Alchemist

Alchemical Tools

The Alchemist sells a variety of tools created from alchemy that can help in a variety of situations.
ItemCost
Blackfire Clay 20
Bloodblock 25
Chill Cream 15
Embalming Fluid 50
Glowing Ink 5
Impact Foam 25
Invisible Ink 25
Mending Paste 25
Rusting Powder 60
Scent Cloak 20
Smoke Pellet 25
Sunrod 2
Tindertwig 1
Weapon Blanch 100

Alchemical Tool Descriptions

Tools are presented in alphabetical order. A tool item description gives its name and its properties.

Blackfire Clay

The clay brick is composed of 10 blocks. Working a block of clay for one minute causes it to heat up providing warmth. Applying the block to your skin gives you advantage on saving throws against freezing temperatures. The warmth lasts for one hour. You may combine 5 blocks to create enough warmth to simulate a campfire to stay warm and cook food.

Bloodblock

Using bloodblock allows you to have advantage on medicine checks on creatures who are wounded. It has a total of five uses.

Chill Cream

A bottle of chill cream holds five uses. When applied to the skin it gives you advantage on saving throws against extremely high temperatures.

Embalming Fluid

A bottle of embalming fluid has two uses. It is considered a poison. Applying it to a corpse takes 1 hour and a DC 25 medicine check. If it is successful the body decays at an extremely slow rate.

Glowing Ink

Glowing ink allows anything written in it to glow brightly in normal or even magical darkness.

Impact Foam

The bottle explodes into a blanket of foam upon sudden impact. Landing on this foam negates the first 50 ft of fall damage. The next 50 ft is treated as non lethal damage if it drops you below 0 hit points.

Invisible Ink

Anything you write write with this is invisible to the naked eye. Only a specific substance such as a vintage wine or monsters blood activates the ink making it able to read. A DC 30 investigation check reveals what is written.

Mending Paste

The paste may be used to temporarily seal broken pieces back together such as weapons or armor for example. The paste has one use. The paste remains solid for 24 hours.

Rusting Powder

The powder remains within a tube is in the shape of flakes. As an action you may expend the powder to cause a small piece of metal such as a lock to rust and break. If used on a weapon it takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. If used on a piece of armor or shield it it takes a permanent and cumulative −1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed.

Scent Cloak

When rubbed upon your body your scent is masked making it harder to track you through the use of smell. Creatures who attempt to track you with smell do so at disadvantage and the DC has a +10. The cloak has one use and lasts for 24 hours.

Smoke Pellet

As an action you may throw the pellet upon the ground to create a smoke cloud in a 10 foot radius for one round.

Sunrod

You may strike the rod as an action to light the rod. It produces bright light in a 30 foot radius and dim light 30 feet beyond it.

Tindertwig

By striking the twig it produces a small flame capable of starting small fires and lighting camp fires.

Weapon Blanch

These metal shavings may be applied to a weapon by spending one full round near a fire to melt them upon the weapon. Doing so allows the weapon to bypass one type of damage resistance against non magical bludgeoning, piercing, and slashing damage a creature might have. Only one may be applied to a weapon at a time. The blanch lasts for one full encounter.

Alchemical Weapons

Alchemical Weapons are designed to harm others, though they may have additional uses.
ItemCost
Acid 10
Alchemist Fire 20
Alkali Flask 15
Bottled Lightning 40
Burst Jar 35
Flash Powder 50
Fuse Grenade 100
Ghast Retch Flask 50
Holy Water 25
Itching Powder 60
Liquid Blade 40
Liquid Ice 40
Pellet Grenade 100
Thunderstone 60

Alchemical Weapon Descriptions

Weapons are presented in alphabetical order. A weapon item description gives its name and its properties.

Acid

The vial of acid allows you to make a melee weapon attack up to 10 feet by splashing it. Alternatively you may make a ranged weapon attack up to 20 feet. A direct hit deals 1d6 acid damage and every other creature within 5 feet takes 1d6 acid damage.

Alchemist Fire

A flask of alchemist fire allows you to make a melee weapon attack up to 10 feet by splashing it. Alternatively you may make a ranged weapon attack up to 20 feet. A direct hit deals 1d6 fire damage and every other creature within 5 feet takes fire acid damage. Creatures damaged by this are then lit on fire and takes 1d6 fire damage at the beginning of each of their turns. They may take an action to put out the flames or put them out by walking in water.

Alkali Flask

The vial of acid allows you to make a melee weapon attack up to 10 feet by splashing it. Alternatively you may make a ranged weapon attack up to 20 feet. Against a non-ooze creature it deals damage equivalent to a vial of acid. Against an ooze it acts as if it is a crit.

Bottled Lightning

As an action you may open a bottle sending a bolt of lighting forth in a 20 ft line. The lightning jumps between any creature in this line and any creature caught in it takes 1d8 lighting damage.

Burst Jar

As an action you may make a ranged weapon attack with the jar. On a direct hit it explodes on impact dealing 1d4 thunder damage, the creature is deafened for 1d4 rounds, and must make a DC 12 Constitution saving throw or be stunned until the end of its next turn. Creatures within 5 feet take 1d4 thunder damage.

Flash Powder

As an action you may throw the jar of powder to a point you can see within 20 feet. All creatures within a 10 foot radius of the explosion must make a DC 13 Constitution saving throw or be blinded until the end of their next turn.

Fuse Grenade

As an action you may throw the grenade to a point you can see within 20 feet. All creatures within a 10 foot radius of the explosion must make a DC 15 Dexterity saving throw or take 2d6 bludgeoning damage and 1d6 fire damage.

Ghast Retch Flask

As an action you may throw the flask to a point you can see within 20 feet. All creatures within a 10 foot radius of it must make a DC 12 Constitution saving throw or be poisoned for 1 minute.

Holy Water

Holy Water allows you to make a melee weapon attack up to 10 feet by splashing it. Alternatively you may make a ranged weapon attack up to 20 feet. A direct hit against undead or evil aligned creatures does 2d4 radiant damage and every other creature, who is an undead or of evil alignment, within 5 feet takes 1d4 radiant damage.

Itching Powder

The powder allows you to make a melee weapon attack up to 10 feet by splashing it. Alternatively you may make a ranged weapon attack up to 20 feet. A direct hit forces a creature to make a DC 12 Constitution saving throw or have disadvantage on attack rolls, saving throws, and ability checks. Creatures within 5 feet must make a DC 8 Constitution saving throw. This effect lasts until the powder is washed of with water.

Liquid Blade

As an action you open the bottle causing the water to rush out and instantly freeze into a solid blade, it is treated as a short sword. The blade lasts for 10 minutes before evaporating.

Liquid Ice

The liquid ice allows you to make a melee weapon attack up to 10 feet by splashing it. Alternatively you may make a ranged weapon attack up to 20 feet. A direct hit deals 1d6 cold damage and every other creature within 5 feet takes 1d6 cold damage. Alternatively you may throw the bottle into water to instantly freeze it up to a 60 foot radius.

Pellet Grenade

As an action you may throw the grenade to a point you can see within 20 feet. Every creature within a 10 foot radius must make a DC 15 Dexterity saving throw or take 1d6 bludgeoning damage, 1d6 piercing damage, and 1d6 fire damage. This grenade is considered magical for the purpose of overcoming resistance.

Thunderstone

As an action you may throw the stone to a point you can see within 20 feet. Every creature within a 10 foot radius must make a DC Constitution saving throw or take 2d6 thunder damage and be deafened for 1 hour.

Poisons

Poisons are a substance that interferes with the natural function of a creatures body. When a creature is subject to a poison, ability score stats that have been lowered because of it are not restored until a Long Rest or by a greater restoration spell and other spells of this level or higher. Creatures who currently are subject to poison are also considered under the poison condition until they succeed their saves. Below are the four types of poisons:
Contact. These poisons are delivered the moment it comes in contact with skin. These may be applied to a weapon and are used up after a single attack.
Ingested. These poisons are delivered the moment they are ate or drank.
Inhaled. These poisons are delivered the moment they are breathed in. Typically these poisons fill a 10 foot radius. You may throw these to a point you can see within 20 feet.
Injury. These poisons are delivered by being coated on weapons and piercing a creature. They are used up after a single attack.

Applying Poison

When applying a poison theres always a small chance that you may expose yourself to that poison. Roll a d100 and on a 5 or lower you are exposed the the poison. If you are proficient with an poisoner's kit you don't have a chance of being exposed to the poison when applying it. Applied poisons last for 24 hours or until you successfully attack a creature with the poisoned weapon.

Basic Poison

Basic poison is the cheapest and easiest poison to get your hands on, unlike the poisons on the poison chart below. This poison can be coated onto weapons, when hit with a weapon coated in this poison a creature must make a DC 10 Constitution saving throw or take 1d4 poison damage. This poison costs 50 gp to buy.

Poison Chart


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