You excel at making tinctures, poisons and drugs from raw materials. An expert at recovering chemical components from creatures and plants.
Features
Level 3: Mobile Lab
You improve the quality of your Healing Tinctures, Poisons and Drugs. When you craft a Healing Tincture it gains an extra 1d6 to healing, it raises the Poison DC by 1 and Drug effects last twice as long. You can ignore the workshop requirement for Medicine crafting.
Level 3: Improvised Chemicals
Once per Long Rest you can craft a Healing Tincture, Poison or Drug for free without a Medicine Check. You must know the recipe and meet its Crafting requirements.
Level 7: Expert Chemist
When you succeed a Medicine Check for crafting a Tincture, Poison or Drug it automatically becomes a Critical Success.
Level 7: Enhanced Poisons
When you craft Poisons, you can choose to do the following damage types instead: Acid, Psychic or Necrotic.
Level 11: Recycling
You can recycle and use all kinds of unused items around the world and turn them into usable components. Make a Medicine Check to find reagents, chemicals and solutions to turn into Healing Points or components.
Level 17: Master Chemist
Your Tinctures, Poisons and Drugs are now maximized and their effects always do the maximum amount of their Dice.