Alchemy Items expanded

by Goblin

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Alchemical Substances, Items, and Tools
Item Rarity Cost Weight
::Thrown Weapons::
Acid flask
- Lesser (2d6) Common 25 gp 1 lb.
- Moderate (3d6) Uncommon 45 gp 1 lb.
- Greater (4d6) Rare 70 gp 1 lb.
- Major (5d6) Very rare 100 gp 1 lb.
- Variant, alkali Varies x2 1 lb.
Alchemist's fire (flask)
- Lesser (1d4, DC 11) Common 50 gp 1 lb.
- Moderate (1d6, DC 13) Uncommon 75 gp 1 lb.
- Greater (1d8, DC 15) Rare 100 gp 1 lb.
- Major (1d10, DC 17) Very rare 125 gp 1 lb.
Bottled lightning
- Lesser (1d6, DC 11) Common 50 gp 1 lb.
- Moderate (2d6, DC 13) Uncommon 75 gp 1 lb.
- Greater (3d6, DC 15) Rare 100 gp 1 lb.
- Major (4d6, DC 17) Very rare 125 gp 1 lb.
Frost vial
- Lesser (1d4, -5 ft.) Common 50 gp 1/2 lb.
- Moderate (2d4, -10 ft.) Uncommon 75 gp 1/2 lb.
- Greater (3d4, -10 ft.) Rare 100 gp 1/2 lb.
- Major (4d4, -15 ft.) Very rare 125 gp 1/2 lb.
Holy water (flask) Common 25 gp 1 lb.
Tanglefoot bag Uncommon 50 gp 4 lb.
Thunderstone
- Lesser (1d4, DC 11) Common 30 gp 1/4 lb.
- Moderate (2d4, DC 13) Uncommon 45 gp 1/4 lb.
- Greater (3d4, DC 15) Rare 60 gp 1/4 lb.
- Major (4d4, DC 17) Very rare 75 gp 1/4 lb.
::Restoratives & Buffs::
Antitoxin (vial) Common 50 gp
Potion of healing Common 50 gp 1/2 lb.
::Oils & Coatings::
Alkali coating (vial) Uncommon 100 gp
Bane oil
- Beastbane oil Common 25 gp 1/2 lb.
- Draconidbane oil
-- Chromaticbane oil Very rare 500 gp 1/2 lb.
-- Metallicbane oil Very rare 500 gp 1/2 lb.
Item Rarity Cost Weight
-- Wyvernbane oil Uncommon 125 gp 1/2 lb.
- Specterbane oil Rare 250 gp 1/2 lb.
Blade oil Rare 100 gp 1 lb.
Poison, basic (vial) Uncommon 100 gp
Silversheen (vial) Uncommon 75 gp
::Tools::
Alchemical glue Uncommon 20 gp 1/2 lb.
Alchemical solvent Uncommon 20 gp 1/2 lb.
Bandolier
- Basic (3) Common 7 gp 1 lb.
- Good (5) Uncommon 15 gp 1 1/2 lb.
- Superior (10) Very rare 50 gp 3 lb.
Bombchucker Uncommon 25 gp 1 lb.
Bomb shell (empty) Common 2 sp 1 lb.
Everburning torch Rare 110 gp 1 lb.
Flash powder Rare 20 gp
Smokestick Uncommon 20 gp 1/2 lb.
Smoke pellet (5) Uncommon 15 gp 1/4 lb
Sunrod Uncommon 2 gp 1 lb.
Tindertwig (10) Common 5 gp
Note on Rarity

Unlike magic items, the rarity of an alchemical item doesn't define its price range. Instead, the rarity listed is the availability of individual items in a general sense. This is just a guidance however, as items may be more or less available in certain areas.


Acid flask. 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 the acid damage listed next to the type of acid flask you attacked with.

Alkali flask (variant); An acid flask can also be found or crafted to be particularly effective against ooze-type creatures. Against non-oozes an alkali flask deals half the usual damage of an acid flask of the same tier (roll damage as usual and then halve it), however against ooze-type creatures an alkali flask deals double damage on a successful hit.

Alchemist's fire (flask). 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 the listed fire damage at the start of each of its turns. A creature can end this damage by using its action to make a Dexterity check with the listed DC as the target to beat to extinguish the flames.

Alchemical glue. This glue is stored as two flasks of syrupy liquid. When mixed together and allowed to cure, they form a strong bond. The glue is sufficient to coat 1 square foot of surface, or (because of waste, spills, and inaccurate mixing) up to 20 smaller applications of approximately 2 square inches each. The glue is tacky after 1 minute and fully cured after 1 hour. Pulling apart a large glued surface (at least 1 square foot) requires a DC 20 Strength check for tacky glue or DC 25 for cured glue. Pulling apart a small glued surface (anything less than 1 square foot) is a DC 15 Strength check for tacky glue or DC 20 for cured glue.

Alchemical solvent. This bubbling purple gel eats through adhesives. Each vial can cover a single 5-foot square. It destroys most normal adhesives (such as tar, tree sap, or glue) in a single round but takes 1d4+1 rounds to deal with more powerful adhesives (alchemical glue, tanglefoot bags, spider webbing, and so on). It has no affect on fully magical adhesives, such as sovereign glue.

Alkali coating. This small vial contains a slimy alkaline-based coating, enough to cover one melee weapon. When applied, a weapon ignores the 'Corrode Metal' trait of ooze-type creatures for 1 minute.

Antitoxin (vial). A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs.

Bandolier. While not crafted through the use of alchemy, a bandolier is most often associated with those that incorporate alchemical and roguish items.

A bandolier is a thick belt worn like a sash across the chest, often with a shoulder support, with various pockets and and straps to hold small items. Items held by the bandolier can be used or applied as a bonus action.

Bandoliers comes in three sizes, with each size being able to hold a certain amount of items as well as determining their availability; simple can hold up to 3 items, good can hold up to 5 items, and superior can hold up to 10 items.

Blade oil. These fine oils are made by skilled alchemists. Some are said to be made from the spit of dragons, others from the blood of angels. A given flask of blade oil is associated with one damage type, based on the materials used. You can apply blade oil to a melee weapon or 6 pieces of ammunition as an action.

Every attack made with that weapon or ammunition before the oil dries deals an extra 1d4 damage of that specific oil’s damage type. The oil dries after 1 minute.

Bombchucker. This curved wicker basket is worn like a glove over one hand. The basket extends approximately 2 feet in a steady curve, allowing you to launch a thrown splash weapon at incredible speeds and over long distances. Using a bombchucker increases the range of thrown alchemical weapons by +10 ft. per point in your Strength modifier (minimum of +10 ft.). Loading a bombchucker requires a free hand, as the hand wielding the bombchucker can’t be used for any other purpose.

Bomb shell. Made from hardened clay and bound by rope, this spherical contraption is made to hold a good many different substances, with a stopper placed into a hole at the top to keep its contents in. As an action, you may throw this item at a target within 30 ft., shattering it on impact. Make a ranged attack against a creature or object, treating the bomb shell as an improvised weapon, on a successful hit the target is doused by the contents of the bomb shell. The results of the attack is determined by the DM by whatever was stored within the bomb shell.

Bottled lightning. Bottled lightning is packed with volatile reagents that create a blast of electricity when they are 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, treating the bottled lightning as an improvised weapon. On a hit, the target takes the listed lightning damage, and all creatures within 5 ft. of the target must make a Dexterity saving against the listed DC, taking half of the rolled damage on a failed save. On an unsuccessful attack roll, the bottle breaks harmlessly, its payload wasted.

Everburning torch. This otherwise normal torch has a continuous flame spell cast upon it. An everburning torch provides bright light in a 20-foot radius and dim light for an additional 20 feet.

Flash powder. This tiny pouch of coarse grey powder ignites and burns almost instantly if exposed to flame, significant friction, or even a simple force such as throwing it against a floor. As an action, you can throw this powder at a point up to 20 ft., causing a blindingly bright light to momentarily flare up. Creatures within 10 ft. of the point must succeed on a DC 15 Constitution saving throw, becoming blind until the end of their next turn on a failed save. Creatures immune to the blinded condition are unaffected by flash powder.

If caught in the radius, you may avert your gaze to automatically succeed on the saving throw.

Frost Vial. The liquid reagents in this vial rapidly absorb heat when exposed to air. As an action, you can throw this vial up to 20 feet, shattering it on impact. Make a ranged attack against a creature, treating the frost vial as an improvised weapon. On a hit, the target takes the listed cold damage and has its speed reduced until the end of its next turn. A creature can only have its speed reduced once a round by a frost vial.

Holy water (flask). As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage.

A cleric or paladin may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot.

Poison, basic (vial). You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying.

Potion of healing, common. You regain 2d4+2 hit points when you drink this potion.

Silversheen. This shimmering paste-like substance can be applied to one melee weapon or ten pieces of ammunition as an action to give the weapon or ammunition the silvered property. This lasts for one hour for both the melee weapon or ammunition, or until the ammunition successfully hits a creature, whichever comes first.

Smokestick. As an action, you can ignite a smokestick using a torch, tinderbox, or other source of fire or intense heat. Once ignited, the smokestick is consumed and a 10-foot cube around it is filled with smoke for one minute. This area is heavily obscured. A moderate or strong wind disperses the smoke in one round.

Smoke pellet. As an action, you can throw a smoke pellet at a point within 10 feet or you. The smoke pellet then detonates, creating a 10-foot cube filled with smoke. This area is heavily obscured until the end of your next turn.

Sunrod. This 6 inch alchemical stick glows brightly when it is snapped at its center. It provides bright light in a 30 ft. radius and dim light for an additional 30 ft. It glows for 6 hours after which the alchemical fluids within its chamber lose their potency.

Tanglefoot bag. Hurling this bag of writhing, sticky black tar at a point on the ground or a creature within 10 ft. of you causes it to burst on impact. The area in a 5-foot radius is covered with sticky goo and becomes difficult terrain for 1 minute. Any Large or smaller creature starting its turn on the ground in that area has its speed halved for that turn. A Large or smaller creature directly struck by a successful ranged attack with a tanglefoot bag must make a DC 13 Strength saving throw or be restrained. A creature restrained in this manner can use its action to make a Strength check against DC 10 to free itself.

Thunderstone. This small stone vibrates faintly, and shatters loudly and violently when it hits a hard surface. As an action, you can throw this stone at a point within 20 feet, shattering it on impact. Each creature within 5 feet of the point of impact must make a Constitution saving throw against the listed DC, taking the listed thunder damage on a failed save and becoming deafened until the end of its next turn. On a successful save, targets take only half damage and not become deafened.

Tindertwig. This small box comes with 10 small sticks with an alchemical substance applied to one end of them that ignites when struck against a rough surface. Creating a flame with a tindertwig is much faster than creating a flame with flint and steel. You can ignite the tindertwig and touch it to a flammable object as part of the same bonus action.

 

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