Potions and poisons, tinctures and tonics — these alchemical elixirs can be the difference between life and death to adventurers. To undertake this Journey Activity, you will need two things: [Alchemist’s Supplies](https://a5e.tabletopbytheik.nl/compendium/items/alchemists_supplies) and ingredients. You cannot undertake this Journey Activity until you have ingredients, which you can acquire through the Gather Ingredients (page 48) or Purchase Ingredients (page 52) Campcraft Activity, or other methods, such as farming or stealing, at your GMs discretion. With adequate apparatus and suitable supplies in hand, brewing a potion from the list below is an [[Journey Activities#Extended Tests|Extended Test]] with a Goal of 13. To make a common potion over the course of a Journey, you must make three DC 13 Intelligence or Dexterity (Alchemist’s Supplies) Tests, using up one portion of ingredients. To make an uncommon potion over the course of a Journey, you must make three DC 16 Intelligence or Dexterity (Alchemist’s Supplies) Tests, using up one portion of ingredients. Note that during a Long Rest (as a Campcraft) you have the option to take the [[Alchemy, Trail Draft]] activity, instead. **Time:** The adventurer must spend the entire region undertaking this activity. On a success, you create the Common or Uncommon potion of your choice. **If you exceed the Goal by 5 or more**, your batch turns out so well that you have enough leftover to make one extra potion of the same effect. On a failure, you produce a potion with no noticeable effect. [Common and Uncommon potions](https://a5e.tabletopbytheik.nl/compendium/items?sources%5B%5D=adventurersguide&sources%5B%5D=dungeondelversguide&sources%5B%5D=gpg0&sources%5B%5D=gpg1&sources%5B%5D=gpg2&sources%5B%5D=gpg3&sources%5B%5D=trialsandtreasures&rarities%5B%5D=common&rarities%5B%5D=uncommon&minimumPrice=&maximumPrice=&minimumWeight=&maximumWeight=) #journeyActivity #magicItem