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Bjarkmundur
2019-03-13, 04:15 PM
I have a Fighter in my group who's main moments of excitement revolve around Herbalism. I am just started going down the rabbit whole which are the 5e crafting rules, and I figured this would be a good way to index them.

My main goals are avoiding homebrewing, and creating small excerpts on where each bit of information comes from, to help me understand how it all comes together.



DMG

The DMG has the following things to say about downtime crafting:
Crafting is made in increments of 25gp per day, until the material cost has been payed. You must meet special requirements to be able to craft such powerful items.

This book has a list of Material Costs and Level Requirements for crafting, by Item Rarity

The DMG has the following to say about spell scrolls
To copy or cast a spell scroll an (int) Arcana check must be made, with a DC equal to 10+ spell level.

The DMG has the following guidelines regarding downtime activity:
* Crafting costs gold
* Consider using a random outcome table
* Grant bonuses based on character class and skill



PHB

Anyone can craft non-magical items, in increments of 5gp per day.

Herbalism Kit
Proficiency with this kit lets you add your
proficiency bonus to any ability checks you make to
identify or apply herbs. Also, proficiency with this kit is
required to create antitoxin and potions of healing.

Poisoner’s Kit
Proficiency with this kit lets you add
your proficiency bonus to any ability checks you make to
craft or use poisons.


XGtE


Alchemist's Supplies
As part of a long rest, you can use alchemist’s supplies
to make one dose of acid, alchemist’s fire, antitoxin,
oil, perfume, or soap.

This book includes Material costs of Brewing a Potion of Healing

This source includes a list of Magic Item Base Prices
*Consumables sell at half price
**crafting costs half of an item's selling cost

This book has a list of Material Cost for Spell Scrolls based on which level spell the scroll holds. It also says how long it takes to scribe each scroll.


What does this all mean for an alchemist:
A character that meets the level requirements and has the correct formula can craft a potion, spending money equal to 1/4 of the selling

Conclusion as of 13th of March
Haven't found much in the books about Recipies, gathering materials or brewing different types of potions or any sort of psuedo advancement table. Seems everything is based around rarity and incremental crafting. Making alchemy fun and engaging might take some homebrewed sources. I'll list what I found below, although I have yet to read most of it. I'll post updates tomorrow.


Other Sources

This Thread (https://rpg.stackexchange.com/questions/114778/uses-of-the-herbalism-kit)
This Homebrew (https://drive.google.com/file/d/0B7CIGCMCtoETVmhDNEZMbUVweTg/view)
This Chart (https://www.dmsguild.com/product/230996/5e-Crafting-Potions-and-Poisons)
Sane Magic Items (http://www.giantitp.com/forums/showthread.php?424243-Sane-Magic-Item-Prices)

Scroll Prices (https://www.dmsguild.com/product/231000/5e-Crafting-Spell-Scrolls?src=by_author_of_product)



I DID IT! I MADE ALCHEMY A THING.

I wanted my fighter to be able to explore the crafting rules and scratch his crazy scientist itch. I also wanted to give my group something to spend their gold on.

I managed the whole thing by.

1. Consuming a potion is now a bonus actions.
2. All spells that can be cast as Bonus Actions exists as potions.
3. Crafting a potion follows the same guidelines as scribing a scroll.

I've made an extended thread on the subject here (http://www.giantitp.com/forums/showthread.php?583294-Potion-as-Bonus-Actions-and-How-to-Alchemy-in-5e&p=23774058#post23774058)

Shuruke
2019-03-13, 04:59 PM
Dont have book on me to be completely accurate

But xanathars guide has rules for scroll, herbalism, and alchemical crafting

Unoriginal
2019-03-13, 06:38 PM
Do you mean crafting magical potions, or crafting non-magic substances which still have an effect, like acid or alchemist's fire?


Also, a warning: that "Sane Magic Items" thing is anything but sane.

JackPhoenix
2019-03-14, 03:51 AM
You'd need to homebrew a lot. 5e crafting rules are simple and abstract, because the game doesn't focus on that. The creators want PCs to go on adventures, not to sit in a lab or a workshop, making stuff. XGtE rules are a bit better, because they build on that premise: crafting should be a reason to go adventuring (you need to deal with creatures of certain power to make magic items), not more effective way to spend time.


Also, a warning: that "Sane Magic Items" thing is anything but sane.

"Trying to force 3.5 magic item prices into 5e" would be more accurate name.

Vogie
2019-03-14, 03:53 PM
You'd need to homebrew a lot. 5e crafting rules are simple and abstract, because the game doesn't focus on that. The creators want PCs to go on adventures, not to sit in a lab or a workshop, making stuff. XGtE rules are a bit better, because they build on that premise: crafting should be a reason to go adventuring (you need to deal with creatures of certain power to make magic items), not more effective way to spend time.

I agree. I like the ability to recruit NPCs, teach them stuff, and have them be the ones sitting around the lab & workshop cranking out stuff.


"Trying to force 3.5 magic item prices into 5e" would be more accurate name.

Yikes, flee for the hills. As far as I can tell, the difference between 3.5 and 5e item costs are a factor of 5 to 10.

Ventruenox
2019-03-14, 04:49 PM
There is 1st Edition article from Dragon Magazine 82 (https://annarchive.com/files/Drmg082.pdf) written by Kevin J Anderson that names a number of specific herbs that can be used for flavor. While the game effects described are not balanced for 5E, it can be used as a starting point.

For 5E game mechanics, in addition to the healing, antitoxin, and poison effects already described, there are other game mechanics that can be improvised for your player:

- Status effects: Charmed, Blinded, Frightened, Paralyzed, Poisoned, Stunned. DM fiat required to balance for duration.
- Exhaustion levels: very few current game mechanics affect these, so anything would make the PC's skill investment well worthwhile.
- Increase/Decrease movement speed.
- Working in tangent with someone with Smithing/Tinker tools + Painter's tools, make a can of spray paint.