D&D5e Alchemy Recipes Very Rare

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Very Rare recipes are usually the product of inventive alchemists hard at work pushing the boundaries of their art.

Alchemical Metallurgy

All of these recipes require the use of a metallurgical crucible.

  • Alchemical Gold (Orichalc): 350 gp per lb. Alchemical gold is created through the refinement of normal gold, broken down in a metallurgical crucible, refined according to alchemical principles, and then reformed into a small one pound ingot. It gleams a soft orange-gold color that looks as though it is sitting in a pool of sunlight, even in a darkened room. Alchemical gold is both harder and lighter than mundane gold. The creation of orichalc refines and strengthens the normal solar and radiant associations of gold. Creation of this item requires a metallurgical crucible.
    • Filigree Armor (35 gp per pound of the armor): Armor filigreed with alchemical gold protects its wearer from the power of shadow, reducing the damage taken from cold and necrotic damage by 1.
    • Gold Armor (350 gp per pound of the armor): Any metal armor may be wrought of alchemical gold. The result is a very extravant suit of armor radiates warmth and always glows slightly, granting resistance to all cold and necrotic damage. The armor also has the effects of the Temperate magical item property.
    • Magic Item Enchantment: Orichalc is an excellent material for use in magic item creation, taking and holding enchantments quickly and efficiently. For every 50 gp worth of alchemical gold used in the creation of a magic item, reduce the total time necessary to create it by one day (or two days if the item has to do with fire, heat, or light). This can at maximum halve the time necessary. This cost is above and beyond any other costs to create the magic item. The costs paid for using filigree or gold armor do count toward this reduction.
  • Alchemical Silver (Lunargent): 250 gp per lb. Alchemical silver is created through the refinement of normal silver, broken down in a metallurgical crucible, refined according to alchemical principles, and then reformed into a small one pound ingot. Lunargent looks like liquid silver, save that it is entirely solid, and it is both harder and lighter than mundane silver. The lunar properties of lunargent are empowered by alchemical refinement, bringing it more closely into alignment with the moon. Creation of this item requires a metallurgial crucible.
    • Filigree Armor (25 gp per pound of the armor): Armor filigreed with alchemical silver protects its wearer from the ravages of flame and light, reducing the damage taken from radiant and fire damage by 1.
    • Silver Armor (250 gp per pound of the armor): Any metal armor may be wrought of alchemical silver. The result is a very extravant suit of armor that is always cool, granting resistance to all radiant and fire damage. The armor also has the effects of the Temperate magical item property.
    • Silver Weapons (250 gp per pound of the weapon): Weapons wrought of alchemical silver are almost always enchanted. Even by themselves, they inflict 1 additional point of psychic damage to all creatures injured by them; if those creatures are specifically vulnerable to silver weapons, they inflict +1d4 psychic damage instead. The githyanki are known to use alchemical silver in the creation of their justifiably feared silver swords.
    • Magic Item Enchantment: Lunargent is an excellent material for use in magic item creation, taking and holding enchantments quickly and efficiently. For every 50 gp worth of alchemical silver used in the creation of a magic item, reduce the total time necessary to create it by one day (or two days if the item has to do with cold, divination, or shapeshifting). This can at maximum halve the time necessary. This cost is above and beyond any other costs to create the magic item. The costs paid for using filigree or silver armor do count toward this reduction.

Ejectives

  • Faerie Burst: 40 gp per vial • Area Attack. Coats everything within 10 feet of its point of impact with a liquid that immediately bursts into harmless foxfire. Creatures may make a DC 12 Dexterity save to avoid being affected. This negates stealth and invisibility as well as granting advantage on attacks against the illuminated target. This effect lasts until the end of the wielder's next turn.

Household

  • Artwine: 10 - 150 gp per bottle. "Artwine" is the colloquial term for any alcohol that has been put through an alchemical refinement of some kind, intended to both strengthen the virtues of that wine and limit its less admirable qualities, but to also grant an uptick in its degree of intoxication and often impart other, minor principles, such as changing the lip color, creating strange bodily sensations, trigger minor themed hallucinations (angelic manifestations or visions of green fairies), and the like. Each such recipe is not only unique, but quite often jealously guarded, given the worth of most artwines.