Stirring a bubbling cauldron, carefully measuring ingredients, and distilling liquids in an alembic are all a part of your alchemy practice, where you hope to perfect your potions and poisons alike. Practising alchemy is an Extended Test with a Goal of 12. Over the course of a week, you must make three DC 14 Intelligence ([[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Arcana|Arcana]] or [[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Survival|Survival]]) Tests. On a success, you gain one of the following benefits until your next period of Downtime. - You have foraged for ingredients so often that spotting them in the wild has become much easier for your trained eye. When undertaking the [[Gather Ingredients]] Campcraft Activity (page 48), the DC for this Test is reduced by 3. - You have learned to substitute various ingredients instead of the more hard-to-find components, with no meaningful difference in the result. Because of this newfound flexibility, you can conveniently source necessary substances. When undertaking the [[Purchase Ingredients]] Campcraft Activity (page 52), the GM must add a +2 to their roll when determining the availability of the ingredients. Additionally, the price per portion is reduced by 5 gp. - Through toil and trouble, you have practised the art of alchemy so much that it has become second nature to you. You have Advantage on one Test of your choice within the Extended Test while undertaking the [[Alchemy, Trail Draft]] Campcraft Activity or the [[Alchemy, Simple]] Journey Activity. On a failure, your toil and trouble don’t go to waste, as your preparations are still helpful. You have Advantage on your next attempt at this Downtime Activity and can attempt it again in the same period of Downtime. #gatherIngredientsBonus #ingredientAvailability #alchemyBonus