Alchemist Supplies
General
Type | Toolkits |
Value | 25 gp |
Weight | 8 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:
- Identifying substances and chemicals by sight, smell, or taste.
- Creating alchemical solutions such as potions, acids, glues, or otherwise.
- Discovering the properties of otherwise unknown substances.
- Collecting evidence or samples.
- Understanding alchemical theory
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.
- 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.
Base DC | Examples |
---|---|
10 | Common mundane alchemical concoctions like basic acid or alchemist's fire. |
15 | Uncommon alchemical concoctions. |
20 | Rare alchemical concoctions. |
25 | Very rare alchemical concoctions. |
30 | Legendary 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.
Base DC | Examples |
---|---|
10 | Common mundane alchemical concoctions like basic acid or alchemist's fire. |
15 | Uncommon alchemical concoctions. |
20 | Rare alchemical concoctions. |
25 | Very rare alchemical concoctions. |
30 | Legendary 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.
Base DC | Examples |
---|---|
10 | Common mundane alchemical concoctions like basic acid or alchemist's fire. |
15 | Uncommon alchemical concoctions. |
20 | Rare alchemical concoctions. |
25 | Very rare alchemical concoctions. |
30 | Legendary 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.