D&D5e Alchemy Recipes Common

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Common recipes are known by virtually all alchemists as a standard part of the lore. All alchemists are assumed to know common rarity recipes.

Cosmetics

  • Alchemical Cosmetics Kit: 25 gp per kit (100 doses). Usually sold in a small leather case, this kit is made up of fine quality ointments to which are added small amounts of the accompanying pigments from small paper envelopes to create a bewildering variety of colors and tones of cosmetics. Such cosmetics do not come off without the application of the stinging liquid included with the kit (though they do smear after ten or so hours of wear sometimes).
  • Hair Dye: 1 gp per packet (5 doses). Though there are a variety of herbal and other natural means commonly used to change hair coloration, those with the coin to spend use alchemical means. Applied when the hair is wet and left in for half an hour, the colors the dye can change hair to cover the entire gamut of imaginable hues, from very natural to outlandishly improbable.

Ejectives

  • Smoke Bomb: 25 gp each. This small clay sphere is filled with smooth powders that react to contact with open air. When the sphere is cracked (which can be accomplished by throwing or stomping on the sphere quite hard), it creates a cloud of acrid smoke in a 20 foot radius, causing the area to become heavily obscured. It lasts for 5 minutes or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
  • Smokestick: 5 gp per stick. A small dowel with an alchemical lacquer, when the smokestick's sandpapery end is struck against any rough surface, it ignites, generating a massive plume of smoke that fills a 10 foot by 10 foot area. This area is only lightly obscured, but the smoke rises quickly into the air, making smokesticks excellent for long-distance signalling or any other situation where a cloud of smoke without an actual fire is useful. The color of the smoke is determined by the alchemist at creation.

Elixirs

  • Emetic Elixir: 2 gp per bottle (10 doses). This emetic does one simple thing: it induces vomiting within two rounds of consuming it. It is a DC 10 Constitution save to avoid vomiting, which must be repeated at a +1 to the DC every two rounds until it finally takes effect. Induced vomiting can be helpful for treating certain illnesses, and to combat ingested poisons (providing advantage on the subsequent saves).
  • Pain Relief Elixir: 5 gp per bottle (20 doses). A rich syrup that smells of acrid plant oils, pain relief elixir is used to reduce pain and inflammation. It also usually renders the one who drinks it unconscious. The pain reduction lasts for two hours, during which time the patient must make a DC 13 Constitution save or lapse into unconsciousness (patients can choose to forego the save and give in). It is possible to have pain reduced and stay conscious, but the save must be repeated every ten minutes in order to stay awake. The time unconscious increases by 1 hour and the DC to resist increases by 2 per additional dose consumed by the patient at the same time, and short of a few odd allergies, no one has ever been known to actually take harm from the syrup. The elixir is a very strong-tasting concoction, and a fair amount of it must be consumed to have an effect, which is why it is almost never used for nefarious purposes (as it is very difficult to hide it in food or the like). The unconsciousness fades at the end of the pain reduction period.
  • Sleep Aid Elixir: 1 gp per bottle (20 doses). A simple, overly-sweet tasting syrup that tastes of citrus, this elixir is consumed by those who have trouble getting to sleep or staying asleep.

Household

  • Alchemical Dye: 5 gp per bottle (20 doses). Though a great deal more expensive than more traditional dyes, alchemical dyes maintain their color for a very long time and always have the same, even results when used to dye goods. A single dose is mixed with water and vinegar to safely dye all manner of goods, from leather to wood to cloth and even to other things, such as eggs.
  • Alchemical Glue: 10-20 gp per bottle (10 doses). When this glue is applied to a surface and allowed to set for one round, it hardens into a bonding adhesive of surprising strength. The most common glue (10 gp per bottle) requires a DC 16 Strength (Athletics) check to break the bond. A moderate glue (15 gp) can provide a DC 18 bond, and the most expensive (20 gp per bottle) provides a DC 20 bond.
  • Cleaning Agents: 1 gp per bottle (one season). These various alchemical agents are added to water to make cleaning easy, stripping away dirt, grime, grease, smoke, soot, and similar pollutants. Generally speaking, a single bottle lasts for about a season of regular cleaning.
  • Drunkard's Head Remedy: 1 gp per packet (5 doses). A paper packet of powder that is added to hot water and drunk quickly (mostly because of the awful taste), a mug of drunkard's head remedy will stop the nausea, headache, and sensitivity to light and noise that comes from a long night of carousing. It does make the patient ravenously hungry afterwards, however.

Inks

  • Alchemical Ink (black, non-fading): 8 gp per bottle. Though not all inks are wrought by alchemy, alchemy provides the finest inks that do not fade or flake over time. A single bottle is useful for the writing of hundreds of pages worth of writing, and unlike standard inks, will not dry out as long as the bottle is recapped after writing.

Ointments & Oils

  • Scar and Blemish Remover Ointment: 1 gp per jar (10 doses). A long-term treatment used to fade spots of discoloration and to break down scar tissue, leaving behind fresh unblemished skin. It is usually applied once a day before bed. It also has a short term use, however, causing bruises and similar signs of recent trauma to fade and heal quickly.