Alchemist Supplies

General

TypeToolkits
Value25 gp
Weight8 lb
Components• two glass beakers
• a metal frame to hold a beaker in place over an open flame
• a glass stirring rod
• a small mortar and pestle
• pouch of common alchemical ingredients, including salt, powdered iron, and purified water

Alchemy is the process of combining various chemical regents in order to create something knew, like potions, acids, explosives, or similar. Alchemists are well known for the wide-variety of concoctions they are capable of creating, and their supplies gives them the tools needed in order to create such substances even when traveling on the road. In addition, they are very skilled at assessing which mixtures would have disastrous results.

A skilled alchemist would be in demand for tasks such as:

Alchemy

Alchemical Crafting | Trained

You can use this tool proficiency to create alchemical items. A character can spend money to collect raw materials, which weigh 1 pound for every 50 gp spent. The GM can allow a character to make a check using the indicated skill with Advantage. As part of a Long Rest, you can use alchemist's supplies to make one dose of acid, alchemist's fire, antitoxin, oil, perfume, or soap. Subtract half the value of the created item from the total gp worth of raw materials you are carrying.

In addition, you can craft magical potions. More information can be found on the Crafting page.

Alchemical Expertise | Trained

Those proficient in alchemist supplies are skilled in creating the most effective of concoctions and applying them with the utmost expertise. As a result, they have the following benefits.

Swift Application. You are able to feed potions to others as a Bonus Action instead of as an Action.
Potent Concoction. You gain benefits to the following items if you craft them.
  • Acid. Acid burns for a number of turns equal to your proficiency bonus with Alchemist Supplies.
  • Alchemist's Fire. The DC of alchemist's fire is equal to 8 + your Proficiency Bonus + your Intelligence modifier.
  • Bomb. The DC of bombs is equal to 8 + your Proficiency Bonus + your Intelligence modifier and it deals a number of d6s of fire damage equal to your Proficiency Bonus (minimum of 3d6).
  • Flash Bomb. The DC of flash bombs is equal to 8 + your Proficiency Bonus + your Intelligence modifier and the radius of the explosion increases by a distance equal to your Proficiency Bonus with alchemist supplies, rounded up to the nearest increment of 5ft.
  • Glue Bomb. The DC of glue bombs is equal to 8 + your Proficiency Bonus + your Intelligence modifier and the radius of the explosion increases by a distance equal to your Proficiency Bonus with alchemist supplies, rounded up to the nearest increment of 5ft.
  • Smoke Bomb. The DC of smoke bombs is equal to 8 + your Proficiency Bonus + your Intelligence modifier and the radius of the cloud increases by a distance equal to your Proficiency Bonus with alchemist supplies, rounded up to the nearest increment of 5ft.

Assess Reaction | Trained

You are able to assess the potential reactive qualities of two or more reagents or substances, which can further inform what can be done to utilize them (or prevent a harmful chain reaction). Assessing the reaction of two different substances, such as potions, may allow for additional benefits depending on DM approval.

Critical Success. You successfully identify the possible reactions and can ask an additional question of the DM that must be answered truthfully for every 5 above the DC. This additional question may be exchange for an additional benefit pending DM approval, such as guaranteeing a side effect when mixing potions.
Success. You know the possible reactions the substances can cause if mixed.
Failure. A known reaction is not determinable.
Critical Failure. A critically false assessment is made, which can offer a mixture of true and false information with no way to tell which is true.
Base DCExamples
10Common mundane alchemical concoctions like basic acid or alchemist's fire.
15Uncommon alchemical concoctions.
20Rare alchemical concoctions.
25Very rare alchemical concoctions.
30Legendary or one-of-a-kind alchemical concoctions that have not been otherwise identified.

Collect Sample | Trained

Alchemists are well-versed in collecting delicate samples from concoctions and substances found within their laboratories and without. While these samples are normally not substantial enough to be used in alchemical crafting, they could possess valuable information that could be referred to in the future or used to reverse engineer recipes for potions and other elixirs. When collecting samples from living creatures, this ability serves as a replacement for Harvesting Tools utilizing the mechanics found on the Harvesting page.

Critical Success. The sample is successfully collected and you get double the amount anticipated.
Success. The sample is successfully collected.
Failure. The sample is not collected and is left unusable.
Critical Failure. The sample is destroyed and if it is corrosive or otherwise harmful, you take the negative effects from touching it.
Base DCExamples
10Common mundane alchemical concoctions like basic acid or alchemist's fire.
15Uncommon alchemical concoctions.
20Rare alchemical concoctions.
25Very rare alchemical concoctions.
30Legendary or one-of-a-kind alchemical concoctions that have not been otherwise identified.

Identify Substance | Trained

You can identify chemical substances either through sight, smell, taste, or using special reactive agents, which can give you valuable information into what a mysterious substance or chemical may be or what reagents went into creating it. Such an ability can be invaluable in adventuring as dungeons frequently have corrosive acids or other harmful chemicals that would be most unfortunate to discover via trial and error. This can also sometimes be useful for identifying creatures in the area, as some beasts may ooze substances frequently used in alchemical processes. For identifying excretions created by creatures, use the calculations for the Appraising a creature on the Harvesting page.

Critical Success. You successfully identify the substance and can ask an additional question of the DM that must be answered truthfully for every 5 above the DC.
Success. The substance is successfully identified.
Failure. The substance is not identified.
Critical Failure. A critically false identification is made, which can offer a mixture of true and false information with no way to tell which is true.
Base DCExamples
10Common mundane alchemical concoctions like basic acid or alchemist's fire.
15Uncommon alchemical concoctions.
20Rare alchemical concoctions.
25Very rare alchemical concoctions.
30Legendary or one-of-a-kind alchemical concoctions that have not been otherwise identified.

Neutralize Substance | Trained

You are able to neutralize volatile substances such as acid, chemical fires, and similar hazards and reduce them to an inert state. The length of time this process takes is dependent on the area the substance covers, with particularly large hazards requiring the neutralization to be done during a Short or Long Rest in order for the process to be successful. The DC of such neutralization attempts is equal to the DC of the save effect that created the hazard or effect.

Critical Success. The area is successfully neutralized, but the reaction takes half the time expected as a positive chain reaction is triggered.
Success. The area is successfully neutralized.
Failure. The neutralization does not fully take, and the amount of time needed to neutralize the area is doubled.
Critical Failure. The neutralization fails and instead causes a negative chain reaction. The effect of this chain reaction is up to the DM's discretion, but it could be aggressive bubbling, an isolated explosion, or likewise.