Crafting: Alchemy

Alchemy is a crafting skill available to players.

Modifier
Each alchemical experiment has a roll with an accompanying DC. The modifier on the d20 roll is INT or WIS + proficiency bonus. Some items and locations will give higher bonuses. On a failed DC, the ingredients are consumed and the experiment fails. On a natural 20, two experiments and yielded from one experiment's worth of ingredients. On a natural one, the alchemical components become unstable and explode for 2d6 fire damage in a 10 foot radius.

Potions
Potion of Healing (2d4+1). Leander's Tear + Enchanted Vial. DC 8. 20 minutes.

Potion of Growth. Ironheart + Enchanted Vial. DC 12. 20 minutes.

Potion of Speed. Leander's Tear + Wormtail + Enchanted Vial. DC 12. 20 minutes.

Potion of Clairvoyance. Orcwart + Goblin's Eye + Enchanted Vial. DC 12. 20 minutes.

Potion of Vitality. Bloodlily + Enchanted Vial. DC 10. 20 minutes.

Medicine
Antitoxin

Experiments
Alchemist's Fire. Wyrmtongue + Vial. DC 6. 10 minutes.

Reagent List
Vial - Can be bought from most merchants. 20SP.

Enchanted Vial - Can be bought from most magical townspeople. 100g-200g.

Leander's Tear - Can be foraged in forests.

Wyrmtongue - Common in most terrains.

Ironheart - Found growing around magical ruins.

Wormtail - Found in planes. Very rare.

Orcwart - Found in mountainous terrain.

Bloodlily - Found in swamps.

Goblin's Eye - Self-explanatory.

Miscellaneous Components
Solvent - Can be bought for various prices from alchemy guild members. Stabilizes work, giving advantage on crafting rolls.