[@Vertigo] I have some more indepth homebrew rules for Alchemy but I need to review them. In the meantime here's some lite ones: Alchemist Kit uses Wis or Intelligence You can craft either during downtime or during the delve - Alchemist Kit - 1 hr - Materials cost 10 GP (or found) - Acid 2 hr - 25 GP - Alchemist Fire 2 hr - 25 GP - Liquid Ice 4 hr - 50 GP - Pus Potion (4d4 Poison) 4 hr - 75 GP - Bomb (1d3 Fire) Higher rolls may mean cheaper material cost or improved quantity/quality of product. Herbalism Kit also has some nifty things. Just sayin' I have more indepth rules about sourcing materials and what they can be used for with more customisable potion types but it will depend if you guys wanna rock with those or not.