D&D5e Alchemy Recipes Rare
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Jump to navigationJump to searchRare recipes are often considered either prizes worth a great deal of coin, or very strange examples of the alchemist's art.
Alchemical Metallurgy
All of these recipes require the use of a metallurgical crucible.
- Alchemical Copper: 50 gp per lb. Alchemical copper is created through the refinement of normal copper, broken down in a metallurgical crucible, refined according to alchemical principles, and then reformed into a small one pound ingot. It has a more coppery luster than mundane copper, and never develops verdigris. Alchemical copper is also much harder than mundane copper, being nearly the same degree of strength and resilience as steel. Copper is a renowned purifier and amalgamator among metals, used in metallurgy to create alloys between metals that cannot normally be combined. Holy or unholy water stored in copper vessels neutralizes those divine principles within in in a span of a few weeks. This is because copper is renowned for its ability to "ground out" heavenly power, in both literal and metaphorical ways. Copper rods are oft used to prevent lighting from striking buildings. This ability is enhanced by alchemical processes. A skilled smith can be called upon to create the following items with alchemical copper. Creation of this item requires a metallurgical crucible.
- Filigree Armor (5 gp per pound of the armor): Armor filigreed with alchemical copper can help protect its wearer from strikes by lightning or radiant attacks, reducing the damage taken from radiant or lightning damage by 1.
- Copper Armor (50 gp per pound of the armor): Any metal armor may be wrought of alchemical copper. The result is a very striking suit of armor that grants resistance to all lightning and radiant damage. Armor of alchemical copper quickly "grounds out" any magical enchantments, preventing it from being made into a magical item.
- Copper Weapon (50 gp per pound of the weapon): Weapons wrought of alchemical copper are dangerous to all celestial-type creatures as well as creatures that use radiant or lighting damage attacks. Against such creatures, an alchemical copper weapon inflicts an additional +1d4 damage of the type the weapon normally inflicts. Like alchemical copper armor, it is impossible to make magic items with such weapons.
- Lightning Rod (150 gp): A smith can craft a spear-like rod out of alchemical copper that will pull all ranged or area lightning or radiant attacks towards it. When an alchemical copper lightning rod is planted into the ground, any creature attempting to use a lightning or radiant damage spell, breath weapon, or other effect must make a DC 15 Will save. If the creature fails, the lightning rod becomes the new target of that spell. A lightning rod ends the travel of such an effect at itself, even if its area would normally pass beyond it, and while area effects still take place, their area is halved as the lightning rod absorbs and grounds out part of its power.
- Alchemical Lead: 85 gp per lb. Alchemical lead is created through the refinement of normal lead, broken down in a metallurgical crucible, refined according to alchemical principles, and then reformed into a small one pound ingot. It is darker than normal lead, with any cuts or grooves in its surface being cast into unnaturally deep shadow within the indentation. Alchemical lead is also much harder than mundane lead, with enough strength to make piercing or bludgeoning weapons from but not armor or slashing weapons. Lead is renowned for its ability to protect and to contain, and has associations with death, endings, and rotting. Holy reliquaries are often lead lined to "contain" the holy power within, and in many places it is traditional to put a thin lining of lead in the lid of a coffin. Lead seals are often put in place over the gates of tombs as a ward against undeath and necromancy. Detection magic is known to fail in the presence of lead, and this ability is enhanced by alchemical processes. A skilled smith can be called upon to create the following items with alchemical lead. Creation of this item requires a metallurgical crucible.
- Filigree Armor (9 gp per pound of armor): Alchemical lead filigree on armor has several effects. It makes the wearer immune to divination magics of cantrip through 2nd level, and to any other spells that mention lead as inhibiting them (including the message cantrip). It also grants a +1 AC against attacks that inflict necrotic damage and all undead, and a +1 to saves against effects that inflict necrotic damage.
- Lead Weapons (85 gp per pound of weapon): Because lead ends magics and symbolizes final death in the cycle of life, alchemical lead-wrought weapons inflict an additional +1d4 damage of the weapon's normal type against undead and any creature that inflicts necrotic damage. The alchemical lead weapon is considered a magical weapon for the purpose of injuring undead and other creatures that are resistant or immune to normal attacks of that type. Only piercing and bludgeoning weapons can be wrought of alchemical lead.
- Lead Seals (50 gp per seal or lining): An alchemical leaden seal is a natural undead repellent, causing any undead who wish to draw near to it to succeed at a DC 16 Will save or take the Frightened condition until they are at least 60 feet away from it. Corpses in tombs or caskets lined with or otherwise embellished with alchemical lead are immune to animation.
Cosmetics
- Skin Dye Ointment: 10 gp per jar (5 doses). A spicy-smelling ointment that is rubbed into the skin, a single dose covers a Medium sized creature's body. Once applied, it goes to work over the next half-hour, accompanied by prickling, warming sensations, changing the hue of the user's skin. Most alchemists who know this recipe know the permutations to cover the majority of skin tones found in humans and demihumans, with the occasional craftsman that can make orcish or drow tones (for example). Some alchemists have also developed tones that are outlandish, such as brilliant cerulean or even a pearlescent tone. This dye lasts for twelve hours before beginning to fade over a two hour period. Significant sweating or full-body immersion reduces this time to about ten hours or so.
Ejectives
- Auril's Kiss: 50 gp per vial • Ranged Attack. A targeted creature struck by the white liquid contents of this vial immediately begins to freeze over, as shards of ice form at the point of impact and spread outward. This inflicts 1d6 cold damage and inflicts the Restrained condition. A creature may end this condition by using an action to make a DC 12 Strength check to break the ice.
- Dazzler: 5 gp per pellet. A small crystalline pellet (the color of which is up to the alchemist) easily disguised as a gem, a dazzler explodes into a bright but momentary flash of light the color of the pellet. Those not anticipating the flash must make a DC 15 Constitution save or be blinded for one round.
- Mailrot: 50 gp per vial • Ranged Attack. If a targeted creature wearing non-magical metal armor is struck by the contents of this vial, the armor rusts, reducing the AC it grants by 2 points (min 11). Metal creatures and objects are treated as though struck by a vial of acid instead.
- Ratsbane Smokestick: 10 gp per stick. Similar to a regular smokestick (see above), the smoke from this kind of smokestick is nauseating and vile. All creatures within the area must make an immediate DC 14 Constitution save or take the Poisoned condition. This lasts for a number of rounds equal to 5 minus the creature's Constitution modifier after they leave the area of the smoke. Per its name, it is most often used to drive vermin from shops and homes.
- Skunk Cloud: 50 gp per vial • Area Attack. Creates a cloud of foul smelling gas with a 10 foot radius, which lingers for 5 minutes unless a wind of some kind blows it away. Creatures beginning their turns in or entering the cloud must make a DC 12 Constitution save or take 1d4 poison damage and taking the Stunned condition which lasts until at least one round after the affected creature reaches fresh air.
- Thunderstone: 25 gp per stone • Area Attack. Creates a loud, sharp bang when this alchemically-altered crystal strikes a hard surface. Creatures within 10 feet of the point of impact must make a DC 12 Constitution save or take 1d6 sonic damage and gain the Deafened condition. The bang can be heard up to 500 feet away under normal conditions.
Elixirs
- Aqua Salutem: 60 gp per bottle (3 doses). This alchemical elixir is capable of snatching a creature back from the clutches of death. A creature that is dying who has a dose of this elixir poured into their mouths immediately stabilize. Though they do not recover any hit points, the creature stops dying.
- Astutive Elixir: 50 gp per vial. This elixir opens the mind and perceptions of the one that consumes it, granting them strange insights and understandings for the next hour. A character that consumes this elixir gains advantage on their next Wisdom-based Skill check made within the next hour. If another dose of astutive elixir is consumed before the first has worn off completely, there is no benefit and the user must make a DC 14 Constitution save or take the Poisoned condition for the remainder of the first elixir's duration.
- Cognitive Elixir: 50 gp per vial. This elixir opens the thoughts and intellect of the one that consumes it, granting them leaps of logic and reasoning for the next hour. A character that consumes this elixir gains advantage on their next Intelligence-based Skill check made within the next hour. If another dose of cognitive elixir is consumed before the first has worn off completely, there is no benefit and the user must make a DC 14 Constitution save or take the Poisoned condition for the remainder of the first elixir's duration.
- Fascinative Elixir: 50 gp per vial. This elixir broadens the charm and social intuitions of the one that consumes it, granting them incredible engagement with those around them for the next hour. A character that consumes this elixir gains advantage on their next Charisma-based Skill check made within the next hour. If another dose of fascinative elixir is consumed before the first has worn off completely, there is no benefit and the user must make a DC 14 Constitution save or take the Poisoned condition for the remainder of the first elixir's duration.
- Invigorative Elixir: 50 gp per vial. This elixir elevates the muscular potential and raw power of the one that consumes it, granting them incredible bodily potency for the next hour. A character that consumes this elixir gains advantage on their next Strength-based Skill check made within the next hour. If another dose of invigorative elixir is consumed before the first has worn off completely, there is no benefit and the user must make a DC 14 Constitution save or take the Poisoned condition for the remainder of the first elixir's duration.
- Reflexitive Elixir: 50 gp per vial. This elixir elevates the reflexes and hand-eye coordination of the one that consumes it, granting them incredible balance and speed for the next hour. A character that consumes this elixir gains advantage on their next Dexterity-based Skill check made within the next hour. If another dose of reflexitive elixir is consumed before the first has worn off completely, there is no benefit and the user must make a DC 14 Constitution save or take the Poisoned condition for the remainder of the first elixir's duration.
Household
- Alchemical Salt: 15 gp per pouch (10 doses). Standard salt that has been alchemically refined, alchemical salt is many times more potent. It can be used for every function that standard salt is - most notably the preservation of meats - by using one-tenth as much, with the added benefit of leaving almost no taste behind. One dose of alchemical salt can also completely dry out a 5 foot by 5 foot surface of wet ground; its drying principles are so intense that it causes 2d4 necrotic damage when a dose of alchemical salt is flung (as a standard melee attack with the Finesse quality) at creatures that must stay wet in order to survive (including water elementals of all kinds). A single dose will also cause snow and ice in a 5 foot by 5 foot area to melt completely. Shopkeeps often use multiple applications of alchemical salt to de-ice and completely dry out their front steps in harsh winter climes.
- Froststone: 25 gp per stone. Froststones are alchemically-refined frost agates, unlocking the innate connection the snowflake-studded stones have to the powers of cold and winter. When a froststone is activated with a small dose of an alchemical catalyst (which comes with the purchase of each stone) and placed into a sealed vessel of some kind, it begins to immediately drop the temperature by 10 degrees per hour within that vessel until it reaches a low, cold temperature similar to that of an early fall morning (30 degrees Fahrenheit or so). It stops this as soon as that vessel is opened, but as long as the container is not left open, it quickly reasserts its power when sealed again. These stones are sometimes used in wealthy households to keep meats and other perishables from spoiling, or by merchants who are shipping goods that may spoil before they can reach their intended market. Of course, the cost of the stones put them out of reach of the average household. Once a froststone is activated, its power remains for one month.
- Merstone: 10 gp per stone. Small pellets of compounded alchemical ingredients, when a merstone is placed into the mouth and crushed with the teeth, it completely disintegrates, suddenly transmuting into a moderate volume of air. Typically used by those who must be submerged without the benefit of water breathing magics, the influx of air immediately resets the time that a character who uses it can hold their breath. Through the use of multiple stones, divers have been known to remain underwater for as long as an hour or so.
Inks
- Spell Inks: 50 gp per unit. These are the rare and precious inks used to scribe spells into spellbooks. Scribing a spell into a spellbook takes on unit of spell inks per level of the spell to be copied.
Ointments & Oils
- Salamander Salve: 50 gp per jar (10 doses). This oily black tar-like substance is rubbed onto a metal surface. When fire is touched to it, it catches on fire for one minute or until the salve is rubbed away. If applied to a weapon, the weapon inflicts fire damage for a single strike; other items inflict 1d4 fire damage to those that come into contact with them. It takes an action to apply the salve, and the weapon cannot be resheathed without rubbing the salve away. It takes a bonus action to set alight the weapon, or an incidental if the wielder is adjacent to an open flame. A small jar comes with enough for 10 applications.
- Storm Salve: 50 gp per jar (10 doses). This coppery substance is rubbed onto a metal surface. When it strikes metal, small arcs of electricity begin to arc around the object. Weapons inflict lightning damage for a single strike; other items inflict 1d4 lightning damage to those who come in contact with the salve-treated surface. It takes an action to apply the salve, and the weapon cannot be resheathed without rubbing the salve away. It takes a bonus action to set the weapon sparking, or an incidental if the wielder is adjacent to a large steel object. A small jar comes with enough for 10 applications.