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Alchemist's Supplies
Alchemist's Supplies
Common Ingredients
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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.