Essence Crafting by Profession

Alchemists & Calligraphers
Alchemist's Supplies are used to make bombs. Bombs have a range of (20/60) and take an action to throw. When thrown, they will explode and affect all targets in a 5 ft. radius sphere. Calligraphers use their skills to make ink that can be used as tattoos or weapon coatings. It will take an action to apply the ink to a character, 1 weapon or 10 pieces of ammunition and last for 1 minute, affecting any creature hit by an attack with the weapon.


 * The creation DC equals 8 + (# of ingredients + # of essences used).
 * For a weapon coating, you will need 1 extra water essence for the base.
 * At the end of the process, you must make an Intelligence check, using your tool proficiency to successfully craft.
 * If any effects require a saving throw, the DC is 8 + your Intelligence modifier + your tool proficiency bonus with the appropriate tools.
 * Only 1 weapon coating can be on a weapon at any 1 time. If another is applied, both weapon coating effects are nullified.

Cooks & Herbalists
Brewers and chefs have the ability to make various drinks, sauces & foods that can enhance the abilities of characters. Herbalists can make different types of potions. Each creation contains only 1 dose.


 * The creation DC equals 8 + (# of ingredients + # of essences used).
 * At the end of the process, you must make a Wisdom check, using your tool proficiency to successfully craft.
 * Only one potion can be in effect at any one time. If another potion is drunk, the user suffers an effect from the mixing potions table in the DMG.

Jewelers & Weavers
This category of artisans are skilled in fine clothing and adornments. At times this equipment can be infused with magical essence that temporarily enhances a character's equipment for 1 minute.


 * The creation DC equals 8 + (# of ingredients + # of essences used).
 * Jewelers will need to use a gem equal to the cost of the craft.
 * Weavers will need to add the cost of the mundane item they are attempting to weave with magical thread.
 * At the end of the process, you must make an Intelligence or Wisdom check, using your tool proficiency to successfully craft.
 * If any effects require a saving throw, the DC is 8 + your Intelligence or Wisdom modifier + your proficiency with the appropriate tools.
 * Only 1 enhancement can be on a piece of equipment at any 1 time.

Poisoners
A Poisoner's kit can be used to make poisons that can be ingested, inhaled or activated on contact (the rules for how to use these are in the Dungeon Master's Guide). There is only 1 dose per phial.

Poisons that are inhaled can be throw up to 30 ft. as an action and will take up a 5 ft. cube until the end of your next turn. You can put a poison designed for ingestion on a weapon that does piercing or slashing damage, however it will only last until the end of your next turn or until the weapon hits a creature.


 * The creation DC equals 8 + (# of ingredients + # of essences used).
 * For a poison that is inhaled you will need 1 extra air essence for the base.
 * For a poison that will activates on contact, you will need 1 extra earth essence for the base.
 * At the end of the process, you must make an Intelligence check, using your tool proficiency to successfully craft.
 * If any effects require a saving throw, the DC is 8 + your Intelligence modifier + your proficiency with the poisoner's kit.

Example of Essence Crafting
An example will be provided once someone at camp has successfully crafted with essence.


 * 1 effect craft using 2 common ingredients: 8 + (2 + 2) = DC 12 & cost 20 gp.
 * 2 effect craft using 2 uncommon ingredients: 8 + (2 + 4) = DC 14 & 30 gp.
 * 3 effect craft using 2 rare ingredients: 8 + (2 + 6) = DC 16 & cost 40 gp.
 * 4 effect crafting using 2 very rare ingredients: 8 + (2 + 8) = DC 18 & cost 50 gp.
 * 5 effect crafting using 2 legendary ingredients: 8 + (2 + 10) = DC 20 & cost 60 gp.