Menu

Source Library

Digital supplements and compendia—rules content, adventures and setting material you add to My Library.

Source Browse Library
Adventure Adventures

Standalone adventures—ready to run. Purchase the source in the Library for access.

Adventure All Adventures Free Adventure Free Adventures Paid Adventure Paid Adventures
Discord X Theme Dark Mode Theme Light Mode Toggle Panels on
FateTide Tell Your Story
Alchemist - Tier 1
Creature Template
Creature Template
6.5

⚗️🧪 Alchemist: Tier 1 Compounder

A Tier 1 Alchemist is a trained maker of chemical, medicinal, and experimental substances defined by practical knowledge, careful preparation, and a working belief that materials can be refined into something greater. In a flintlock fantasy setting, they are part apothecary, part proto-scientist, and part occult craftsman, operating where medicine, chemistry, and speculative transformation overlap.

📚🔥 Training and Foundation

Tier 1 Alchemists are shaped by apprenticeships, university study, guild training, temple laboratories, battlefield medicine, or years of trial-and-error in small workshops. They understand heat control, distillation, measurement, preservation, mineral processing, herbal extraction, and the safe handling of unstable compounds. This is not a hedge herbalist with a few bottles. It is a disciplined practitioner with repeatable methods and a structured workspace.

🧥🫙 Appearance and Bearing

These creatures usually appear in practical coats, aprons, gloves, satchels, and belts fitted with small tools, wrapped vials, and storage cases. Their clothing often shows stains from powders, oils, smoke, acids, or plant extracts. Burn marks, inked notes, cracked goggles, and careful labeling are common. Their bearing tends to be precise, distracted, and work-focused, with more attention given to process than presentation.

🧪📦 Typical Inventory

A Tier 1 Alchemist commonly stocks tinctures, poultices, antiseptic washes, mineral salts, acids, lamp oil compounds, smoke pellets, preserving agents, reagents, basic tonics, sealed herbs, powders for testing metals, glass vials, ceramic jars, mortar-and-pestle kits, measuring spoons, filters, charcoal tablets, and unfinished experimental mixtures. Some also keep small stocks of stimulants, sleeping draughts, burn salves, or low-grade blasting compounds depending on local law and demand.

🧠⚖️ Working Style

Their working style is methodical, cautious, and batch-oriented. A Tier 1 Alchemist follows procedure, records outcomes, and works toward consistency rather than brilliance. They may speculate about transmutation, universal medicine, or bodily perfection, but their day-to-day trade usually centers on useful compounds people will actually buy: medicine, solvents, preservatives, cleaners, reagents, and controlled combustibles.

💰🜂 Trade and Practical Role

What defines this subtype is applied transformation. Tier 1 Alchemists make substances that solve immediate problems while pursuing theories that promise greater breakthroughs later. Most earn money through medicines, industrial compounds, and specialty mixtures rather than true miracles. Their work serves physicians, merchants, miners, gunsmiths, sailors, perfumers, and anyone who needs reliable substances prepared under controlled conditions.

🏪🧾 Business and Workspace

Tier 1 Alchemists usually work from small laboratories, attached apothecaries, rented back rooms, university corners, shipboard medicine lockers, or guarded urban shops where fire and fumes can be managed. Their business depends on supply chains for herbs, salts, metals, glassware, alcohol, and fuel. A good one keeps orderly shelves, labeled drawers, written formulas, and locked storage for unstable stock.

🏙️👥 Common Roles

These creatures are commonly found as apothecary assistants, military compounders, dockside chemical suppliers, university experimenters, mining camp refiners, plague-town medicine brewers, or independent shopkeepers selling useful but limited alchemical goods. In settlements, they are often valued for being able to produce remedies and reactions other trades cannot.

👑⚗️ Place in Society

A Tier 1 Alchemist usually holds a mixed reputation. Practical people value them for medicines, solvents, and controlled compounds. Suspicious people view them as dangerous dabblers surrounded by fumes, fragile glass, and expensive mistakes. In a flintlock fantasy setting, they often stand between accepted trade and unsettling possibility, respected when useful and watched when ambitious.

📈🧪 Tier Meaning

Tier 1 represents the earliest stage of the alchemist role: controlled preparation, practical compounds, modest inventory, and disciplined material knowledge. The core fantasy is present—refinement, transformation, medicine, and the pursuit of greater secrets—but it remains grounded in useful trade goods rather than major transmutations or legendary breakthroughs.

  • Inventory Unequipped Inventory Unequipped:
  • 20 Alchemy Tools
    15 gp
  • 20 Citronella Herb
    0.1 gp
  • 20 Drinking Water
    0.01 gp
  • 20 Emberstalk Herb
    5 gp
  • 20 Flask, Glass
    0.03 gp
  • 20 Sunflower Herb
    5 gp
  • 20 Alchemist's Fire
    5.23 13 gp
  • 20 Mugwort Herb
    1 gp
  • 20 Antidote
    0.5 8 gp
  • 20 Wolfsbane Herb
    10 gp
  • 20 Potion of the Basilisk
    0.5 10 gp
  • 20 Basilisk's Eye
    5 gp
  • 20 Black Cohosh Herb
    5 gp
  • 20 Eel Petal Herb
    5 gp
  • 20 Verdant Moss
    5 gp
  • 20 Potion of Bravery
    15.49 15 gp
  • 20 Goblin Root Herb
    10 gp
  • 20 Salvia Herb
    5 gp
  • 20 Elixir of Acid Resistance
    0.5 45 gp
  • 20 Elixir of Animal Speaking
    0.5 13 gp
  • 20 Bark, Oak
    0.05 gp
  • 20 Bellflower Herb
    10 gp
  • 20 Elixir of Barkskin
    0.5 30 gp
  • 20 Kheper Salt
    2.5 gp
  • 20 Elixir of Cold Resistance
    0.5 45 gp
  • 20 Elixir of Fire Resistance
    0.5 45 gp
  • 20 Kaeth Herb
    10 gp
  • 20 Elixir of Force Resistance
    0.5 45 gp
  • 20 Star Thistle Herb
    5 gp
  • 20 Ooze Slime
    5 gp
  • 20 Elixir of Freedom of Movement
    0.5 400 gp
  • 20 Stormvine Herb
    30 gp
  • 20 Elixir of Lightning Resistance
    0.5 45 gp
  • 20 Lunar Root Herb
    5 gp
  • 20 Elixir of Necrotic Resistance
    0.5 45 gp
  • 20 Snapdragon Herb
    5 gp
  • 20 Elixir of Peerless Focus
    0.5 30 gp
  • 20 Elixir of Poison Resistance
    0.5 45 gp
  • 20 Eyebright Herb
    5 gp
  • 20 Nightshade Herb
    5 gp
  • 20 Elixir of Psychic Resistance
    0.5 45 gp
  • 20 Faerie Blossom Herb
    15 gp
  • 20 Elixir of Radiant Resistance
    0.5 45 gp
  • 20 Bloodroot Herb
    30 gp
  • 20 Elixir of See Invisibility
    0.5 40 gp
  • 20 Elixir of Thunder Resistance
    0.5 45 gp
  • 20 Blackthorn Herb
    15 gp
  • 20 Elixir of Viciousness
    0.5 50 gp
  • 20 Baptisia Herb
    5 gp
  • 20 Elixir of Vigilance
    0.5 25 gp
  • 20 Elixir of Water Breathing
    0.5 25 gp
  • 20 Healing Potion (4d4 + 4)
    30.48 30 gp
  • 20 Healing Potion (2d4 + 2)
    14.34 15 gp
  • 20 Silver, powdered
    25 gp
  • 20 Holy Water, Flask
    16.49 25 gp
  • 20 Insect Repellent, Salve
    30 gp
  • 20 Oil of Accuracy
    3.6 30 gp
  • 20 Oil of Sharpness
    3.6 50 gp
  • 20 Animal Fat
    0.5 gp
  • 20 Oil of Slipperiness
    2.63 50 gp
  • 20 Poison (1d4)
    4.52 10 gp
  • 20 Potion of Attention
    0.5 10 gp
  • 20 Tiger Eye
    1 gp
  • 20 Freefire Herb
    40 gp
  • 20 Potion of Clairvoyance
    200 gp
  • 20 Potion of Climbing
    0.5 20 gp
  • 20 Potion of Comprehend Languages
    0.5 50 gp
  • 20 Potion of Day Eyes
    0.5 50 gp
  • 20 Potion of Feather Fall
    0.5 20 gp
  • 20 Edelweiss Herb
    50 gp
  • 20 Potion of Flying
    0.5 50 gp
  • 20 Potion of Glorious Vaulting
    0.5 30 gp
  • 20 Ectoplasm
    5 gp
  • 20 Potion of Invisibility
    11.81 65 gp
  • 20 Potion of Love
    29.51 50 gp
  • 20 Potion of Mind Reading
    0.5 30 gp
  • 20 Elixir of Moonshield
    0.5 50 gp
  • 20 Vial of Poison
    65.36 20 gp
  • 20 Elixir of Speak with Animals
    0.5 20 gp
  • 20 Potion of Spirit Safeguard
    0.5 50 gp
  • 20 Potion of Vitality
    0.5 50 gp
  • 20 Regeneration Potion (+2)
    0.5 50 gp
  • 20 Self-Assuring Elixir
    0.5 50 gp
  • 20 Smelling Salt
    0.5 5 gp
  • 20 Stinging Nettle Syrup
    28.43 40 gp
  • 20 Rotten Flesh
    0.05 gp
  • 20 Warp Potion
    0.5 30 gp
  • 20 Acid, Vial
    13.51 16 gp
  • 20 Antitoxin, Vial
    0.5 16 gp
  • 20 Bone, dust
    0.05 gp
  • 20 Glue
    1 gp
  • 20 Vial, Glass
    0.03 gp
  • 20 Ink, 1-ounce bottle
    10 gp
  • 20 Insect Repellent, Block
    10 gp
  • 20 Tallow
    0.55 gp
  • 20 Lamp Oil
    0.1 gp
  • 20 Timber
    0.08 gp
  • 20 Lye
    0.1 gp
  • 20 Perfume, Vial
    5 gp
  • 20 Sap, Tree
    1 gp
  • 20 Sealing Wax
    0.5 gp
  • 20 Soap
    0.02 gp

  • Merchant Merchant
  • This merchant's wares are tagged with teleportation magic as a contingency. Should the merchant fall in battle, most of their inventory will shimmer and vanish—teleported to a secure location. Only coins and a handful of items that slip through the contingency remain behind.

  • ST 3 | 7 SP | d6 Skill Tier 3:
  • Alchemy Alchemy

Attached Items
Creature Creatures With This Creature Template
D4
D6
D8
D10
D12
D20
Advantage
Disadvantage
d100
Mod
ADV/DIS
-or-

To access the dice log to keep track of your rolls

-or-

To edit characters or creatures.

These sliders set site audio only, so you can mix against Discord and other apps (phone volume still caps everything).

Effect 1
20%
Effect 2
20%
Ambience
20%
Music
20%

Item Information