Alchemist's Supplies Item in Dierde | World Anvil

Alchemist's Supplies

These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.   Alchemist's supplies enable a character to produce useful concoctions, such as acid or alchemist's fire.  

Components

  Alchemist's supplies include two glass beakers, a metal frame to hold a beaker in place over an open flame, a glass stirring rod, a small mortar and pestle, and a pouch of common alchemical ingredients, including salt, powdered iron, and purified water.   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.   Alchemical Crafting. You can use this tool proficiency to create alchemical items. A character can spend money to collect raw materials, which weigh 1 pound for every 50 gp spent. The DM can allow a character to make a check using the indicated skill with advantage. As part of a long rest, you can use alchemist's supplies to make one dose of acid, alchemist's fire, antitoxin, oil, perfume, or soap. Subtract half the value of the created item from the total gp worth of raw materials you are carrying.  
Activity DC
Create a puff of thick smoke 10
Identify a poison 10
Identify a substance 15
Start a fire 15
Neutralize acid 20
 
  Additionally, there are some other Alchemical Brews you can create, some may require the formulas (as they are rare).   The following items have their own specific rules. Items described in this section appear magical to the detect magic spell but have no school of magic. Acid. This corrosive liquid can burn through flesh and inanimate materials alike. 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. Alchemical Glue. This adhesive is contained in two separate chambers of a split vial. When the cap is removed, both liquids pour out and mix into a fast- drying epoxy that creates a nearly unbreakable bond between objects it glues together. One ounce of the glue can cover a 1-foot square surface. Breaking the bond requires a DC 25 Strength check. Alchemical Silver. This is a viscous oil glitters like liquid silver. You can use an action to apply this to a weapon or up to 3 pieces of ammunition. This application makes the weapon effective against monsters that have immunity or resistance to non-silver weapons. The application lasts for 1 minute, after which the oil dries out and the applied compound crumbles away as dust. On a melee weapon, the application can be used up sooner, at the third successful strike. Alchemical silver will not work when combined with other alchemical substances; only one alchemical effect can apply to the same weapon at the same time. 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. Alchemical Solvent. This clear, thick glue can dissolve almost any mundane adhesive. One dose of the solvent can cover a 1-foot square surface. It instantly dissolves alchemical glue, tanglefoot bags, and similar alchemical substances. At the DM’s discretion, the solvent can provide bonuses to escape the sticky excretions of certain monsters; for example, it’s application might give someone advantage on the attempt to escape a cave fisher’s filament. Bladefire. This oil is black like charcoal and feels dry to the touch, though applies like any other viscous oil. It takes one action to apply this to the striking portion of a weapon. At the start of the user’s following turn, the oil bursts into flame. For one minute, attacks with the weapon deal an additional 1d4 fire damage. This does no damage to a weapon that has a metal striking surface, but a nonmagical weapon with a wooden striking surface, like a club or quarterstaff, is destroyed at the end of the minute. Alternately, the oil may be applied to any Tiny object, the flames causing damage once per round on everyone who contacts it. The DM decides what effect, if any, the oil has on a non-weapon object. Bladefire will not work when combined with other alchemical substances; only one alchemical effect can apply to the same weapon at the same time. Blastpatch. These granular blue crystals pack a powerful punch. They can be spread on the ground in a 5-foot square patch. Any creature that moves through the area grinds crystals together causing a series of small ignitions. This creates a burst of light that is visible for quite some distance in the dark and inflicts 1 point of fire damage on the creature. Once an affected patch has triggered three times, there are insufficient crystals remaining for any effect. Blend Cream. This creamy gray solution looks innocuous upon first inspection, but it begins to change coloration soon after exposed to air. The cream requires one action to apply to a Small or Medium creature. For the next 10 minutes, the creature has advantage on Stealth-related ability checks; the cream shifts color to blend with its surroundings. Catstink. This thick, foul-smelling brew is used to distract watchdogs, tracking hounds, wolves, and other canines. A flask of catstink can be deployed as an action, covering a square area, 15 feet on each side. Any canine within 30 feet of the affected area is drawn to investigate it. Controlling a hound within 30 feet of the affected area requires a Wisdom (Animal Handling) check, made with disadvantage, against a DC of 12. Each failure of the check means a minute wasted trying to control the animal before another check can be made. This substance has no effect on non-canine creatures. Clearwater Solution. These tiny, clear crystals come in a glass vial. One dose dissolves in a container of up to 10 gallons of liquid. After 1 minute, the solution removes any poison or disease that taints the liquid. This has no effect on liquids that are themselves poisons, or on creatures that have already been affected by a poison or disease. If dissolved into container holding more than 10 gallons, the substance has no effect. Defoliant. Defoliant is a caustic yellow-orange liquid that slightly irritates the skin or eyes of a living creature. It can bring ruin to any plant matter it touches. A dose of this liquid, if splashed out of a flask, can ruin light vegetation and undergrowth (but not trees) in up to 4 patches, each about five feet square. The plants shrivel and die within 1 hour, leaving the area barren of life or cover. Alternately, as an action, you can splash a full dose of the liquid onto a creature within 5 feet of you or throw it up to 20 feet, shattering the clay flask on impact. In either case, make a ranged attack against a target creature, treating the substance as an improvised weapon. If the target is a plant creature, it takes 2d6 acid damage. Other creature types are unharmed. Eggshell Grenades (all). Eggshell grenades are delicate alchemical devices that react dramatically when introduced to fire or an enemy’s face. They are a favorite tool of rogues, often used to create distractions. As an action, you can throw an eggshell grenade up to 20 feet, shattering it on impact. This requires a ranged attack, treating the grenade as an improvised weapon. Eggshell Grenade, Dust. This grenade, when it hits the eyes of its target, causes blindness until the end of your next turn. Because the grenade must be targeted so precisely, you have disadvantage on the attack roll. Eggshell Grenade, Flash. This grenade, when thrown into a fire, explodes in a brilliant flash of light. Any creature within 15 feet of the fire must succeed in a DC 10 Constitution save or be blinded until the end of your next turn. There is no effect if the grenade attack misses the fire. Eggshell Grenade, Pepper. This grenade, when it strikes the face (or near the sensory organs of a creature), bursts into a cloud of noxious, stinging chemicals. Because the grenade must be targeted so precisely, you have disadvantage on the attack roll. If you hit, the target must succeed in a DC 10 Constitution saving throw or be incapacitated. If a target fails its save the effect lasts for three rounds, but the target can attempt to end the effect early. This requires the victim to spend an action to clear the pepper, allowing another attempt to save. A successful saving throw ends the effect immediately. Eggshell Grenade, Smoke. This grenade, when thrown into a fire, emits a billowing, toxic cloud in a 10-foot-radius. The area is heavily obscured until the end of your next turn. Until the cloud dissipates, creatures that enter the area (or begin their turn within the area) must make a DC 10 Constitution save or suffer 1d4 poison damage from inhaling the smoke. There is no effect if the grenade attack misses the fire. Embalming Cream. This thick, blue cream is used to prevent the dead from rotting. The content of this flask, when spread over the skin of a dead humanoid, prevents decay for 10 days. It takes 2 minutes to apply this cream to a Mediumsized humanoid. Thereafter, time spent under the effect does not count against the time limit for spells such as raise dead. Fireworks. Fireworks are small packets of explosive powder and other alchemical ingredients, fitted with short fuses. Lighting fireworks creates a series of pyrotechnic flashes and bangs that are audible up to 300 feet away. Lit fireworks persist for 2d4 rounds. Flash Powder. This highly flammable powder is course and comes in gray, white, or black. A pinch (one dose) burns with a bright flare if exposed to fire. A creature within 10 feet that is not deliberately looking away at the time of ignition must succeed on a DC 10 Constitution saving throw or be blinded until the end of its next turn. Flash Pellet. This small clay sphere is designed to explode in a flash of light when thrown against a hard surface. As an action, you can throw the sphere up to 60 feet, shattering it on impact. Any creature within 10 feet of the point of impact must succeed on a DC 10 Constitution saving throw or be blinded until the end of its next turn. Flash Rocket. This cylinder contains a larger firework designed to fire out one end. The device can be held by hand or propped in place when used. One round after lighting this device, a chemical reaction propels a missile from its containing tube. The rocket shoots forward up to 100 feet, where it bursts in a brilliant flare accompanied by a bang audible within 300 feet. Rockets are typically fired into the air to create a signal visible at a great distance. Each is manufactured to flare with a specific color for this purpose. A rocket can instead be used as an improvised weapon with a range of 100 feet. If you make a ranged attack with a rocket and hit, it deals 1d4 fire damage and may ignite flammable substances. A “repeating” version of this device fires 1 missile each round for 6 rounds, but with a range of only 30 feet. Ghoststrike Oil. This milky-white oil exudes a faint, ghostly mist. A weapon can be coated with the oil using an action. For one minute thereafter, the weapon’s strikes are not inhibited by the incorporeal nature of undead such as ghosts, shadows, specters, and wraiths. For the duration, the treated weapon ignores any resistance or immunity such creatures have against weapon attacks. Ghoststrike oil will not work when combined with other alchemical substances; only one alchemical effect can apply to a weapon at the same time. Ink, Dark. This gray ink dries clear and is imperceptible to creatures using normal sight. The ink is only readable by someone with darkvision. Dark ink can be created in “rare” form, the type used when transcribing spells into a spellbook, at a cost of 150 gp per one-ounce bottle. (See rare ink, above. ) Ink, Glowing. The ingredients for this special luminescent ink are usually derived from subterranean plants and fungi. Writing made with this ink glows ever so slightly, not enough to detect under light, but enough to read by in darkness. Glowing ink can be created in “rare” form, the type used when transcribing spells into a spellbook, at a cost of 130 gp per one-ounce bottle. (See rare ink, above. ) Instant Rope. This gray substance is stored in a squeezable bladder about the size of a flask. Its contents are drained out through a special nozzle that shapes the material as it is exposed to air. It takes one action to open this flask and pour out the liquid contents. As the substance exits the flask, it dries into a thin rope, about 100 feet in length. The substance has the same characteristics as a silk rope. It dries out and becomes unusably stiff after 30 minutes. After 30 more minutes, it disappears, crumbling into dust. Lockgrip Grease. This tacky white grease is applied to improve the user’s grip It takes an action or bonus action to apply the grease to one or both hands. For the next minute, the substance applies disadvantage to any attempt to disarm a person holding something with the treated hand or hands. (Alternately, it applies advantage to an attempt to hold onto something that might be disarmed if not done with an attack roll. ) The treated creature requires an extra action, beyond the normal effort required, to put down any object held with a treated hand during this period. Longbreath. Longbreath is a sweet-tasting amber liquid. For 10 minutes following consumption of this liquid, the imbiber can hold her breath for twice as long as normal. Even when out of breath, double the number of rounds the creature can survive while suffocating. (See suffocating on page 183 of the Player’s Handbook. ) Mirage Powder. The dust in this vial glitters with an intense array of colors. It can be tossed into the air, filling a cubic area adjacent to the user, 5 feet long on each side. For the next round, any image in the area that was created by an illusion spell or effect will glitter as the dust clings to it. Observers get advantage on any saving throw to pierce affected illusions during this period. Moonrod. This one-foot long rod has a chemical reservoir at one end, capped by a small silvery bulb. The rod is activated by using an action to strike it against a hard surface. For eight hours thereafter, the bulb glows with a cool light. It provides bright light in a 10-foot radius and dim light for an additional 10 feet. Motelight. This glass vial contains motes of glowing light. It is often worn on a necklace to provide light to the wearer. An uncovered motelight sheds bright light in a 10- foot radius and dim light for an additional 10 feet. The lights are extinguished permanently if the vial is ever opened or broken. Oil, Slow-Burning. This potent oil looks perfectly mundane, giving no clue as to its special properties until used. Made by rare processes of alchemical refinement, slow-burning oil burns five times as long as normal oil, providing long-lasting fuel for lanterns and other devices. A target doused in slow-burning oil stays doused for 5 minutes before drying out, instead of 1. If poured on the ground and lit, the covered area burns for 10 rounds instead of 2. Potion of Climbing. This potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors. Drinking this potion gives you a climbing speed equal to your walking speed for 1 hour. It also gives you advantage on Strength (Athletics) checks you make to climb during that period. Salve of Slipperiness. This pitch-black oil makes it easier for someone to escape from restraints. One dose covers enough of a Medium or Small creature to give it advantage for the next hour on any Dexterity checks to escape from manacles, grappling, or other restraints. Smokestick. This tiny rod of alchemical substances smokes furiously when lit or thrown into a fire. It creates a 5-foot radius sphere of smoke that spreads around corners and heavily obscures the area. It lasts for 1 minute. A wind of moderate or greater speed (at least 10 miles per hour) disperses the smoke until the wind stops. Extinguishing the flaming stick ends the effect prematurely. Smokesticks can be manufactured to emit smoke of specific colors, useful for signaling. Stonebreaker Acid. This fizzy, white liquid is stored in a flask made of hardened animal skin. 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, a viable target takes 4d6 acid damage; the substance affects only inanimate stone, stone golems, or earth elementals. Other objects and creatures are unaffected. Sunrod. This one-foot long rod has a chemical reservoir at one end, capped by a small gold-hued bulb. The rod is activated by using an action to strike it against a hard surface. For eight hours thereafter, the bulb shines with a strong, warm light. It provides bright light in a 45-foot radius and dim light for an additional 45 feet. Tanglefoot Bag. This delicately-wrapped satchel contains a massy of sticky alchemical foam. It is typically thrown as an improvised missile weapon after a supporting tie is removed the device. The user can target a foe up to 20 feet away as an action. On a hit, the alchemical substance bursts out, engulfing the foe with a sticky, fast-hardening foam A Large or smaller target hit by a tanglefoot bag is restrained until freed. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Thermal Grease. This white grease turns clear as it is applied. It takes 1 minute to apply the grease to a Small or Medium creature. For the next 24 hours, the affected creature reduces by 1 point any damage sustained from fire or cold sources. At the Dungeon Master’s discretion, the creature can also operate comfortably in very hot or cold natural climates. Thunderstone. This small, jagged stone packs a powerful punch. As an action, you can throw the stone up to 20 feet. Make a ranged attack against a creature or object, treating the thunderstone as an improvised weapon. The shock of impact causes the substances in this hardened alchemical lump to react violently, generating a deafening boom. Any creature hit by the ranged attack must make a DC 12 Constitution saving throw or be deafened for 1 minute. If the saving throw fails by 5 or more, the creature is also stunned while deafened in this way. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The sound of a thunderstone is audible to a distance of 300 feet. Tindertwig. A tindertwig is simply a hardened paste on the end of a tiny stick. It ignites when scraped against a rough surface. A tindertwig stays lit for 2 rounds, shedding dim light in a 5-foot radius. It is typically used for lighting things on fire. Lighting a torch, lamp, or lantern with a tindertwig requires only a bonus action. It is more reliable than a tinderbox for lighting substances in the presence of wind or rain. Torch, Alchemical. An alchemical torch looks like any other torch until lit. It burns for 3 hours, providing bright light in a 30- foot radius and dim light for an additional 30 feet. If you make a melee Attack with a burning alchemical torch and hit, it deals 1d4 fire damage. An alchemical torch is not disrupted by wind or water; it functions even if submerged, though its light ranges are halved. An alchemical torch can be extinguished by covering it with dirt or similar material for 1 minute. Tracking Dust. This red dust contains granules of varying size, some heavy like sand and others very fine. When thrown into an area, some granules settle quickly to the ground while other granules float and spread about. One does of this dust can be spread over a zone of up to six contiguous 5-foot square patches that lasts for 1 hour. The red dust luminesces at the edges of even the subtlest impressions made on any surface. Anyone starting a tracking attempt on tracks that exist within the zone has advantage on that Wisdom (Survival) check. Alternately, in an area where tracking would be otherwise impossible, the tracker can attempt a check at DC 20, but can only follow such tracks within the established zone (unless they lead to another surface where tracking is normally possible). Whistling Box. This tiny box has a fuse that, when lit, can create a big distraction. One round after lighting the fuse, the chemicals within create a gas that expands violently, creating an ear-splitting, osculating whistle as it exits the contraption’s narrow holes. The sound persists for 1 minute and can easily be heard up to 500 feet away. Vicious Bleeder. This oil has the look and smell of slightly-coagulated blood. It takes one action to apply this substance to the striking surface of a weapon. If the weapon inflicts piercing or slashing damage, it gains the wounding weapon property for 1 minute. Vicious bleeder will not work when combined with other alchemical substances; only one alchemical effect can apply to a weapon at the same time.

Mechanics & Inner Workings

Alchemist Knowledge

  By extension of their trade, Alchemists will be very knowledgeable in the following:  
  • Chemicals and their various uses
  • Detecting chemicals by their smell or taste
  • Weighing and measuring by sight
  • Knowing possible cures for diseases based on symptoms
  • Knowing what chemicals should NOT be mixed together (big boom)
  • Making deductions based on factual evidence
   
When to ask for an Alchemist Tool’s check
  Often times, if a situation arises in which the alchemist of the group is investigating a chemical, as long as it is a basic chemical, I tell them what it is. No rolls necessary. Chemicals are an alchemist’s livelihood and making a mistake could mean missing fingers, so I assume they know their stuff. For more rare chemicals, I might give them advantage, or ask them to make a roll an intelligence check and add their proficiency modifier to the roll. This is a great way to use tools and proficiencies to improve gameplay and make your players feel like specialists! Ask for an alchemist tool’s skill check when your players are trying to create a helpful potion or balm out of herbs or chemicals. Remember, alchemists focus on helpful potions (or big booms). They do not have knowledge of poisons except for what to avoid putting in potions. Additionally, you can ask for alchemist’s tools check or if PCs are wanting to:  
  • Collect “evidence” or “samples” of any kind
  • Identify a substance, potion or spell components
  • Discover the properties of a substance or plant
  • Research of any kind, including quickly skimming books
  • Understanding theories or other alchemists notes
  Although some of these don’t have to do with the alchemist’s tool directly, they are still linked to the knowledge a proficient alchemist would have. The tools are a symbol of the player’s knowledge. I always allow players to roll with their proficiency bonus if they are working on something that relates to the field of alchemy.
An alchemist deals with potions and chemical concoctions. Alchemists make their living by studying the arcane through the natural world. They are known for their potions, balms, and, perhaps, more interesting concoctions. With the right materials and their tools, alchemists can make potions of healing, alchemist’s fire, smoke bombs, real bombs, and much more.

Alchemist Supplies

Item type
Tool
Rarity
Uncommon
Weight
8 lb.
Base Price
50 gp
Raw materials & Components
A set of Alchemist’s Supplies contains:  
  • Two glass beakers
  • A metal frame for holding a beaker over a flame
  • A glass stirring rod
  • A small pestle and mortar
  • A pouch of common ingredients. Xanathar’s Guide to Everything specifically mentions that this includes salt, iron powder, and purified water

Alchemical Crafting During A Long Rest  
  • Acid – Throw if for damage, burn through locks?
  • Alchemist’s fire – Burning damage over time, setting things ablaze
  • Antitoxin – Great to have versus venomous Creatures.
  • Oil – Slipping, extra fire damage, and more
  • Perfume – Great for social situations – Maybe your DM will give Charisma bonuses?
  • Soap – Keeps you clean!
  To craft these, you need to first buy raw materials. These cost 50gp for each pound you buy. You can then use these raw materials to craft a single “dose” of one of these substances during a long rest.   The quantity of raw materials required for crafting is determined by price rather than weight. Standard prices for these chemicals are double the cost of their raw materials so crafting 100gp worth of a chemical requires 50gp worth of its raw materials.   This leads to some strangeness. For example, one pound of raw materials can (over a very long timeframe) be used to produce 2,000 pints of oil. This isn’t a problem from a balancing perspective though.   These items have a ton of uses and there’s very little cost associated with crafting them.