Alchemy is a crafting art that almost all adventures have some degree of interest in the results of. The source of the ever in demand Potion of Healings, it is a versatile trade that fuels (sometimes quite literally) the adventuring life.
It doesn’t take many experiences with the powers of potions for an adventurer to consider if they can get away with simmering a Potion of Healing next to the stew over that night’s cooking fire... of course it’s easier said than done for the result of such things to come away not poisonous.
Alchemy tends to be a very quick form of crafting, but with this comes additional risks with many crafts resting on a single roll, and failure resulting in the loss of all materials. Although taking that chance is frequently worth it during a busy adventuring season, consider the [[Take 10]] option when speed is not of the essence.
## Related Tool & Ability Score
Alchemy works using [alchemist’s supplies](https://a5e.tabletopbytheik.nl/compendium/items/alchemists_supplies). Attempting to craft a potion without these will almost always be made with disadvantage, and proficiency with these allows you to add your proficiency to any alchemy crafting roll.
Alchemy uses your choice of your Intelligence or Wisdom modifier.
## Quick Reference
While each step will go into more depth, the quick reference allows you to at a glance follow the steps to make an alchemical item in its most basic form:
- Select an item that you would like to craft from the Alchemical Crafting Tables.
- Acquire the items listed in the materials column for that item (ask your DM how!).
- Use your [alchemist’s supplies](https://a5e.tabletopbytheik.nl/compendium/items/alchemists_supplies) tool to craft the item using the number of hours listed in the Crafting Time column, or during a long rest using the [[00-Balance Of Powers/3-Mechanics/7-Adventuring/Resting#Craft|Craft]] Camp Action if the crafting time is 2 hours or less. Unlike other magic items, **Alchemy items must be crafted in a single session.**
- For every 2 hours, make a crafting roll of 1d20 + your Intelligence or Wisdom modifier (your choice) + your [[proficiency bonus]] with alchemist’s supplies. You can abort the craft after a bad crafting roll if you wish, this counts as a failure.
- On success, you mark 2 hours of completed time. Once the completed time is equal to the crafting time, the alchemical item is complete. On failure, the crafting time is lost and no progress has been made during the 2 hours. If you fail 3 times in a row, the crafting is a failure and all materials are lost.