Alchemy

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An alchemist lab may be filled with many strange curiosities.
Alchemy
The world is full of fantastical things, patiently waiting for our senses to grow sharper.
Alchemy is the creative pseudo-magic process of distilling materials down to their base components, to produce fantastical effects. All alchemical creations can be made using Artisan Tools: Alchemist, and benefit from a spacious area to operate, such as a mage’s study, an herbalist shop, a tavern cellar, or alchemy laboratory. Alchemical creations have extraordinary effects that can defy the laws of physics, and are understood largely through Arcana, but they are not in of themselves magical. This means alchemical substances cannot be dispelled or disjointed, and function as normal in areas of Null and Wild Magic.
Purchased alchemical items that involve a Saving Throw or that call for an Ability check have a DC based on it’s rarity (Simple 12, Common 13, Uncommon 14, Rare 15, Very Rare 16, Legendary 17). Crafted Alchemical items have a Save DC of 8 + Proficiency + Intelligence modifier.
Identifying alchemical compounds requires an Intelligence (Artisan Tools: Alchemist) check of the same DC. An Intelligence (Arcana) check made at disadvantage can also work.

Name Description Rarity Market Price
Alchemist Breath A volatile concoction that grants whoever drinks it a breath weapon. Uncommon 100 GP
Alchemical Coals, Oils and Waxes Curiosities in the form of fire and light. Simple 5 GP
Alchemist Resin A quick smearing paste to add elemental damage to weapons. Uncommon 100 GP
Alchemical Inks and Pigments Curiosities in the form of paint and pictures. Simple 5 GP
Alchemist Puddle An active compound that creates difficult terrain where ever it spills. Uncommon 100 GP
Alchemist Vial A flask that explodes with elemental damage. Common 20 GP
Alchemist Vial, Potent A large flask that explodes in an area with elemental damage. Rare 500 GP
Amphibious Oil Greasy oil that allows a creature the ability to breath air and water. Uncommon 100 GP
Aquamarine An unpredictable gamble in every bottle. Uncommon 100 GP
Blade-guard Philter Dark waxy-resin for protecting weapons from corrosion and hazardous light. Common 20 GP
Bead of Entrapment Compressed force that can trap or buffet creatures. Rare 500 GP
Bomb A metal case that bursts with shrapnel and elemental damage somewhat predictably. Common 20 GP
Catalyst Oil A bitter thin oil that can quickly destroy small weak items with a little vinegar. Common 20 GP
Charged Water2 A vial of water influenced by Radiant or Necrotic forces. Common 20 GP
Dry Grease A dry slippery powder favored by escape artists and pranksters. Common 20 GP
Driftglobe A tiny floating light, popular for its reusable nature. Uncommon 100 GP
Dust of Disappearance Fantastical dust that renders those covered in it invisible. Rare 500 GP
Dust of Dryness Flaky dust that readily soaks and condenses water into a tiny pellet. Uncommon 100 GP
Evermore An invisible powder that makes many many consumables even more potent. Uncommon 100 GP
Fantastical Pigments A tiny pot filled with colorful ink that shifts its color with thoughts Very Rare 2,000 GP
Final Seal This potent clear alchemical shellac can make several compounds permanent. Very Rare 2,000 GP
Flash Pellet A hard pellet that flashes with a dazzling light when thrown against the ground Common 20 GP
Floatsheen Curious violet wax that reacts with metal to make it buoyant. Common 20 GP
Gum-rubber Extremely bouncy compound popular for trap checking Simple 5 GP
Hardshell Clay A slushy clay that rapidly hardens into a crude sort of armor Common 20 GP
Sky Anchor Soft pink clay that suspends itself in place as it hardens Common 20 GP
Instant Rope An odd blue mud that hardens into a length of rope as it’s exposed to the air Simple 5 GP
Instant Steel A malleable clay that hardens to almost steel like durability. Common 20 GP
Ioun stone, Grey A dated way of wearing jewelry, no longer popular on the prime material planes. Common 20 GP
Light Detector A tiny plate that grows dark as it’s exposed to light. Simple 5 GP
Lodestone, Antimagic A curious lump of earth that can radiate a null magic zone. Very Rare 2,000 GP
Lodestone, Wild Magic A curious lump of earth that can radiate a wild magic zone. Very Rare 2,000 GP
Ooze jar A round jar that contains two liquids that when mixed become a sentient ooze Uncommon 100 GP
Powdered Water A clear chalky powder that instantly turns into several gourds of water with a single drop. Simple 5 GP
Powdered Spirits A colorful dust that instantly turns several gourds of water into spirits. Simple 5 GP
Smoke Stick A rod that produces thick dark smoke when snapped in half. Common 20 GP
Vinegar, Sweet A simple creation that tastes nice and reacts with several other alchemical items. Simple 5 GP

Alchemist Breath (Uncommon, 100gp)
This philter bestows upon any drinker the ability to spit gouts of elemental energy. As an action an imbiber may consume this philter, and immediately produce a 3-pace cone of 1d6 [Elemental; Acid, Cold, Electricity, or Fire] damage. Any targets within the area may attempt a Saving Throw based on the Element [Acid (Con), Cold (Con), Electricity (Dex), or Fire (Dex)], for half damage. A character may choose to hold in the alchemist breath by making a successful Constitution Saving throw each round, releasing the breath after this can be done as an attack.

Alchemical Coals, Oils and Waxes (Simple, 5gp)
There are several alchemically treated coals, oils, and waxes that burn with fantastical effects. These items burns for 6 hours, and can be used to treat a single torch with 10 minutes work. Multiple effects can be combined into one alchemical coal, oil, or wax, at the DM’s discretion. For each additional effect after the first, the market value of the item increases by 2 gold.
A Character throw a flask of oil as a Grenade Weapon, causing it to shatter it on impact. On a hit, the target is covered
in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 1d8 points of Fire damage from the burning oil. If a character prepares an oil flask with a lit fuse with an Action, this flask instead deals 1d8 Fire Damage on impact.
A character can also pour a flask of oil on the ground to cover a 1-pace square, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 1d8 Fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.

Common Oil: This lamp oil is relatively easy to make, and only has a market value of 1 silver, meaning even an unskilled character can craft up to 10 pints a day.

Dwarfblind: This burns with a curious violet light. This light is considered dim light. Characters without Darkvision can see in this light, but those with Darkvision cannot see it or see in it.

Dwarfbright: This burns with a curious red light. This light is considered dim light. Characters with Darkvision can see in this light, but those without Darkvision cannot see it or see in it.

Far-flame: This casts light twice as far as it normally would, but burns twice as fast. Oddly this compound does not burn any hotter than normal.

Ghost-Light: This tricky compound reveals ethereal or invisible creatures and objects while they are within the range of the bright light making them visible, and while in the dim light reducing their invisibility to being lightly obscured. (Note this alchemical compound is treated as Uncommon instead of Simple, and costs 100 gp instead of 5gp.)

Signal: This entertaining and useful curiosity burns with a bright and unusual color. Popular colors are Red, Orange, Yellow, Green, Blue, Indigo, Violet, White, Black-light, and Rainbows.

Slow-flame: This casts only dim light out as far as the dim light normally goes, while the object burns for twice as long. Oddly this compound does not burn any colder than normal.

Cold-flame: This produces light, but does not produce heat, nor does it ignite nearby objects.

Alchemist Resin (Uncommon, 100gp)
This oil can coat one weapon, or several pieces of ammunition. Applying the oil requires an [Action], afterwards the weapon glows with the power of a torch and deals 1d6 points of [Elemental; Acid, Cold, Electricity, or Fire] damage on each successful attack with the weapon. If the oil is applied to a character’s natural weapons or unarmed strikes, the character takes 1 point of [Elemental] damage each round (though [Immunity] or [Resistance] still apply). This effect lasts for 1d4+1 Rounds.

Alchemical Inks and Pigments (Simple, 5gp)
There are several alchemical inks and pigments that can produce fantastical effects. Multiple effects can be combined into one alchemical ink or pigment, at the DM’s discretion. For each additional effect after the first, the market value of the item increases by 2 gold. Most of these compounds are easily washed away with Sweet Vinegar.

Cleanwash Ink: This simple black ink can be keyed to several creative catalysts, when it’s catalyst is applied to the ink, the ink cleans away as if it were water. Popular catalysts include, blood, heat, lemon juice, salt water, silk, vinegar, though creative catalysts are not unheard of. (Sweet Vinegar can be the catalyst, but does not inherently wash this ink away).

Concert-Cream: While technically not a pigment or ink, this cool pale cream can be used to treat a object or musical instrument as an [Action]. Any noise that this object creates can be heard out to twice as far as it normally could for 1d4+1 hours.

Dwarf-Blind Paint: A shimmering violet pigment that sparkles and sheds dim light as a candle. Only those without Darkvision can see it.

Dwarf-Bright Paint: A shimmering red pigment that sparkles and sheds dim light as a candle. Only those with Darkvision can see it.

Ice Chalk: A simple waxy compound that can write on slabs of ice.

Invisible Ink: This a clear ink that can be keyed to several creative catalysts. Before it’s catalyst is applied the ink doesn’t leave a visible trace (though it can be detected with a successful Intelligence (Investigation) check at disadvantage). When it’s catalyst is applied to the ink, the ink becomes clearly visible. Popular catalysts include, blood, heat, lemon juice, salt water, silk, vinegar, though creative catalysts are not unheard of. (Sweet Vinegar does not inherently wash this ink away).

Mock Orchid Ink: A popular green ink in tattooing circles, this pigment glows faintly with the power of a candle for 1 hour. It is recharged by being exposed to bright light for 10 minutes.

Mood Ink: A curious black pigment, that when in contact with a creature changes color to reveal their emotional state. Characters attempting to read another character with mood ink gain Advantage on Wisdom (Intuition) checks.

Mood Ink, False: A curious black pigment, that when in contact with a creature changes color at random slow intervals. Characters attempting to read another character with false mood ink suffer Disadvantage on Wisdom (Intuition) checks, unless they succeed on a successful Intelligence (Investigation) or (Artisan Tools: Alchemy) check to identify the false mood ink.

Root Dye: A strong soapy stain that can permanently change the color of a creature’s hair with an hour’s work. Root dye can only be washed out with another hour’s work and vinegar.

Antichromatic Wax: A dim grey lump of wax, that spreads quite transparent on parchment, stone, or other materials that wax readily adheres to. Antichromatic wax is fantastic in that it doesn’t leave a visible trace (though it can be felt with a successful Intelligence (Investigation) check at Disadvantage). It can only be seen through a Antichromatic Lens.

Shimmer Pigment: Shimmer pigment can be made in any color and reflects light as well as a polished stone. Popular colors are Red, Orange, Yellow, Green, Blue, Indigo, Violet, White, Black-light, and Rainbows.

Stone Clear: This curious pale paint is difficult to see, as that it reacts with nearby pigments and colors to blend in. It is popular for painting over small blemishes, and has been known to be used as a foil for Light Detectors (effectively blocking the light, and maintaining a false negative color).. Noticing the presence of Stone Clear requires a successful Intelligence (Investigation) check. A character proficient with Artisan Tools (Alchemy) gains Advantage on this check.

True Stain: This dye colors an item permanently. It can be used as a Grenade Weapon, permanently staining a target it strikes, and any gear they may be wearing or carrying. Only a Universal Solvent can remove this stain. (Sweet Vinegar does not wash this ink away).

Alchemist Puddle (Uncommon, 100gp)
This clay jar is filled with a runny compound that can be thrown as a Grenade Weapon1. It spills over any square it lands in, creating difficult terrain and filling it with the alchemist’s puddle. Any creature starting their turn in the area, or that passes through the area, of the alchemist’s puddle suffers 1d4 [Elemental; Acid, Cold, Electricity, or Fire] damage. The alchemist’s puddle, once exposed to air, is potent for one minute, and it notoriously difficult to remove. Vinegar or wine poured over the puddle as an [Action] suppresses it for 1 round.

Alchemist Vial (Common, 20gp)
This fragile vial can be thrown as a Grenade-Weapon1. If it strikes a target it deals 1d6 [Elemental; Acid, Cold, Electricity, or Fire] damage. It also deals 1 [Elemental] splash damage of the same type to all targets adjacent to the target, or the targeted square. An alchemists vial may be shaped in the form of any ammunition, and fired from a ranged weapon instead of as a grenade weapon.

Alchemist Vial, Potent (Rare, 500gp)
This fragile vial can be thrown as a Grenade-Weapon1, and bursts in a Warded (15 ft) radius filling the area with 4d6 [Elemental; Acid, Cold, Electricity, or Fire] damage. All creatures in this area may make a Dexterity saving throw for half damage, a creature struck with the potent alchemist vial has disadvantage on this save. A potent alchemists vial may be shaped in the form of any ammunition, and fired from a ranged weapon instead of as a grenade weapon.

Amphibious Oil (Uncommon, 100gp)
Greasy pale-green oil is kept in a small clay jar. When spread over the skin of a creature as an [Action] they gain a Common Swim Speed and a Common Land Speed. In addition they gain the Amphibious quality (can breath water or air) for 1d4+1 hours.

Aquamarine (Uncommon, 100gp)
This religious icon of a chaotic demigod known simply as the Aquamarine. When it is consumed, or used as a Grenade Weapon1, it activates a Wild Surge, with the activator as the Caster, and the consumer or the struck target as the Target. If an original spell is needed, roll randomly on the level 1 spell effects. Regardless of the result, this is still an alchemical effect and not a magical one.

Blade-guard Philter (Common, 20gp)
This dark resin protects an object from the harmful attacks of oozes, rust monsters, armor-soft poison, and similar effects that corrode or melt objects rendering the item immune for 24 hours. Among other harmful effects, this resin also protects drowcraft magical items from the damaging effects of sunlight. One philter can coat one object as an [Action]. Washing the weapon requires vigorous scrubbing, and ten minutes worth of work, though vinegar or universal solvent will immediately remove the resin.

Bead of Entrapment (Rare, 500gp)
Through alchemical genius, this tiny compound contains pure force ready to be released with a strong jostle. This bead can be thrown as a Grenade Weapon1, the bead expands on impact and is destroyed. Any creature of Large size or smaller within the space where the bead landed must succeed on a Dexterity saving throw become ensnared within a sphere of transparent force that encloses the area for 1d4+1 rounds. Only breathable air can pass through the sphere’s wall, no attack or other effect can.
If the character succeeds on their saving throw, they are knocked 1d4+1 paces in a random direction.
This sphere of force is one pace in diameter, and cannot be moved for the duration.

Bomb (Common, 20gp)
This metal vial is filled with highly combustible components, and must be shaken as part of a Move Action (Manipulate Item) to prime the explosive. After it has been primed, the explosive will go off in 1d4-1 rounds at the end of the character’s turn (a 0 implies it goes off at the end of the character’s turn). A bomb can be thrown as a Grenade Weapon1. If it strikes a target, it deals 1d3 bludgeoning damage, and falls into that target’s square. When the primed bomb explodes, all creatures adjacent to the bomb, or within its square, must make a Dexterity saving throw, or suffer 2d4 [Bludgeoning, Piercing, or Slashing] damage damage on a failed save, or half as much damage on a successful one. Unattended objects and free-standing constructions are [Vulnerable] to this damage.

Catalyst Oil (Common, 20gp)
This bronze vial of bitter clear oil soaks readily into any porous material. A character may spend 10 minutes to use this oil in treating a small object, such as a wooden chest, a Dash (60 ft) length of rope, or a robe. If vinegar or wine make contact with the catalyst oil, the two compounds react silently and swiftly, damaging the object by 8 points of Acid damage (Metal Objects have Resistance to this damage). This alchemical reaction creates no light and no heat, and there is almost no physical evidence of the object or what damaged it, and requires an Intelligence (Investigation) check to reveal what has occurred. A similar check is required to notice that an object has been treated with Catalyst Oil. A character proficient with Artisan Tools (Alchemy) gains Advantage on this check.

Charged Water2 (Common, 20gp)
This fragile vial can be thrown as a Grenade-Weapon1. If it strikes a target it deals 1d6 [Radiant or Necrotic] damage. It also deals 1 splash damage of the same type to all targets adjacent to the target, or the targeted square. Evil Outsiders and Undead suffer double Radiant Damage, while Good Outsiders suffer double Necrotic Damage. Further, the Necrotic Damage heals Undead instead of harming them. Like an, alchemists vial, Charged Water may be shaped in the form of any ammunition, and fired from a ranged weapon instead of as a grenade weapon.

Dry Grease (Common, 20gp)
This vial is filled with a slippery violet powder. If applied carefully to a creature as an [Action] they gain [Advantage] on all Dexterity (Acrobatics) checks to squeeze through small places and to escape bonds and grapples for one hour. Alternatively it can be thrown as a Grenade Weapon1. This flask doesn’t do any damage, but the square it lands in, and all adjacent squares become difficult terrain, and any creatures in these squares, or those that enter into one of these squares, or end their turn there, must make a Dexterity Saving throw or fall prone. This effect lasts for one hour.

Driftglobe (Uncommon, 100gp)
This small sphere of thick alchemically treated glass weights roughly 1 stone. If it is shaken as part of a Move Action (Manipulate Item), it begins to emanate light depending on how hard it was shaken. A light jostle causes they orb to radiate dim light in a close radius (30 ft) for six hours. A good shake causes the orb to radiate bright light in a close radius (30 ft) and dim light in a dash radius (60 ft) for three hours. A heavy shake causes the orb to radiate bright light in a Dash radius (60 ft), and dim light in a medium radius (180 ft) for one hour. While glowing the orb begins to float on air 1 pace above the ground. (Many alchemists will make a driftglobe with a small hook and twine so that it may be tied to a vest or belt). A driftglobe requires 2 hours to recharge its ability to glow.

Dust of Disappearance (Rare, 500gp)
This small packet is filled with course translucent dust. When this dust is thrown into the air, the
thrower and each creature and object within a Reach (10 ft) radius around them becomes invisible for 1d4+1 rounds. The duration is the same for all subjects, and the dust is consumed. Curiously, if a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature.

Dust of the Ghost (Very Rare, 2,000gp)
This small packet is filled with smooth translucent dust. When this dust is thrown into the air, the
thrower and each creature and object within a Reach (10 ft) radius around them becomes invisible for 1d4+1 hours. The duration is the same for all subjects, and the dust is consumed. Curiously, if a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature.

Dust of Dryness (Uncommon, 100gp)
This flask is full of a flaky gray dust. A character can use an [Action] to sprinkle a pinch of it over water. The dust turns a cube of water 3 paces on a side into one marble-sized pellet, which floats or rests near where the dust was sprinkled. The pellet’s weight is negligible. Someone can use an [Action] to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed.
This pellet can be thrown as a Grenade Weapon1, a fire elemental or creature composed largely of fire must make a Constitution saving throw, or suffer 5d6 necrotic damage, on a successful save the creature takes half as much damage. An fire type creature suffers 2d6 necrotic damage, or half as much damage on a successful save.
The dust can also be thrown as a Grenade Weapon1, a water elemental or another creature composed mostly of water that is exposed to this dust must make a Constitution saving throw, or suffer 5d6 necrotic damage, on a successful save the creature takes half as much damage. An aquatic creature suffers 2d6 necrotic damage, or half as much damage on a successful save.

Evermore (Uncommon, 100gp)
Evermore is a naturally invisible course powder that readily mixes with anything other than glass. Popular for its ability to intense the flavor of food, or amplify the sound of an instrument, the true power of evermore is in how it interacts with herbal tinctures, poisons, and other alchemical compounds. Evermore doesn’t trigger a Transfusion when mixed with another consumable, instead it directly increases that consumables DC by 2. Evermore’s effects never stack with itself.
While making transfusion, evermore may be mixed into the concoction, creating a more stable but still unreliable product. A roll of 1-10 on the Transfusion table are treated as a result of an 11.

Fantastical Pigments (Very Rare, 2,000gp)
This tiny pot is filled with colorful ink that seems to react to the thoughts of anyone dipping their brush in. This paint allows a character to create three-dimensional objects by painting them in two dimensions. The paint flows from the brush to form the desired object as the character concentrates on its image. There is enough paint to cover or fill a 3-pace cubic area with objects, however the paint is only potent for the first time it is used. This space can be filled with inanimate objects or terrain features-such as a door, a pit, flowers, trees, cells, rooms, or weapons. When the painting is complete, the objects or terrain features depicted become real, nonmagical objects and features. Thus, painting a door on a wall creates an actual door that can be opened to whatever is beyond. Painting a pit on a floor creates a real pit, and its depth count against the total area of objects a character creates.
No single object created by the pigments can have a value greater than 100 gp, and the pigments cannot create treasure items or trade goods. Such objects are painted, the object looks authentic, but close inspection reveals it is made from paste, bone, or some other worthless material. If a character paints a form of energy such as fire or lightning, the energy appears but dissipates as soon as they complete the painting, doing no harm to anything. Items created by Fantastical Pigments dissolve when exposed to vinegar or universal solvent.

Final Seal (Very Rare, 5,000gp)
Final seal is a sticky clear alchemical shellac that can be spread over another compound or object to make permanent it’s effects. Final seal can only effect specific compounds, and works differently for each. An object can only have on effect alchemically shellacked to it at any given time. Applying Final Seal requires ten minutes worth of work. Even universal solvent struggles to effect final seal. When Universal Solvent interacts with Final Seal, the Final Seal rolls a Saving Throw (1d20 + 7, or 1d20 + the Crafter’s Proficiency + Intelligence Modifier), if successful the Universal Solvent fails, otherwise it works as normal.

Poisoned Weapon: Any weapon can have a Common or Weaker Poison sealed onto it with Final Seal, allowing the poison to function every time the weapon strikes. Any saves associated with this poison are made with Advantage.

Alchemist Resin: Any weapon can have alchemist resin sealed onto it with Final Seal, allowing the weapon to deal additional Elemental damage when it strikes. The elemental damage is reduced to 1d4 rather than a 1d6.

Alchemical Inks and Pigments: Alchemical inks and pigments can be sealed with final seal, making them permanent and preventing them from reacting with any outside sources (such as catalysts for invisible ink).

Blade-guard Philter: Blade-guard can be Final Sealed onto a object making it’s effects permanent.

Sky Anchor: Sky Anchor that has been Final Sealed cannot be softened, and has its Movement DCs increased to Very Rare, its AC increased to 19, and its weight limit increased to a 5,000 st load.

Instant Rope: Instant Rope covered in Final Seal becomes stiff and difficult to work with, but permanent. In addition it has its Burst DCs increased to Very Rare, its AC increased to 19, and its weight limit increased to a 10,000 st load.

Instant Steel: Instant Steel covered in Final Seal cannot be softened, and has its AC is increased to 19.

Fantastical Pigments: Items created by Fantastical Pigments covered in Final Seal will not dissolve when exposed to vinegar..

Flash Pellet (Common, 20gp)
This hard clay-like pellet snaps with a dazzling light when it strikes a hard surface. It can be thrown as a Grenade Weapon1, each creature within a 1 pace radius of the target of this attack must make a Constitution Saving Throw, or suffer Disadvantage on Attack checks until the end of their next turn. Creatures who are immune to blindness are immune to this effect. A character can alternatively use a flash pellet as part of a Hide action, allowing the character to hide from opponents, even if they are within line of sight. These flash pellets can be specially made with a dwarf-bright, or dwarf-blind variation. Dwarf-blind Flash Pellets only effect targets without Darkvision. Dwarf-bright Flash Pellets only effect targets with Darkvision.

Floatsheen (Common, 20gp)
This waxy violet resin is kept inside a simple reed basket. As an [Action], a character can apply floathsheen is applied to a metal object of size small or smaller (such as a weapon, shield, or armor), it becomes buoyant and naturally floats in water, this effect lasts for 1d4+1 hours. Metal armors with floatsheen applied do not infer Disadvantage to Strength (Atheltics) checks to swim, (the buoyancy isn’t strong enough to reduce the wearer’s ability to swim). Weapons treated with Floatsheen gain the Aquatic property (can be used underwater without any penalty).

Gum-rubber (Simple, 5gp)
This bouncy alchemical compound can often be found shaped into a ball the size of a human fist. When thrown with the same range as a Grenade Weapon1 it bounces directly away from it’s thrower traveling half the distance it was first thrown. It then lands and bounces again, covering half the distance of the previous bounce. The ball continues in this manner until it makes a bounce that would be less than 1 pace in length, at which time it stops bouncing and begins rolling. If the ball strikes a solid object, it reverses direction and continues bouncing or rolling. The savvy dungeon delver may use these gum-rubber balls to estimate how long a dark corridor is or to listen for odd sounds (such as a splash or a hallow sounding bounce). Gum-rubber bounces with a curiously soft force that seems to carry more weight that it could have. A gum-rubber ball can spring traps while bouncing, it springs any trap that will activate with (20 + The Thrower’s Strength Score) Stones worth of pressure.

Hardshell Clay (Common, 20gp)
Often called Instant Armor by those who employ it in combat situations. When a vial of this slushy ashen clay is poured over a creature as an [Action], it hardens providing that creature with an Armor Class of 12 + their Dexterity Modifier for 1 full hour. After which the hardshell clay loses it’s potency and begins to flake off. This hardshell armor doesn’t interfere with character’s actions like Light or Heavy Armor may.

Sky Anchor (Common, 20gp)
This rose-tinted clay comes in a small sealed oil-pouch that keeps its potency. Once it is exposed to air it begins hardening. The user has precisely one minute the before sky anchor sets, and is alchemically suspended where ever it has been placed. The sky anchor’s clay is difficult to form, and cannot make very precise shapes. The hardened clay doesn’t easily move, even if it is defying gravity and is as hard as stone (AC of 17, 5 HP). The hardened clay can hold 1,000 st of weight, more than that causes the clay to burst, rendering it useless. A creature can use an [Action] to make a Strength (Athletics) check with Disadvantage, moving the fixed clay up to 2 paces on a success. Hardened clay can be softened with vinegar or wine as an [Action], allowing it to be moved for 1d4+1 minutes, however each time this is done, there is a 25% chance (1 on a d4) that the Sky Anchor is rendered useless.

Instant Rope3 (Simple, 5gp)
This large water-tight wine-skin is filled with a stringy blue mud that hardens into a length of rope as it is exposed to air. Instant rope has 1 Hit Points per strand and will burst with a Successful Strength (Athletics) check or with 1,000 stones worth of suspended weight. Each pouch holds enough material to make a Dash (60 ft) length of rope, this rope lasts for 1d4+1 hours, and then crumbles to a powdery blue dust.

Instant Steel (Common, 20gp)
This grey-green clay comes in a small sealed oil-pouch that keeps its potency. Once it is exposed to air it begins hardening. The user has precisely one minute before instant steel sets and becomes almost as hard as steel (AC 18, 5 HP). In this time a character can shape it into just about any tiny mundane item5 with a successful Intelligence (Artisan Tool) check. Objects with complex moving parts require a much higher check than those with single piece simple design. Hardened clay can be softened with vinegar or wine as an Action, allowing it to be re-molded for 1d4+1 minutes, however each time this is done, there is a 25% chance (1 on a d4) that the Instant Steel is rendered useless.

Ioun stone, Grey (Common, 20gp)
In the past thirty years, mundane ioun stones have faded from the fashion world, and are now considered gouche, all the same their creation has been studied by alchemists. A character can use an action to toss this curious stone
into the air, which causes the stone to orbit their head at a distance of cubit, and provides no other benefit to a character. Thereafter, another creature must use an action to grasp or net the stone to separate it from the bearer, either by making a successful Attack Roll (equal to the Ioun Stone’s Save DC) or a successful Dexterity (Acrobatics) check. The bearer can use an action without a check to seize and stow the stone, ending its effect. While popular, it was not uncommon for these stones to be decorated with gems or paint.

Light Detector (Simple, 5gp)
This small coaster sized plate is created from alchemical plaster, when created it has an egg-shell white tone. When exposed to light for any duration it grows permanently darker, depending on the amount of light. Bright light causes it to fully darken in 3, and dim light in 10 rounds. This particular concoction can be made in 3 varieties, Dwarfbright, Dwarfblind, and Standard. Dwarfbright light detectors turn dark green but only when exposed to Dwarfbright. Dwarfblind light detectors turn dark umber, but only when exposed to Dwarfblind. Standard Light detectors turn a dark shade of indigo when exposed to normal light.

Lodestone, Antimagic (Rare, 2,000gp)
Interestingly an antimagic lodestone can be made out of any naturally occuring mineral, but lumps of lead are a popular base. When alchemically treated, an antimagic lodestone is dormant until activated with a solid blow, or strike (and may be used as a
1d4 Bludgeoning Grenade Weapon1). Once activated an Antimagic Lodestone creates a null magic zone in a Dash (60 ft) radius around it for 1d4+1 hours. All spells and spell-like abilities automatically fail while in this area, while supernatural effects have a 50% fail chance. Lead walls can stop or contain this emanation.

Lodestone, Wild Magic (Rare, 2,000gp)
Interestingly a wild magic lodestone can be made out of any naturally occuring mineral, but semiprecious gems a popular base. When alchemically treated, an wild magic lodestone is dormant until activated with a solid blow, or strike (and may be used as a 1d4 Bludgeoning Grenade Weapon1). Once activated an Wild Magic Lodestone creates a wild magic zone in a Dash (60 ft) radius around it for 1d4+1 hours. All spells and spell-like abilities have a 75% chance of Wild Surging while in this area. Lead walls can stop or contain this emanation.

Ooze jar (Uncommon, 100gp)
This round clay jar contains two separated components that when mixed sparks intelligence within an alchemical creation. It can be thrown as a Grenade Weapon1 that deals 1d4 Bludgeoning damage. Once thrown the jar breaks, mixing and releasing the alchemical contents, creating an Alchemical Ooze. Alchemical Oozes are ravenous, and difficult to control, but will often attack the nearest creature to themselves until defeated. Once an Alchemical Ooze has eaten its fill, it will defend itself from hostile creatures. It is interesting to note that Alchemical Oozes do not regard creatures covered in Sweet Vinegar as food.

Powdered drink (Simple, 5gp)
Popular with charlatans and at festivals, this thimble sized satchel filled with colorful flaky dust can be easily hidden or carried. When mixed with a drop of water, it produces up to 4 gourds of common quality drinks (such as ale, cider, and wine), or up to 2 gourds of distilled drinks (such as gin, whiskey, and vodka). Occasionally this is made to produce up to 4 gourds of flavorful non-spirits (such as fresh water, milk, fruit juices, and mundane teas.)

Smoke Stick (Common, 20gp)
This alchemically treated wooden stick instantly creates thick, opaque smoke when snapped. The smoke fills a 3-pace cube, and provides heavy obscuration to anyone within it, and light obscuration to anyone adjacent to it. A moderate or stronger wind dissipates the smoke in 1 round. The stick is consumed after 1 round, and the smoke dissipates naturally after 1 minute. A smoke stick can be laced with an Inhaled Poison with 10 minutes worth of work.
A smoke stick may be shaped in the form of any ammunition, and fired from a ranged weapon instead of as a grenade weapon, when doing so, it can either be used as normal, or be snapped before firing. If snapped before firing, it leaves a smoke trail as it travels away from the launcher, creating a 10 pace line of obscuring smoke, originating from the attacker.

Vinegar, Sweet (Simple, 5gp)
Though vinegar is easy to create in less expensive and more mundane ways, many the alchemist learns a way to make this compound as that it reacts with many other alchemical goods. Sweet Vinegar is sometimes used as a seasoning or luxury drink.

Troly Tac (Uncommon, 100gp)
This viscous, pale lavendar substance comes in a stone jar with a special oil-treatment on the sides. Sovereign glue can form an incredible adhesive bond between any two objects. Each jar contains enough glue to cover a one pace surface, or a tiny object. There are several uses for this incredible substance

  • Improvised Grapple Hook: Advantage on Dexterity (Larceny) checks to secure a rope, and can be used (without advantage) to stick to a free standing object that wouldn’t normally be grappled. Either effect is silent.
  • Sticky Armor: Missed attacks save or Disarm/Grapple Unarmed
  • Sticky Net: Increases Strength DC to escape by Glue DC, and the net cannot be sundered to free the occupant.
  • Sticky Gauntlet: Disarm DC is Glue DC but at Disadvantage, or use Glue DC as first grapple check, dealing 2d6 slashing damage when freeing (escape DC is Glue DC)
  • Grenade Weapon: Sticks character to space with Strength Save with Glue DC, creates sticky patch of ground for 1d4+1 rounds.

As an adhesive, the glue takes 1 minute to set. Once it has done so, the bond it creates is strong and can only be broken by a character taking an [Action] to make a Strength (Athletics) check with Disadvantage, separating the products with a successful check.
Universal solvent or oil of etherealness can break this adheasive immediately….

(Sovergn Glue, Unbreakableish, like Immobile clay)

False Blood (Common, 20gp)
A small vial of fake blood, that appears as any creature’s blood as determined by the crafter. An Intelligence (Investigation) check determines that it is indeed fake, but is made with Disadvantage unless the character has proficiency with Alchemy tools. All divination magic treats it as if it were real. Spreads out nicely over a one pace square of surface.
It can be made such that it washes away easily with vinegar.

Forger’s Window (Uncommon, 100gp)
Grey dust that makes paper transparent. Offers Advantage on Dexterity (Larceny) checks to forge documents.

(Acid Neutralizer, Kills a Large swath of MOLD or deals 2d6 damage against Ooze type creatures)

*Scoundrel’s Soap * (Uncommon, 100gp)
Scoundrel’s soap is a grey lump of oily wax. A character can throw scoundrel’s soap as a Grenade Weapon1 into a pool of acid. The wax neutralizes a cube of acid 3 paces on a side into a ph balanced brackish liquid.
This soap can also be thrown as a Grenade Weapon1, a ooze, slime, or mold or creature composed largely of acid must make a Constitution saving throw, or suffer 5d6 necrotic damage, on a successful save the creature takes half as much damage. An acid type creature suffers 2d6 necrotic damage, or half as much damage on a successful save.
Alternatively the soap can be spread over a character’s skin and armor as a 10 minute application process, providing the character with Resistance to Acid damage for 1d4+1 hours.

Shinewater (Simple, 5 gp)
Cheap and useful polish and rust remover, that gleams armor and items of any sort up for 8 hours…

Soup Stone (Common, 20 gp)
Ruddy red clay that when kneeded slowly becomes hard and releases heat for 1 hour. This heat isn’t damaging but can keep a small campsite warm and protected from frigid enviornments. This clay is nontoxic and commonly used for fireless cooking. No light, no smoke. Can be softened with Vinegar (25% failure)

Whiskey Stone (Common, 20 gp)
Grey-speckled amber clay that when kneeded slowly becomes hard and absorbs heat for 1 hour. This chill isn’t damaging but can keep a small campsite cool and protected from hot enviornments. This clay is nontoxic and commonly used for chilling beverages. Can be softened with Vinegar (25% failure).

Tinder Twig (Simple, 5 gp)
Can start a torch as an [Action], and grants Advantage on Wisdom (Nature) checks to start a campfire. Otherwise sheds light as a candle for 1d4+1 rounds.

Mirage Pigments: Illusional Pigments
Philter of Diminution
Philter of Etherealness
Philter of Gaseous Form
Philter of Growth
Philter of Invisibility
Philter of Sharpness
Vial of Air
Vial of Slipperiness

True Alkahest (Dissolves anything… two liquids separate, when mixed deals 1d6 damage of no type per round ignores hardness resistance and immunities. Is difficult to spread (as it destroys tools that spread it) and is not terribly effective as a weapon (3 rounds of damage). After mixed it’s hard to contain.) Alkahest for some reason washes easily with vinegar.
Universal Solvent (Disolves Trolly Tac, Titan Gum, Sovereign Glue, Tanglefoot bags, and other adhesives, Softens all clays without failure)
Immobile Clay: Sky Anchor that simply can’t be moved. [Very Rare]

1 Grenade Weapon
A Grenade Weapon is a ranged simple weapon with a throwing range of (Close/Dash). Grenade Weapons that miss land in an adjacent square to their target. (Roll 1d8, and determine which square by starting with the square furthest from thrower as 1, and one square clockwise for each number after that.)

2 Divine Spell-casters and Charged Water
Divine Spell-casters can perform an hour long ritual, and spend 10 gold and a 1st level spell-slot to create charged water. This can be done as part of a Short Rest. The Divine Spell-caster cannot create charged water counter to their ethos (an Evil Cleric cannot make Radiant Water, nor can a Paladin of Harmony create a Necrotic Water).

3 Rope Comparison

Rope Hp Burst DC (Weight Limit) Cost per Dash (60 ft) Weight per Dash (60 ft)
Chain, Common 10 25 (8,000 st) 30 30
Hemp Rope 5 15 (3,000 st) 1 5
Instant Rope 2 12 (1,000 st) 5 1
Silk Rope 1 20 (6,000 st) 10 2
Spider-silk Rope 1 20 (8,000 st) 50 2
Vine 4 10 (500 st) - 2

4 Mundane Item DCs

Item DC
Cast/Mold of a smaller item (key, foot-print, bas-relief) 5
Cup/Bowl 5
Dagger 8
Long Sword 12
Thieves Tools 20
Crude Item (Use Infers Disadvantage) -5

Alchemy

The Azure Triskele Vivika