Alchemist's Supplies
Alchemist's supplies enable a character to produce useful concoctions, such as acid and alchemist's fire.
Arcana. Proficiency with alchemist's supplies allows you to unlock more information on Arcana checks involving potions and similar materials.
Investigation. When you inspect an area for clues, proficiency with alchemist's supplies grants additional insight into any chemicals or other substances that might have been used in the area.
Crafting Concoctions
A character who has the time, money, and the tools to work can use downtime to craft concoctions.
To craft a concoction, a character needs raw materials equal to half the item's market price. To determine how many days it takes to finish the project, divide the market price by an amount equal to 15 plus your Intelligence modifier. Round this result up unless the character succeeds on a DC 15 Intelligence (Alchemist's Supplies) check, in which case the quantity is rounded down (minimum 1 day).
Concoctions can be completed over long periods of time, if the work in progress is not damaged. Multiple characters can combine their efforts, if they all have proficiency with the herbalism kit. Divide the time needed to create the concoction by the number of characters working on it.
Concoctions
Acid
As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage.
Alchemist's Fire
This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.
Brineskin
A wineskin containing an alchemical substance that, when mixed with water, begins a reaction that creates breathable air. Usable in water less than 30 feet deep or in any other environment that lacks breathable air, a character can uncork this sack and suck fresh air out, enabling them to breathe directly and continuously from the sack for up to 10 rounds. The bottle can be corked to save unused air -- it need not be used all at once.
Concoctions
Item | Market Price |
---|---|
Acid | 25 gp |
Alchemist's Fire | 50 gp |
Brineskin | 30 gp |
Cossetting Oil | 1 gp |
Devil's Soap | 15 gp |
Dragonbile | 120 gp |
Dust of Disappearance | 310 gp |
Dust of Sneezing and Choking | 510 gp |
Flashbomb | 60 gp |
Instant Rope | 60 gp |
Oil of Etherealness | 2,000 gp |
Oil of Honing | 240 gp |
Oil of Sharpening | 3,200 gp |
Oil of Slipperiness | 500 gp |
Smokebomb | 60 gp |
Snapping Powder | 15 gp |
Sovereign Glue | 500 gp |
Stalker Dust | 50 gp |
Stinkbomb | 210 gp |
Sunrod | 2 gp |
Tanglefoot Bag | 50 gp |
Thunderstone | 50 gp |
Titan Gum | 100 gp |
Universal Solvent | 300 gp |
Whistling Flare | 80 gp |
Cossetting Oil
This watery substance is incredibly slick and spreads evenly across surfaces. This substance is safe to eat and tastes like spearmint and cherries, though it is not nutritious or filling. Creates enough grease to cover a 5-foot area. A creature that enters the area or ends its turn there must succeed on a DC 10 Dexterity saving throw or fall prone. Easily removed with soap and water.
Devil's Soap
Devil's soap, a foul-smelling, black paste, is a favorite of blacksmiths and those who work with fire. One application of devil's soap provides fire resistance 2. The effects of devil's soap last for 1 hour. Can be removed by scrubbing the affected areas with sand.
Dragonbile
An extremely potent form of alchemist's fire. This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target immediately takes 2d6 fire damage and takes 2d6 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 15 Dexterity check to extinguish the flames.
Dust of Sneezing and Choking
When you use an action to throw a handful of the dust into the air, you and each creature that needs to breathe within 30 feet of you must succeed on a DC 15 Constitution saving throw or become unable to breathe while sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating. As long as it is conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The lesser restoration spell can also end the effect on a creature.
Dust of Disappearance
When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature.
Flashbomb
This tiny, brittle sphere can be thrown up to 20 feet. When thrown against a hard surface, it bursts with a bright flash. All creatures within 10 feet must make a DC 13 Constitution saving throw or be blinded for 1 round.
Instant Rope
A large waterskin bladder filled with a pudding like blue substance that hardens into a high quality rope one minute after being exposed to air, and then disintegrates into a fine powder two hours later. Instant rope has 8 hit points per strand and can be burst with a DC 20 Strength check. Each bladder holds enough material to make 300 feet of rope.
Oil of Etherealness
Beads of this cloudy gray oil form on the outside of its container and quickly evaporate. The oil can cover a medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the etherealness spell for 1 hour.
Oil of Honing
This clear oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item grants a +1 bonus to damage rolls.
Oil of Sharpness
This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls.
Oil of Slipperiness
This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a freedom of movement spell for 8 hours.
Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the Grease spell in that area for 8 hours.
Smokebomb
As an action, you can throw this smokebomb up to 30 feet away from you. On impact, smoke begins to billow from it, creating a heavily obscured area within a 10 foot radius. This smoke dissipates after 1 minute, or until it is blown away by some external means.
Snapping Powder
A small pouch of grey powder that can cover a 5-foot area. Any creature weighing more than 20 pounds that steps on the powder sets off a tiny harmless explosion with a snapping sound and a small flash of light. This effect lets you hear creatures sneaking up on you and see where a creature is moving even if it is invisible or concealed by normal darkness. Creatures standing perfectly still can't be detected, but creatures in melee combat usually can be. The strewn powder can be detected with a DC 18 Perception skill check. It can be carefully swept up with a broom without detonation.
Sovereign Glue
This viscous, milky-white substance can form a permanent adhesive bond between any two objects. It must be stored in a jar or flask that has been coated inside with oil of slipperiness.
One dose of the glue can cover a 1-foot square surface. The glue takes 1 minute to set. Once it has done so, the bond it creates can be broken only by the application of universal solvent or oil of etherealness, or with a wish spell.
Stalker Dust
This dark, powdery substance clings to natural materials such as wool, cotton, skin and hair. Also incredibly flammable. Applying this to your body and clothes grants a +1 bonus on Dexterity (Stealth) skill checks in dim light or darkness for up to 8 hours. If the wearer takes fire damage, the powder quickly burns away, dealing an additional 1 fire damage and casting bright light in a 20-foot radius and dim light for an additional 20 feet.
Stinkbomb
As an action, you can throw this smokebomb up to 30 feet away from you. On impact, smoke begins to billow from it, creating a heavily obscured area within a 20 foot radius. This smoke dissipates after 1 minute, or until it is blown away by some external means. Each creature who attempts to perform an action inside the cloud must succeed on a DC 14 Constitution saving throw or else it must either move beyond the cloud to perform that action or try again on its next turn.
Sunrod
This 1-foot-long, yellow-tipped iron rod glows brightly when struck. It clearly illuminates a 30-foot radius and provides dim light in a 30-foot radius. It glows for 10 hours, after which the yellow tip is burned out and worthless.
Tanglefoot Bag
This fragile canvas sack contains coiled strands of fibrous goo that expand and become sticky when exposed to air. As an action, you can throw the bag up to 30 feet at the feet of a Huge or smaller creature. The creature must succeed on a DC 13 Strength saving throw or else the target's speed is reduced to 0. The affected target can use its action to make a DC 13 Strength check to escape from the sticky substance.
Thunderstone
This crystalline shard shatters on impact with a blast of concussive energy. As an action, you can throw it up to 20 feet. Each creature within 10 feet of the point of impact must succeed on a DC 13 Constitution saving throw or be pushed 10 feet away from the point of impact.
Titan Gum
A particularly strong and fast-setting form of glue. Titan gum bonds completely in one round. Substances bonded by titan gum require a DC 20 Strength check to separate. Titan gum can support 500 pounds of weight before breaking. The glue is rapidly destroyed by alcohol.
Universal Solvent
This milky liquid has a very strong alcohol smell. You can use an action to pour the liquid onto a surface within reach. The liquid instantly dissolves up to 1 square foot of adhesive it touches, including sovereign glue.
Whistling Flare
When ignited, the whistling flare travels up to 120 feet, or until it impacts a hard surface, emitting a shrill shriek audible out to 1 mile. Upon reaching its max distance, or being stopped, it explodes into a blinding white burst that persists for 1 round. All creatures within 10 feet of this blinding light must make a DC 13 Constitution saving throw or be blinded for 1 round. While the whistling flare can be used as a weapon, it rarely travels in a straight line, deviating 1d6 feet for every 20 feet of travel.