Alchemical Concoctions
Various pieces of adventuring gear do are rather costly, are not particularly useful for very long. This guide serves to increase their life span, as well as add additional items that are suspiciously missing, or should exist as well as rules on how to create them in a timely manner.
You may use an alchemical concoction as an action, or a bonus action if applied to yourself. Using alchemical concoctions in combat may call for a DC or an attack roll. You count as proficient if you are proficient with either improvised weapons, or alchemist's supplies.
Alchemical concoctions have a range of 20 feet with a long rage of 60 feet. If thrown at long range, targets have advantage on their saving throws.
Concoction Save DC
Concoction attack modifier
Alchemist's Fire
Alchemical concoction, rarity varies
This sticky, adhesive fluid ignites when exposed to air. You can throw this flask up to 20 feet, shattering it on impact.
Creatures in a circle centered around the square it lands must make a Dexterity saving throw as the area bursts into flame.
On a failed save, the target takes 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 to extinguish the flames. The fire burns in an affected area for an hour or until a creature uses its action to extinguish a 5 foot square.
The area of effect, damage, and DC to extinguish all depend on the rarity, as shown in the Alchemist's Fire table.
Alchemist's Fire
| Alchemist's ... | Rarity | Radius | Damage | DC | Cost |
|---|---|---|---|---|---|
| Fire | Common | 5 ft. | 1d4 | 10 | 50 gp |
| Blaze | Uncommon | 10 ft. | 2d4 | 12 | 150 gp |
| Inferno | Rare | 15 ft. | 4d4 | 14 | 450 gp |
| Conflagration | Very rare | 25 ft. | 5d4 + 5 | 15 | 1450 gp |
Alchemist's Ice
Alchemical concoction, rarity varies
Thick, cold slurry produces a fog when exposed to air. You can throw this flask up to 20 feet, shattering it on impact.
Creatures in a circle centered around the square it lands must make a Dexterity saving throw as ice freezes over the area.
On a failed save, the target is frozen in place, reducing its speed to 0, and takes cold damage at the start of each of its turns. A creature can end this damage by using its action to make a Strength check to escape the ice.
The area of effect, damage, and DC to break the ice all depend on the rarity, as shown in the Alchemist's Ice table.
Alchemist's Ice
| Alchemist's ... | Rarity | Radius | Damage | DC | Cost |
|---|---|---|---|---|---|
| Ice | Common | 5 ft. | 1d4 | 10 | 50 gp |
| Rime | Uncommon | 10 ft. | 2d4 | 12 | 150 gp |
| Glacier | Rare | 15 ft. | 4d4 | 14 | 450 gp |
| Winter | Very rare | 25 ft. | 5d4 + 5 | 15 | 1350 gp |
Flask of Acid
Alchemical concoction, rarity varies
The liquid in this flask bubbles and sizzles ominously. You can splash the contents of this vial onto a creature within 5 feet of you or throw the flask, shattering it on impact. In either case, make a ranged attack against a creature or object. On a hit, the target takes acid damage depending on the rarity, as shown in the Flask of Acid table.
Flask of Acid
| Flask of ... | Rarity | Damage | Cost |
|---|---|---|---|
| Acid | Common | 2d6 | 25 gp |
| Caustic acid | Uncommon | 4d6 | 75 gp |
| Virulent acid | Rare | 8d6 | 225 gp |
| Deleterious acid | Very rare | 10d6 + 10 | 675 gp |
Lightning in a Bottle
Alchemical concoction, rarity varies
A bolt of lightning bounces endlessly in this glass container. You can open this jar away from you or throw the bottle, shattering it on impact.
If you open the jar, creatures in a line directly in front of you must as lightning shoots out of it.
If you throw the jar, creatures in a circle centered around the square it lands must make a Dexterity saving throw as it shatters sending lightning in all directions.
Either way, on a failed save, the target takes lightning damage and half as much on a successful one.
The area of effect of the line, the circle, and damage all depend on the rarity, as shown in the Lightning in a Bottle table.
Lightning in a Bottle
| ... in a Bottle | Rarity | Line | Radius | Damage | Cost |
|---|---|---|---|---|---|
| Spark | Common | 20 ft. | 5 ft. | 1d10 | 30 gp |
| Lightning | Uncommon | 30 ft. | 10 ft. | 2d10 | 90 gp |
| Storm | Rare | 40 ft. | 15 ft. | 4d10 | 270 gp |
| Tempest | Very rare | 60 ft. | 25 ft. | 5d10 + 10 | 810 gp |
Potion of Healing
Potion, rarity varies
This potion's red liquid glimmers when agitated. You regain hit points when you drink this potion. The number of hit points depends on the potion's rarity, as shown in the Potions of Healing table.
Potions of Healing
| Potion of ... | Rarity | HP Regained | Price |
|---|---|---|---|
| Healing | Common | 2d4 + 2 | 50 gp |
| Greater healing | Uncommon | 4d4 + 4 | 150 gp |
| Superior healing | Rare | 8d4 + 8 | 450 gp |
| Supreme healing | Very rare | 10d4 + 20 | 1350 gp |
Tanglefoot Bag
Alchemical Concoction, uncommon
You can throw the bag at a creature within range. Make a ranged attack against a Large or smaller creature.
On a hit, the comes apart and goo ensnares the target. The target must make a DC 13 Strength saving throw or be is glued to an adjacent surface, reducing their speed to 0. Flying creatures are knocked prone and are then stuck to the floor On a successful save, the creature moves at half speed. Regardless of if it succeeded or failed, target has disadvantage on attack rolls and Dexterity saving throws.
Escaping the goo requires a DC 13 Strength check as an action. The goo can also be destroyed by attacking it or applying a universal solvent. The solidified goo has 15 HP and is immune to all damage except slashing damage.
Once free, the creature is treated as if it had succeeded its initial saving throw. The goo dries completely in 2d4 rounds and breaks apart by itself.
Crafting Alchemical Concoctions
To craft an alchemical concoction (or healing potion) you need an alchemist's kit, an appropriate amount of supplies, and time. Proficiency in alchemist's supplies is optional, but has downsides.
A character attempting to craft a concoction requires ingredients, they can either gather them using rules provided in Xanathar's Guide to Everything, or they can purchase them from an alchemist or similar retailer. It costs half as much to produce an alchemical concoction than its listed price as stores.
Once the character has the means and the materials, they just need knowledge and time. Creating an alchemical concoction requires 1 hour and one additional hour for each rarity over common the attempted item is. After the hour is completed, the alchemist makes an Intelligence (Alchemy Supplies) check.
On a success, the item is crafted. On a failure the process has messed up, and you lose half of your materials spent in this process, but can continue if you can replace the materials lost. Failing the DC by 5 or more, means all the raw materials are wasted.
If the "alchemist" is not proficient in alchemist's supplies, they make this check with disadvantage and failing by any amount destroys all the materials.
If the alchemist has a well stocked alchemical laboratory, they make the check with advantage.
An alchemist may attempt to make as many concoctions at once as they have alchemist's supplies. The check for each concoction is rolled separately, but each additional concoction increases the DC for all concoctions by 2.
The DC and cost of a concoction and it's materials are shown in the Alchemical Concoctions table below.
Alchemical Concoctions
| Rarity | Crafting DC |
|---|---|
| Common | 15 |
| Uncommon | 18 |
| Rare | 21 |
| Very Rare | 24 |
Special Weapon
Weapons with special rules are described here.
Lobbing Crossbow. This crossbow is specially fitted to fire alchemical concoctions. You use this weapon's range instead of the usual range and add your proficiency with this weapon instead of that of improvised weapons or alchemist's supplies. Attack modifiers and DCs are calculated with Dexterity only.
Credits
Designed by d'Artagnan on DMs Guild, /u/dArtagnanDnD on reddit, or dArtagnanDnD on patreon and dArtagnanDnD on Twitter.
- Made with "GM Binder".
- Made with reference and for use with Dungeons and Dragons 5th Edition, created by Wizards of the Coast.
| Name | Cost | Damage | Weight | Properties |
|---|---|---|---|---|
| Martial Ranged Weapon | ||||
| Crossbow, Lobbing | 50 gp | — | 18 lb. | Ammunition (range 80/320), loading, two-handed, special |