Download as pdf or txt
Download as pdf or txt
You are on page 1of 2

Common Ingredients

Alchemist's Supplies d12 Ingredient Element


Alchemy is the skill of exploiting unique properties of 1, 2 Rockvine
certain plants, minerals, and creature parts, combining
them to produce fantastic substances. This allows even 3, 4 Amanita Cap
non-spellcasters to mimic minor magical effects. This set of 5, 6 Fennel Silk
equipment includes beakers, mixing and measuring
containers, and a miscellany of chemicals necessary for 7, 8 Lightningbug Thorax
alchemical crafting. Proficiency with these tools allows you 9 Radiant Synthseed
to extract the alchemical elements from various
10 Voidroot
ingredients, and allows you to add your proficiency bonus
to any ability checks you make to craft items with them. 11,12 Roll on Special Ingredient table -

Foraging Ingredients Special Ingredients


d8 Ingredient Element
Make an Intelligence (Nature) check, adding your
proficiency in alchemist's tools to the check if you are not 1 Ironwood Heart +
proficient in the Nature skill, with a DC based on your 2 Hydrathistle +
method of searching as per the table below. Each foraging
attempt takes 1 hour of time with the availability of 3 Wisp Stalks +
ingredients in the area determined by the DM. 4 Drakus Flower +
DC Method of Search 5 Frozen Seedlings +
10 Dedicated search without traveling 6 Blue Toadshade +
15 Traveling at a slow or stealthy pace 7 Luminous Cap Dust +
18 Traveling at a normal pace 8 Wrackwort Bulbs +
21 Traveling at a fast pace
Custom Alchemical Bombs
On a failure, you find nothing. On a success, you recover
one ingredient, first rolling on the Common Ingredients Each alchemical element has useful properties that can
table. If you roll an 11 or 12, reroll on the Special harnessed to deadly effect. The General Alchemical Effects
Ingredients table. table lists these properties which may be combined into a
Additionally, ingredients can be harvested from dead or single flask of volatile liquid, to be unleashed by throwing
incapacitated creatures at the DM's discretion. Harvesting the flask up to 20 feet as a ranged attack, shattering it, and
requires 1d6 minutes followed by a DC 20 Intelligence releasing its contents in a 5-foot area. Up to 6 ingredients
(Nature) check to harvest a usable ingredient. Should you can be combined in this way, with a total value of 10 gp
fail this check, you are unable to extract any ingredients. plus 15 gp per effect beyond the first selected below.
Crafting follows the same steps as those in the Crafting
from Alchemical Recipes section.
Crafting from Alchemical Recipes
There are four primary essences that can be extracted from General Alchemical Effects
potent herbs, fungus, or animal parts for use as alchemical Elements Effect
components: earth, water, air, and fire. + Throw shrapnel dealing 1d4 piercing damage
Additionally, some rare ingredients harbor one of two to other creatures within 10 feet of impact.
forms of energy, positive and negative, which can be
+ Release slippery oil on the ground. Creatures
used to further enhance your creations. The Alchemical failing a DC 10 Dexterity save fall prone.
Recipes section lists several formulas well-known to most
alchemists, denoting the type and quantity of each + Deal 1d4 lightning damage on contact.
Double damage to targets touching metal.
alchemical essence needed to craft an object. Any selection
of raw ingredients can be used to complete the recipe, as + Deal 1d4 fire damage on hit. Lasts 2 rounds.
long as the correct combination of elements is met.
+ Release gel that sticks to target. Each round,
Alchemy requires 4 hours of uninterrupted work per 25 any damage effects continue to deal 1 damage
gp value of the item being crafted. At the end of each 4-hour each until an action is used to remove the gel
period, an Intelligence check is made using your with a DC 10 Dexterity check.
alchemist's supplies proficiency, with a DC of 6 plus 2 for + Deal 1d4 cold damage on contact. Reduce
every raw ingredient used. As such, higher-quality target speed by 15 feet for next round.
ingredients containing more elements will result in a lower
DC. On a successful Intelligence crafting check, 25 gp of + Fill a 10-foot cube with mist for 1d4 rounds.
Until it dissipates, any damage effects repeat
progress is made toward creating the item. On a failure, no each round for creatures remaining within.
progress is made and all used ingredients are lost.
Any item with a total value of 25 gp or less may be + Deal 1d6 acid damage on contact.
crafted in the field. Otherwise, crafting must be done in a Double number of all damage dice.
safe workshop environment such as a room at an inn.
Increase radius of all effects by 5 feet.

Common Ingredients
1
ART: Master Alchemist by Mind Juice Media Inc. ALCHEMIST'S TOOLS | Rules by /u/calculuschild
ART: Alchemy Table Concept Art by Bethesda Softworks

Alchemical Recipes
Acid (25 gp) x1 x1 x1 . As a ranged attack, you
can throw this vial up to 20 feet, shattering it on impact. On
a hit, the target takes 2d6 acid damage.
Alchemist's Fire (50 gp) x2 x1 x1 x1 . This
sticky, adhesive fluid ignites when exposed to air. As a
ranged attack, you can throw this flask up to 20 feet,
shattering it on impact. 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 Flash Pellet (25 gp) x2 x1 . This tiny, brittle object
check to extinguish the flames. is often disguised as a button or other decoration. You can
Alchemist's Frost (50 gp) x2 x2 . This throw a flash pellet up to 10 feet. When thrown against a
glittering, misty fluid flash-freezes when exposed to air. As a hard surface, it bursts with a bright flash. All creatures
ranged attack, you can throw this flask up to 20 feet, within 5 feet must make a DC 15 Constitution check or be
shattering it on impact. On a hit, the target takes 4d4 cold blinded for one round.
damage, or half that damage on a miss due to splash. For Instant Rope (75 gp) x2 x2 x1 . A large
the next minute following a hit, all of the target's speeds are waterskin bladder filled with a pudding like blue substance
reduced by 15 feet and any bonuses to speed are that hardens into a high quality rope one minute after being
suppressed. A creature may end the effect by using its exposed to air, and then disintergrates into a fine powder 2
action to successfully make a DC 10 Strength check. hours later. Instant rope has 8hps per strand and can be
Alchemist’s Spark (50 gp) x4 x1 . A flask of burst with a DC 20 Strength check. Each pouch holds
alchemist’s spark is actually a double-chambered bottle of enough material to make 300ft of rope.
normally inert alchemical substances. As a ranged attack, Melt Powder (25 gp) x1 x2 . Melts up to 1 cubic
you can throw it up to 20 feet, shattering it on impact. foot of ice, or 1 inch deep 10 ft square area. Hazardous to
When it hits a target, the double-vial is broken and the two creatures made of ice, causing 2d6 acid damage if ingested,
substances mix in an alchemical reaction that produces a with DC 13 Constitution save for half damage, bitter tasting
powerful electrical discharge, causing the target to take but harmless to everyone else.
3d4 lightning damage. Also on a hit, all other creatures Night Eyes (25 gp) x1 x1 x1 . Thick greasy
within 5 feet of the target take the same amount of damage, substance that takes a full round to apply to the naked eye
or half as much on a successful DC 10 Dexterity saving and grants darkvision vision of 60 feet for 10 minutes. The
throw. Creatures wearing armor or wielding weapons made eyes become unnaturally sensitive to light for the duration.
of metal have disadvantage on the save. Bright sources of light cause disadvantage on attack rolls
Breath Bottle (20 gp) x3 . This oversized bottle and on Wisdom (Perception) checks that rely on sight.
contains a spongy alchemical substance in which a quantity Noxious Smokestick (40 gp) x2 x2 x1 . A
of concentrated breathable air has been dissolved. Useable variation of the common smokestick, this item spews forth
underwater (if the depth is less than 30 feet) or in any other a cloud of extremely foul-smelling smoke. Along with the
environment that lacks breathable air, a character can obscuring effects of a smokestick, it causes nausea in all
unstopper this bottle and suck clean, fresh air out, enabling creatures in range who fail a DC 15 Constitution check,
her to breathe directly and continuously from the bottle for effectively incapacitating them while the smoke remains.
up to 10 rounds, after which the bottle’s supply is Smokestick (20 gp) x2 x1 . This alchemically
exhausted. The bottle can be re-stoppered to save unused treated wooden stick instantly creates thick, opaque smoke
air – it need not be used all at once. when ignited. The smoke fills a 10-foot cube making the
Dust of Dryness, 3 doses (60 gp) x3 x2 . You can area heavily obscured. The stick is consumed after 1 round,
use an action to sprinkle a pinch of of dust from this small at which time the smoke dissipates naturally.
pouch over water, shrinking a cube of water 15 feet on a Snappowder, 5 doses (25gp) x2 x1 . One dose of
side into one marble-sized pellet, which floats or rests near this semi-colourless powder covers a 5 ft x 5 ft area. Any
where the dust was sprinkled. The pellet’s weight is creature weighing more than 20 lbs. that steps on it sets off
negligible. Someone can use an action to smash the pellet tiny harmless explosives with a snapping sound and a tiny
against a hard surface, causing the pellet to shatter and flash of light. The effect lets you hear creatures sneaking up
release the water the dust absorbed. Doing so ends that on you and automatically locate the square where a moving
pellet’s magic. An elemental composed mostly of water that creature is, even if it is invisible or concealed by darkness.
is exposed to a pinch of the dust must make a DC 13 Creatures standing perfectly still can’t be detected. The
Constitution saving throw, taking 10d6 necrotic damage on strewn powder can be detected with a DC 18 Wisdom
a failed save, or half as much damage on a successful one. (Perception) check. It can be swept up without setting it off.
Firesnuff (10 gp) x1 x1 . This ashen powder, when Tanglefoot Bag (50 gp) x2 x2 . This fragile canvas
cast upon a small fire such as a lit torch or a small campfire sack contains coiled strands of fibrous goo that expand and
automatically puts it out. It also puts out alchemists fire become sticky when exposed to air. As an action, you can
with one application. A character who is on fire can have throw the bag up to 30 feet, causing an effect identical to
his flames immediately extinguished by casting a dose of the Web spell except only filling a 5-foot cube and with a
firesnuff upon himself. In addition, firesnuff can injure fire duration of 1 minute. The tanglefoot bag has no effect on
elementals, causing them 1d8 damage if hit with a melee creatures that are Huge or larger, formless, or incorporeal.
attack. Firesnuff has no effect on lava or magma based Titan Gum (55 gp) x2 x1 x1 . This ceramic tube
creatures, or ones that are merely hot rather than flaming. can be broken off at the top to pour a particularly strong
and fast-setting form of glue, bonding completely after one
round. Bonded objects require a DC 20 Strength check to
separate and can support up to 500 lbs before breaking.

ALCHEMIST'S TOOLS | Rules by /u/calculuschild


2
ART: Mountains by Vittorio Maria Vecchi, Drop by Wayne Tyler Sall, Air by Vectors Market, Fire by Lloyd Humphreys, Sun (public domain), Moon by Edward Boatman

You might also like