must be 
  frozen and preserved).
  Poison, Basic (Uncommon). You can use the poison in this 
  vial to coat one slashing or piercing weapon or up to three 
  pieces of ammunition. Applying the poison takes an action. 
  A creature hit by the poisoned weapon or ammunition must 
  make a DC 10 Constitution saving throw or take 1d4 poison 
  damage. Once applied, the poison retains potency for 1 min-
  ute before drying.
  Uncommon Ingredient: The venom sack of a giant scorpion.
  Potion of Healing (Common). A character who drinks 
  the magical red fluid in this vial regains 2d4 + 2 hit points. 
  Drinking or administering a potion takes an action. When 
  crafte with an uncommon ingredient, you can instead create a 
  greater healing potion (4d4+4), and a rare ingredient can yield 
  a superior healing potion (8d4+8). 
  Uncommon Ingredients: One troll liver
  Rare Ingredient: Three troll livers.
  Oozing Solvent (Common). This amazing solvent can be 
  harvested from oozes, and acts as both a mild acidic formula, 
  as well as a potent solvent against coagulants.Each vial of 
  oozing solvent has 10 doses. This solvent will dissolve most 
  glues without harming other materials if used in small doses. 
  Five doses are necessary when to dissolve monstrous glue. If 
  crafted with a rare ingredient, this solvent can even work on 
  spells of 2nd level and lower, such as web, though doing so 
  expends all 10 doses.
  Smokestick (Common). This stick can be thrown and 
  broken, causing a large amount of smoke to cover a small area. 
  The smoke emanates to an area roughly 20 cubic feet in size 
  and shape. The smoke persists for 1d10 rounds, or 1 round in 
  the presence of a strong wind.
  Stomach Pills (Common). These wonder pills are valued 
  by many physicians and explorers. Not only do they cure 
  stomach problems related to bad food and drink, but they also 
  kill stomach parasites, and allow for the consumption of food 
  that would otherwise be unfit for digestion. A character that 
  is poisoned, diseased, or gained exhaustion levels due to a mild 
  poison or food can relieve their symptoms for 1 hour by taking 
  these pills. If the pills are taken in conjunction with a long rest, 
  they either remove the condition entirely, or have advantage on 
  any saving throws necessary to end the condition. This medi-
  cine does not function on effects that are magical in origin.
  Sunrod (Common). This rod made of gold and copper can 
  be struck against a hard surface to glow intensely out to 30 feet 
  of bright light, and 30 feet of dim light beyond that. This light 
  produces no heat, and lasts for up to 6 hours before becoming 
  inert. An alchemist can recharge this item for half the price if 
  the sunrod is intact.
  Thunderstone (Common). This glittering stone is 
  crafted from minerals that have been struck by lightning, 
  or exposed to powerful electrical or sonic effects. It can be 
  thrown out to 60 feet, and it causes a thunderous cacopho-
  
  12
  The SecreTS of Alchemy for 5Th ediTion
  ny out to a radius of 10 feet from where it lands. Affected 
  creatures must make a DC 11 Constitution saving throw 
  or become deafened for 1d4 rounds, and have disadvan-
  tage on sound based Perception checks for 1 hour. When 
  crafted with an uncommon ingredient, the thunderstone 
  deals 1d8 thunder damage to all affected creatures who fail 
  their saving throws, and half to those that succeed. This 
  damage is increased to 3d8 if a rare ingredient is used, and 
  the Constitution saving throw DC is 15 instead of 11.
  Uncommon Ingredient: An object struck by lightning over 
  100 times.
  Rare Ingredient: The preserved vocal chords of a manticore.
  Tindertwig (Common). This alchemical material is 
  typically placed on the end of a small stick. The stick is 
  then rubbed swiftly against a rough surface, creating fire 
  on the stick to be used in making camp fires or lightning 
  candles. Though these sticks can only be used once, they 
  can be made in large quantities. An alchemist makes 
  roughly 200 tindertwigs at a time for 2 gp. Some alche-
  mists make these sticks and sell them for a few copper 
  each, and maintain their business on the otherwise minor 
  alchemical concoction.
  Water Orb (Uncommon). This amazing alchemi-
  cal creation is crafted from the base gases that compose 
  water. The water orb is a leather bladder that contains 
  the separate gases along with a catalyzing chemical agent. 
  When ruptured (usually as a result of being thrown), the 
  components mix instantly. The resulting chemical chain 
  reaction creates a large splash of water that covers an area 
  of 10 square feet. If thrown into a basin or container, the 
  resulting water measures out to approximately 10 gallons. 
  This effect is doubled in humid climates, and halved in 
  arid climates. Applying this effect to creatures that are 
  vulnerable to water deals 3d6 cold damage.
  Uncommon Ingredient: The tail of a sahuagin.
  Everyday Alchemy
  Although alchemical items may seem expensive and suited 
  only for rich patrons and adventurers, an alchemist can be an 
  integral part of many metropoli and even smaller townships. 
  While many of the items presented here are fantastical and 
  often require strange ingredients, alchemists can often be 
  employed to solve simple problems, such as brewing a pain re-
  lieving medicine, or creating a contraceptive potion. These less 
  obvious uses of alchemy are not readily codified for adventur-
  ers, but are in high demand by the day to day folk that inhabit 
  a town or city. Some examples, such as the miracle hair elixir, 
  are ready examples of daily alchemy that may not be as handy 
  to adventurers, but could provide excellent plot hooks to spur 
  players into action.
  As such, even if your players never take up the mantle of 
  alchemist, they may yet find one in certain population centers, 
  and purchase their wares, or even call upon their expertise. An 
  alchemist may even pay for certain hard to find ingredients, 
  rendering them a situational ally and minor patron. Remem-
  bering these things helps the alchemist not appear to exist in 
  a vacuum, or to be dependent on sporadic purchases of exotic 
  potions. An alchemist NPC could even be an integral and 
  cohesive part of a community, respected and involved with 
  the prominent personalities that move and shake the social 
  landscape. With this in mind, you have a variety of seamless 
  options for including alchemy within your game. 
  Magic Item
  Alchemical Mixing Cauldron
  Wondrous item, rare, (requires attunement)
  This ornate iron pot is large enough to fit a human head 
  into, and weighs roughly 50 pounds. It is magically capable 
  of mixing and crafting alchemical items, removing the need 
  for standard alchemist’s supplies. In addition, the magic of 
  the cauldron allows a proficient alchemist to craft alchemi-
  cal items as though their proficiency was one higher (to a 
  maximum of +6). In addition, the time necessary to craft an 
  item can be reduced by a factor of 7, as long as the full cost of 
  crafting is paid. This ability can be used once, but the cauldron 
  regains the ability to do so after 7 consecutive days of disuse. 
  
  13
  Put an 
  Advertisement Here
  
  14
  The SecreTS of Alchemy for 5Th ediTion
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and 
  is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights 
  Reserved.
   1. Definitions: (a) “Contributors” means the copyright and/or trade-
  mark owners who have contributed Open Game Content; (b) “Deriva-
  tive Material” means copyrighted material including derivative works 
  and translations (including into other computer languages&), potation, 
  modification, correction, addition, extension, upgrade, improvement, 
  compilation, abridgment or other form in which an existing work may 
  be recast, transformed or adapted; (c) “Distribute” means to reproduce, 
  license, rent, lease, sell, broadcast, publicly display, transmit or otherwise 
  distribute; (d) “Open Game Content” means the game mechanic and 
  includes the methods, procedures, processes and routines to the extent 
  such content does not embody the Product Identity and is an enhance-
  ment over the prior art and any additional content clearly identified as 
  Open Game Content by the Contributor, and means any work covered 
  by this License, including translations and derivative works under 
  copyright law, but specifically excludes Product Identity. (e) “Product 
  Identity” means product and product line names, logos and identifying 
  marks including trade dress; artifacts, creatures, characters, stories, sto-
  rylines, plots, thematic elements, dialogue, incidents, language, artwork, 
  symbols, designs, depictions, likenesses, formats, poses, concepts, themes 
  and graphic, photographic and other visual or audio representations; 
  names and descriptions of characters, spells, enchantments, personali-
  ties, teams, personas, likenesses and special abilities; places, locations, 
  environments, creatures, equipment, magical or supernatural abilities or 
  effects, logos, symbols, or graphic designs; and any other trademark or 
  registered trademark clearly identified as Product identity by the owner 
  of the Product Identity, and which specifically excludes the Open Game 
  Content; (f ) “Trademark” means the logos, names, mark, sign, motto, 
  designs that are used by a Contributor to identify itself or its products or 
  the associated products contributed to the Open Game License by the 
  Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, 
  edit, format, modify, translate and otherwise create Derivative Material 
  of Open Game Content. (h) “You” or “Your” means the licensee in terms 
  of this agreement.
   
  2. The License: This License applies to any Open Game Content that 
  contains a notice indicating that the Open Game Content may only be 
  Used under and in terms of this License. You must affix such a notice 
  to any Open Game Content that you Use. No terms may be added to or 
  subtracted from this License except as described by the License itself. 
  No other terms or conditions may be applied to any Open Game Con-
  tent distributed using this License.
   
  3. Offer and Acceptance: By Using the Open Game Content You 
  indicate Your acceptance of the terms of this License.
   
  4. Grant and Consideration: In consideration for agreeing to use this 
  License, the Contributors grant You a perpetual, worldwide, royalty-free, 
  non-exclusive license with the exact terms of this License to Use, the 
  Open Game Content.
   
  5. Representation of Authority to Contribute: If You are contributing 
  original material as Open Game Content, You represent that Your Con-
  tributions are Your original creation and/or You have sufficient rights to 
  grant the rights conveyed by this License.
   
  6. Notice of License Copyright: You must update the COPYRIGHT 
  NOTICE portion of this License to include the exact text of the 
  COPYRIGHT NOTICE of any Open Game Content You are copying, 
  modifying or distributing, and You must add the title, the copyright 
  date, and the copyright holder’s name to the COPYRIGHT NOTICE 
  of any original Open Game Content you Distribute.
   
  7. Use of Product Identity: You agree not to Use any Product Iden-
  tity, including as an indication as to compatibility, except as expressly 
  licensed in another, independent Agreement with the owner of each 
  element of that Product Identity. You agree not to indicate compat-
  ibility or co-adaptability with any Trademark or Registered Trademark 
  in conjunction with a work containing Open Game Content except as 
  expressly licensed in another, independent Agreement with the owner 
  of such Trademark or Registered Trademark. The use of any Product 
  Identity in Open Game Content does not constitute a challenge to the 
  ownership of that Product Identity. The owner of any Product Identity 
  used in Open Game Content shall retain all rights, title and interest in 
  and to that Product Identity.
   
  8. Identification: If you distribute Open Game Content You must 
  clearly indicate which portions of the work that you are distributing are 
  Open Game Content.
   
  9. Updating the License: Wizards or its designated Agents may 
  publish updated versions of this License. You may use any authorized 
  version of this License to copy, modify and distribute any Open Game 
  Content originally distributed under any version of this License.
   
  10. Copy of this License: You MUST include a copy of this License 
  with every copy of the Open Game Content You distribute.
   
  11. Use of Contributor Credits: You may not market or advertise the 
  Open Game Content using the name of any Contributor unless You 
  have written permission from the Contributor to do so.
   
  12. Inability to Comply: If it is impossible for You to comply with 
  any of the terms of this License with respect to some or all of the Open 
  Game Content due to statute, judicial order, or governmental regulation 
  then You may not Use any Open Game Material so affected.
   
  13. Termination: This License will terminate automatically if You fail 
  to comply with all terms herein and fail to cure such breach within 30 
  days of becoming aware of the breach. All sublicenses shall survive the 
  termination of this License.
   
  14. Reformation: If any provision of this License is held to be unen-
  forceable, such provision shall be reformed only to the extent necessary 
  to make it enforceable.
   
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, 
  Inc.
  System Reference Document. Copyright 2000, Wizards of the 
  Coast, Inc.; Authors: Jonathan Tweet, Monte Cook, Skip Williams, 
  based on material by E. Gary Gygax and Dave Arneson.
   
  Secrets of Alchemy. © 2015, Fat Goblin Games; Author: Ismael 
  Alvarez
  
  15
  Ismael Alvarez     Rick Hershey
  Alchemy is seldom understood, but frequently put to use. Many alchemists, 
  both accomplished and otherwise, take advantage of the benefits of secret for-
  mulas and chemical concoctions. Though most adventures would remain content 
  with simply purchasing these alchemical products from vendors of potions and 
  oils, some may desire to create them from rare reagents. 
  In this product you will find simple and no nonsense rules for crafting al-
  chemical items, as well as new alchemical creations, feats, magic items, and a 
  background to help with the creation and use of alchemy. The current system is 
  simple, and the use and creation of alchemical items should be too! Enjoy this 
  simplified but effective treatise on rudimentary alchemy.
  Alchemy is seldom understood, but frequently put to use. Many alchemists, 
  both accomplished and otherwise, take advantage of the benefits of secret for-
  mulas and chemical concoctions. Though most adventures would remain content 
  with simply purchasing these alchemical products from vendors of potions and 
  oils, some may desire to create them from rare reagents. 
  In this product you will find simple and no nonsense rules for crafting al-
  chemical items, as well as new alchemical creations, feats, magic items, and a 
  background to help with the creation and use of alchemy. The current system is 
  simple, and the use and creation of alchemical items should be too! Enjoy this 
  simplified but effective treatise on rudimentary alchemy.
  Uncover the 
  Secrets of 
  Alchemy
  Uncover the 
  Secrets of 
  Alchemy
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Fat Goblin Games/The Secrets of Alchemy.pdf