Compounds - Common
Corrosive Acid
Use: ActionYou can roll a melee attack roll using Dexterity to splash the contents of this vial onto a creature within 5 feet of you. You can roll a ranged attack roll to throw the vial up to 20 feet, shattering it on impact. On a hit, the target takes 2d6 acid damage. In addtion, if the target is made of metal or it is wearing armour that is made of metal, it takes one level of corrosion.
Alchemist's Fire
Use: ActionThis sticky, adhesive fluid ignites when exposed to air. You can roll a ranged attack roll to throw this flask up to 20 feet, shattering it on impact. On a hit, the target takes 2d6 fire damage. In additon, the target gets the burning condition for 1d6 fire damage, and does not loose this condition at the end of their turn. A creature can remove this burning condition by using its action to make a DC 13 Acrobatics check to remove it.
Bead of Nourishment
Use: ActionThis spongy, flavorless, gelatinous bead dissolves on your tongue and provides as much nourishment as 1 day of rations. You can create 10 beads at a time.
Bead of Refreshment
Use: ActionThis spongy, flavorless, gelatinous bead dissolves in liquid, transforming up to a pint of the liquid into fresh, cold drinking water. The bead has no effect on magical liquids or harmful substances such as poison. You can create 10 beads at a time.
Bottled Breath
Use: ActionThis bottle contains a breath of elemental air. When you inhale it, you either exhale it or hold it. If you exhale the breath, you gain the effect of the Gust of Wind spell (requires Concentration). If you hold the breath, you don’t need to breathe for 1 hour, though you can end this benefit early (for example, to speak). Ending it early doesn’t give you the benefit of exhaling the breath.
Blasting Powder
Use: ActionThis concentrated form of gun powder comes in a small pouch. When ignited by an open flame or a fuse, the powder explodes. You can roll a ranged attack roll to light the fuse, and throw the pouch up to 20 ft. Each creature within a sphere with a radius of 5 feet originating from the exploding pouch must make a DC 13 Dexterity saving throw, taking 3d6 force damage on a failed save, or half as much damage on a successful one. A structure or object automatically fails this saving throw, and takes double the amount of damage. A character can bind multiple pouches of blasting powder together so they explode at the same time. Each additional pouch increases the damage by 1d6 (maximum of 10d6) and the blast radius by 5 feet (maximum of 20 feet).
Fake Blood
Use: ActionCrafted from certain plants and infused with small quantities of powdered iron, this concoction looks, smell and even tastes the same as the real deal. An investigation of 15 or higher or any level of identification magic reveals its true nature.
Grenade, smoke
Use: ActionYou can throw a smoke grenade up to 20 ft. One round after a smoke grenade lands, it emits a cloud of smoke that creates a heavily obscured area in sphere with a 20-foot radius. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round. If the crafter has proficiency in the Poisoner's kit, or is working together with someone who does, they can add three doses of an inhalable poison into the smoke grenade. A poisoned smoke grenade subjects every creature in the smoke to the effect of the added poison.
Ink (Uncommon)
1 ounce bottle used in writing: Sufficient for Lvl. 3-4 spell scroll crafting.Perfume of Bewitching
Use: ActionThis tiny vial contains magic perfume, enough for one use. You can apply the perfume to yourself, and its effect lasts 1 hour. For the duration, you have advantage on all Charisma checks directed at humanoids of challenge rating 1 or lower. Those subjected to the perfume's effect are not aware that they've been influenced by magic.
Pressure Capsule
Use: ActionThis small capsule is made of beeswax blended with sand and a variety of enchanted water plants. A creature who consumes a pressure capsule ignores the effects of swimming at depths greater than 100 ft. You can create 10 capsules at a time.
Smelling Salts
Use: Bonus ActionSmelling salts are a mixture of different salts that release vapours. Breathing in this gas stimulates the respiratory system and causes the user to breath quickly. This has the effect of bringing an uncontious creature back to contiousness and temporarily removing 1 level of exhaustion for 1 minute (does not stack). If the creature has 0 hit points, the smelling salts have no effect.
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