Alchemy, Enchanting, and Herbalism

Alchemy  
 * Alchemy check = d20 + Int modifier + Proficiency Bonus
 * Each potion has an individual DC. If the necessary DC is achieved a Lesser Potion is created. If the player’s roll is equal to or greater than the DC +10 then a Greater Potion is created.
 * Alchemical potions use magic and ingredients harvested from monsters
 * Each monster part listed may be found in various shops around the world, the stock of these parts are based off of their rarity and, of course, the dice.
 * Alchemy potions include Elemental Oils, Potions of Resistance, Potions of Enhanced Abilities, and Spell Potions

Herbalism  
 * Herbalism check (locate herbs) = d20 + Wis modifier + Proficiency Bonus
 * Herbalism check (brew elixir) = d20 + Wis or Int modifier + Proficiency Bonus
 * Each elixir has an individual DC. If the necessary DC is achieved a Lesser Elixir is created. If the player’s roll is equal to or greater than the DC +10 then a Greater Elixir is created.
 * Elixirs are brewed from herbs that can be found naturally around the world and in shops. The stock of each herb within these shops is based on the herbs rarity and, of course, dice.
 * Herbalist Elixirs include Monster Oils, Elemental Oils (less powerful than those of Alchemical origin), Elixirs of Constitution, Wisdom, and Charisma, as well as various others such as the Elixir of Healing and Oil of Sharpness

Alchemy vs. Herbalism  
 * Most Alchemical Potions require the use of a spell in the brewing process
 * Alchemists can, potentially, mimic the effects of any spell in the form of a potion
 * Alchemists can create Potions of Resistance, more powerful Elemental Oils, and Potions to Enhance any Ability (Elixirs may only improve Constitution, Wisdom, and Charisma)
 * Herbs are more plentiful and cheaper than Alchemical supplies
 * Herbalists can create Monster Oils and Oil of Sharpness
 * Herbalism requires no magic or spells

Enchanting
 * Enchanting check = d20 + Int modifier + Proficiency Bonus
 * Each enchantments has an individual DC. If the necessary DC is achieved a Lesser Enchantment is placed on the weapon or armor. If the player’s roll is equal to or greater than the DC + 10 then a Greater Enhancement is achieved.
 * Enchantments must be applied while the weapon or armor is being forged, and the item itself must be tempered in a magic oil. Some Enhancements require a unique oil, and some require the enchanter to be able to cast a specific spell.
 * New Enchantment formulae may be found in various shops around the world