Fralex's Expanded Alchemy

Ingredient-foraging rules, extra items, and more
Playtest Version 2.1

All content by Alex Franklin, /u/fralexion

Introduction

For a practice with such a robust and interesting background, I was disappointed that the uses for tools like alchemist's supplies and the herbalism kit were so sparse. I like crafting in games, and I like alchemy, so the purpose of this rules expansion is to provide players and DMs with a comprehensive crafting system that covers everything from gathering the ingredients and learning the recipes to crafting the items and how they are used.

I also threw in a huge collection of alchemy and herbalism-themed items so players will have some actual choices for what to craft instead of like, two items max. And a few themed character options to easily integrate alchemy into the existing rules. I hope you find it useful.

Points of Interest

I am not done with these rules! There's a lot of them, but some are more important than others. I tried to design this expansion to be really modular, so you can use as much or as little of it as you're comfortable with, and it'll still work.

The document is organized like this:

  • Gathering Ingredients
  • Crafting
  • Formulas
  • Items
  • Expanded Character Options

The "Gathering," "Crafting," and "Items" sections are the primary rule-chunks everything else is built around. Just want a way for characters to get crafting material outside of a city? Simply grab the stuff about getting Quintessence from "Gathering Ingredients" and leave everything else alone. Only interested in adding more alchemical items for players to buy in markets or whatever? Just use the list of items in the "Items" section. Want to make crafting consumable items a viable thing to do outside of downtime days? There's rules for that in "Crafting."

I'd recommend using at least something from all three of those sections to get a decent experience with these rules. And expanding character options isn't much of a step up in complexity from there. I dunno, your call.

That said, for playtesting purposes there are a few areas in particular I need data on:

Keep this stuff in mind
  • Are the prices for the various items OK? I'm not really sure what I'm doing with those and just based them off the DMG and Xanathar's guidelines, but there's a fairly steep curve in expensiveness as we get to more powerful items. Too steep?
  • Does it take too long to accumulate incredients over the course of an adventure? Ideally making little things as you travel and rest shouldn't be too big of a deal.
  • Does it take to long to craft the rarer magic items? The book guidelines seem a bit harsh.
    
    

Gathering Ingredients

The first thing an alchemist must do is gather ingredients. This is best done in the wilderness. Although some herbalists' shops might sell a couple basic ingredients along with their completed potions, it's not a reliable way to get what you want. Thus, a good alchemist is a good forager.

The Four Elements and the Three Primes

There are seven primary essences that can be extracted from various herbs, fungi, and animal parts that have a use in alchemy. Earth, Water, Air and Fire are the Four Elements, the basic energies and materials that suffuse physical reality. Earth is the least active, while Fire is the most active.

Just as vital are the Three Primes: Salt, Quicksilver, and Brimstone. Salt represents the body— physical matter driven to action through intent. Brimstone, or Sulfur, represents the soul— a creature's connection to the higher planes of existance, the positive energy flowing through it that grants it life. Quicksilver, or Mercury, is the mind— the individual will of a creature's identity that connects the heavenly soul to the earthly body, sustaining and nourishing the entire being as one.

Mouse over the essence symbols that appear later in this document for a reminder of what they are.

Finding Alchemical Essences

To forage for alchemical ingredients:

1) Make a Wisdom (Survival) check against the area's foraging DC, as if you were searching for food.

2) If you pass, roll 1d6 and check the following table to determine what ingredient(s) you find based on the biome you're in. You can get them from the column number you rolled or any of the columns to the left of it.

3) If you beat the DC by 3 or more, roll on the table twice. If you beat it by 6 or more, roll on the table thrice. If you beat it by 9 or more, roll on it four times.

Ingredient Yield by Biome
Biome 1 2 3 4 5 6
1. Arctic , , ,
2. Coastal , , ,
3. Desert , , ,
4. Forest , , ,
5. Grassland , , ,
6. Hill , , ,
7. Mountain , , ,
8. Swamp , , ,
9. Underdark , , ,
10. Undersea , , ,

A group of symbols connected with horizontal lines indicates a rarer ingredient containing multple alchemical essences. These are more efficient to craft with, as explained in the crafting section.

Your DM is free to create their own table for specific areas, or declare that the remains of an exotic monster can be harvested as a source of alchemy. It's pretty simple to customize.

Quintessence

Not every recipe calls for specific alchemical essences. But they all require a certain amount of raw materials, a mixture of alchemical reagents called quintessence.

Quintessence is an elemental substance that originates from the Ethereal Plane, and —like the plane itself— is fundamental in binding disparate pieces of reality together. Though the secrets to obtaining it in this pure form are unknown, crude quintessence has a tendency to be absorbed into the natural world, and certain common herbs and extracts are rich in it.

Finding Quintessence

Quintessence can be purchased in most herbalism or alchemy shops that sell potions. Every 50 gp-worth of quintessence weighs 1 pound.

You can also forage for quintessence-rich ingredients in the wild, using the foraging travel activity. Make a Wisdom (Survival) check against the area's foraging DC. If you are searching for alchemical essences, too, as described in the earlier section, you can use the same check to look for both at once. On a success, you find an amount of quintessence in gp equal to three times the number of pounds of food a normal foraging check would yield for you (usually 1d6 + your Wisdom modifier).

Operations (experimental rule)

After ingredients have been gathered, an alchemist is ready to start mixing them together into potions and special chemicals. If they feel inclined, however, they might wish to tinker with the specific compositions of some ingredients, to make them better-suited to the task ahead. This is where the seven mystic operations of alchemy come in.

A beginning alchemist should become familiar with the Crafting section before attempting these techniques.

Calcination

A substance is heated over an open flame or in a crucible until it is reduced to ashes. If you turn down the heat at just the right moment, the ashes are imbued with useful properties.

Requirements. To calcinate an ingredient, destroy one essence in it and make a DC 10 Dexterity (alchemist's supplies) check. Calcination takes 10 minutes of work.

Successful Check. You gain 2d4 gp of quintessence. If you destroyed an Essence of Fire, you may instead gain one Essence of Fire ingredient.

Dissolution

A small amount of one substance is mixed into a solution with a larger, partly aqueous substance. If you get the concentration just right, the larger substance inherits the smaller one's properties.

Requirements. To dissolve two ingredients, one ingredient must contain at least one Essence of Water, and the other must only contain a single essence. Make a DC 10 Intelligence (alchemist's supplies) check and expend 5 gp of quintessence. Dissolution takes 10 minutes of work.

Successful Check. The single-essence ingredient is destroyed. Whatever essence it contained replaces one Essence of Water in the other ingredient.


The Mystery of the Fifth Element

The quintessence that alchemists work with is a poor attempt to harness some of the power of pure, concentrated Aether, the mythical fifth element hidden between the other four.

Though it can be found in nearly any living thing, there is no known way to extract and refine quintessence from the base matter it is contained in, and no one has managed to utilize pure aether in its true form. Even when traveling directly to the Ethereal Plane, as with oil of etherealness, true Essence of Aether in a usable state has eluded alchemists.

If someone were to uncover the secret to refining the aether, it could lead to tremendous breakthroughs in any number of ambitious alchemical endeavours, especially the completion of the Great Work.

Separation

Using very precise bursts of air, the most important part of a substance is isolated from the rest, and in doing so, made more potent. You must have an excellent understanding of all the substance's alchemical properties to do this successfully.

Requirements. To separate an ingredient, it must contain at least two essences, and you must be at least level 5. Make a DC 20 Intelligence (alchemist's supplies) check, with a +1 bonus for every essence contained in the ingredient, and an additional +1 bonus for each Essence of Air present in the ingredient (maximum bonus from this is +5). Expend 25 gp of quintessence. Separation takes 10 minutes of work.

Successful Check. All but one of the essences present in the ingredient are removed, each becoming its own single-essence ingredient. The original ingredient contains one additional essence of the same kind as whatever was left.

Conjunction

The Three Primes naturally want to be together. By attuning to a nucleus of earth, you can allow them to unite around it.

Requirements. To conjoin essences with an ingredient, it must contain at least one Essence of Earth, and you must be at least level 5. Make a DC 20 Wisdom (alchemist's supplies) check, and expend 25 gp of quintessence. Conjunction takes 30 minutes of work.

Successful Check. If you have an ingredient containing an Essence of Salt, you may move that essence to the chosen ingredient. If you have an ingredient containing an Essence of Quicksilver, you may move that essence to the chosen ingredient. If you have an ingredient containing an Essence of Brimstone, you may move that essence to the chosen ingredient.


this section is the most experimental, and also incomplete. maybe try testing things without it before testing them with it

Crafting

Once you have the ingredients you need, you can get to work crafting the desired item. The time and resources required will depend on whether you are crafting a magic item or a mundane one.

Magic Items

To craft a magic item using alchemist's supplies, you must be a spellcaster. Some of these items, such as potions of healing, can also be crafted using an herbalism kit, regardless of whether or not you can cast spells. See the section on formulas for lists of what can be crafted with which.

Characters of any level can attempt to craft common magical items with this method, but the minimum level requirements for rarer magic items remain the same as in the DMG.

Time and Resources

As explained previously, brewing a potion or other magic item requires a combination of special alchemical essences, and supplementary alchemical reagents called Quintessence (abreviated as QE). When you begin work on the item, expend the designated amount of QE, then work for the desginated number of days, based on the rarity of the item you want to make.

Magic Item Crafting Time and Cost
Item Rarity Minimum Level Downtime Days QE Cost
Common 2 15 gp
Uncommon 3rd 5 50 gp
Rare 6th 25 500 gp
Very Rare 11th 60 5000 gp
Legendary 17th 125 25,000 gp

If you can't spare a full day of downtime working on your crafting project, a single hour of work counts as one tenth of a full day of downtime, so you can squeeze in bits of work during rests without interrupting the adventure. You can put in up to 8 hours of work per day, so it's slightly more efficient to devote a whole downtime day to crafting than start and stop intermittently throughout a day in this manner.

If one or more other characters are qualified to make the item you are making, you can have them work alongside you to speed up the process. For each helper you have, you make an additional day (or hour) of progress. A homunculus, if you have one, counts as a helper.

Mundane Items

Crafting a mundane alchemical item, like oil or alchemist's fire, always takes an hour. You expend quintessence equal to one quarter of the item's listed price, or half if it doesn't require any special alchemical essences.

If it requires no essences, you complete the item without needing to make a check (described in the next section).


Completing the Item

Regardless of whether or not the item you are crafting is magical, if it required any number of alchemical essenses, the final step is always the same for both. You must make an ability check to infuse the mixture with the special essences, completing the creation process.

Making the Check

When you complete the final day (or hour) of downtime needed to craft an item, make an Intelligence (alchemists's supplies) or Wisdom (herbalism kit) check, depending on which tool you're using.

Crafting DC = 8 + the item's complexity +
2 × the number of ingredients used

The complexity is a number that will be listed within the formula.

The number of ingredients used in the crafting process plays a big role in how easy the check is. Certain rarer ingredients, represented by multiple symbols linked together with horizontal lines, count as two or three essences for the purposes of providing all necessary components, while still only counting as a single ingredient when making this check. For example, if a formula calls for three Essences of Salt, using three individual salt essence ingredients will add 6 to the DC, but if you manage to find a single rare triple-salt ingredient that counts for all three essences, the DC only goes up by 2.

Success and Failure

A successful ability check results in the completion of the desired item and the expenditure of the ingredients used. You may change any listed save or check DCs in that item's description to 8 + your proficiency bonus + your Intelligence or Wisdom modifier.

A failure destabilizes the mixture, forcing you to expend 1d10 gp worth of quintessence per ingredient used in that attempt before you can attempt the check again, either with the same ingredients or different ones. It also requires you to first complete an additional day of downtime working on the item if it was magical, or an additional hour if it wasn't.

Alchemical Fusion

When you reach 5th level, you gain the ability to combine multiple mundane alchemical items into a single, stronger item. Any nonmagical item craftable through alchemy that has an effect when thrown at something is valid for this operation. Items already created with this process are not.

The process takes an hour of work. At the end of the hour, the selected items become a single fusion item. When that item is used on a target, it has all the effects of the individual items making them up applied to it, as if they had all been used on it at once. Each effect has its own saving throws, skill checks, damage, and other effects. Due to the more heavy and cumbersome nature of fusion items, it is not possible to use more than one on the same turn.

The maximum number of items you are allowed to fuse together at a time depends on your level. It begins with 2 at level 5, then 3 at level 11, and 4 at level 17.

Formulas

a section on learning formulas is not ready yet. just assume a player who can do alchemy knows all (or some) of them or use the rules for magic item formulas in the DMG for now

Basic Potions

These potions require proficiency in alchemist's supplies or an herbalism kit to brew. You don't need to be a spellcaster if you're using an herbalism kit, but you do if using alchemist's supplies.

Potion of Healing

Complexity 1, common

Potion of Greater Healing

Complexity 2, uncommon

Potion of Superior Healing

Complexity 3, rare

Potion of Supreme Healing

Complexity 6, very rare

Elixir of Health

Complexity 3, rare

Potion of Heroism

Complexity 3, rare


Potion of Vitality

Complexity 6, very rare

Potion of Longevity

Complexity 6, very rare

Potion of Climbing

Complexity 1, common

Potion of Growth

Complexity 2, uncommon

Potion of Diminution

Complexity 3, rare

Potion of Invulnerability

Complexity 3, rare

Potion of Resistance

This potion requires proficiency in alchemist's supplies or an herbalism kit to brew. You don't need to be a spellcaster if you're using an herbalism kit, but you do if using alchemist's supplies. It has a different recipe for each kind of damage resistance, but you need not decide which kind of potion of resistance you will make until you reach the completion step where you imbue it with the special ingredients.

Potion of Acid Resistance

Complexity 2, uncommon

Potion of Cold Resistance

Complexity 2, uncommon

Potion of Fire Resistance

Complexity 2, uncommon

Potion of Force Resistance

Complexity 2, uncommon

Potion of Lightning Resistance

Complexity 2, uncommon


Potion of Necrotic Resistance

Complexity 2, uncommon

Potion of Poison Resistance

Complexity 2, uncommon

Potion of Psychic Resistance

Complexity 2, uncommon

Potion of Radiant Resistance

Complexity 2, uncommon

Potion of Thunder Resistance

Complexity 2, uncommon

Advanced Potions

These potions require spellcasting ability and proficiency in alchemist's supplies to brew.

Oil of Slipperiness

Complexity 2, uncommon

Oil of Etherealness

Complexity 3, rare

Oil of Sharpness

Complexity 6, very rare

Potion of Gaseous Form

Complexity 3, rare

Potion of Invisibility

Complexity 6, very rare

Potion of Flying

Complexity 6, very rare

Potion of Hill Giant Strength

Complexity 2, uncommon

Potion of Stone Giant Strength

Complexity 3, rare

Potion of Frost Giant Strength

Complexity 3, rare

Potion of Fire Giant Strength

Complexity 4, rare

Potion of Cloud Giant Strength

Complexity 6, very rare

Potion of Storm Giant Strength

Complexity 10, legendary

Potion of Fire Breath

Complexity 2, uncommon

Potion of Animal Friendship

Complexity 2, uncommon

Philter of Love

Complexity 2, uncommon

Potion of Clairvoyance

Complexity 2, uncommon

Potion of Mind-Reading

Complexity 3, rare

Potion of Speed

Complexity 6, very rare

Potion of Water-Breathing

Complexity 2, uncommon

Wondrous Compounds

These magic items require spellcasting ability and proficiency in alchemist's supplies to craft. Also, one can be made with an herbalism kit even if you're not a spellcaster.

Keoghtom's Ointment

Complexity 4, uncommon

Yields 1d4 + 1 doses when successfully crafted. Can also be made with an herbalism kit.

Beads of Force

Complexity 4, rare

Yields 1d4 + 1 beads when successfully crafted.

Necklace of Fireballs

Complexity 5, rare

Yields 1d6 + 3 beads when successfully crafted.

Nolzur's Marvelous Pigments

Complexity 6, very rare

Yields enough paint to fill 1d4 pots when successfully crafted.

Sovereign Glue

Complexity 7, legendary

Yields 1d6+1 ounces when successfully crafted. The glue must be stored in a jar or flask that has been coated inside with oil of slipperiness.

Universal Solvent

Complexity 7, legendary

Dust of Dryness

Complexity 2, uncommon

Yields 1d6 + 4 pinches of dust when successfully crafted.


Dust of Dissapearance

Complexity 2, uncommon

This formula can also be used to craft dust of sneezing and choking. When you make the ability check to craft either item, have the DM make the roll for you in secret. If you fail the check by 5 or less, it is treated as a success, but you unknowingly craft whichever of the two items you were not attempting to make.

Perfume of Bewitching

Complexity 1, common

Bead of Nourishment

Complexity 0, common

No quintessence is needed to craft this item.

Beads of Refreshment

Complexity 0, common

No quintessence is needed to craft this item. Yields 8 beads when successfully crafted.

Alchemical Items

These mundane items require proficiency in alchemist's supplies to craft. A few can also be made with an herbalism kit, where noted.

Fortifying Tincture

Complexity 0

30 gp. Can also be made with an herbalism kit.

Antitoxin

Complexity 0

50 gp. Can also be made with an herbalism kit.

Acid

Complexity 0

25 gp.

Alchemist's Fire

Complexity 1

50 gp.

Alchemist's Frost

Complexity 1

50 gp.

Alchemist's Spark

Complexity 1

50 gp.

Thunderstone

Complexity 1

50 gp.

Flickerquartz

Complexity 1

50 gp.


Aura Bomb

Complexity 1

30 gp.

Holy Water

Complexity 2

25 gp.

Arcane Ink

Complexity 1

50 gp.

Smelling Salts

Complexity 1

30 gp. Can also be made with an herbalism kit.

Sunrod Oil

Complexity 3

20 gp. Is used in conjuction with a 50 gp rod of gold.

Tanglefoot Bag

Complexity 3

70 gp.

Items

Alchemical Items
Item Cost Weight
Acid (Oil of Vitiol) 25 gp 1 lb.
Alchemist's Fire 50 gp 1 lb.
Alchemist's Frost 50 gp 1 lb.
Alchemist's Guile 5 gp
Alchemist's Spark 50 gp 1 lb.
Arcane Ink 50 gp
Aura Bomb 30 gp 1 lb.
Flickerquartz 50 gp 1 lb.

 
Item Cost Weight
Fortifying Tincture 30 gp
Holy Water 25 gp 1 lb.
Oil 1 sp 1 lb.
Smelling Salts 30 gp
Smokestick 20 gp
Sunrod Oil 20 gp 1 lb.
Tanglefoot Bag 70 gp 1 lb.
Thunderstone 50 gp 1 lb.

Acid (Oil of Vitriol). 25 gp. This vial of acid can be thrown at a creature or object as a splash weapon, shattering on impact. You can also splash its contents directly onto a target within 5 feet. On a hit, the target takes 2d6 acid damage.

Alchemist's Fire. 50 gp. This sticky, adhesive fluid ignites when exposed to air. You can throw this flask at a creature or object as a splash weapon, shattering it on impact. On a hit, the target takes 2d4 fire damage, plus an ongoing 1d6 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 11 Dexterity check to extinguish the flames. If thrown at a point on the ground, it starts a fire in a 5-foot square around that point. The flames persist for 1 minute, even floating on the surface of water, and deal 1d6 fire damage to any creature that enters the area or ends its turn in the area.

Alchemist's Frost. 50 gp. This glittering, misty fluid flash-freezes when exposed to air. You can throw this flask at a creature or object as a splash weapon, shattering it on impact. On a hit, the target takes 2d8 cold damage. For the minute following a hit, all of the target's speeds are reduced by 15 feet and any bonuses to speed are suppressed. It may end the effect early by using its action to successfully make a DC 11 Strength check. If thrown at a point on the ground, alchemist’s frost coats the ground with slippery ice in a 5-foot radius centered on that point (see "Wilderness Hazards," DMG 110). The ice lasts for an hour or until it takes any fire damage. If used to coat the surface of water, the area is a solid slab of ice 1 foot thick.

"To keep fire in a glasse, that whilest the glasse is shut will not burne, but as soone as it is opened will be inflamed... There may be many uses of such a fire as this, for any man may carry it about with him and let it burne on a sudden when he hath any occasion for fire."

-John French, The Art Of Distillation

Alchemist’s Guile. 5 gp. A tiny vial of colorful fluid that novice alchemists use for practice. To use it, you must be proficient with alchemist’s supplies or make a successful DC 11 Intelligence check (failure wastes the item). When you pull out the stopper and release the contents, you create one of the following alchemical effects within 5 feet:

  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a faint itch, a soft bubbling, or an odd odor.
  • You instantaneously light or snuff out a candle, a torch, or a small campfire.
  • You cause flames to change color for as long as they burn.
  • You make up to a pint of liquid change color, bubble harmlessly, or both. The change lasts for 1 hour.
  • You cause an object you hold weighing no more than 5 pounds to stick to a solid surface. Applying more than 5 pounds of force to the object dislodges it.
  • You chill, warm, flavor, and/or color up to 1 cubic foot of nonliving material for up to 1 hour.
  • You make a pattern or symbol appear on an object or surface that fits within your space.
  • You create a nonmagical object that fits in your hand. It appears to be made of the same material as whatever solid surface the vial was emptied onto, but physical interaction with the object reveals it to have the physical traits of slightly brittle, hardened clay.

A traditional first assignment master savants give to alchemists in training is to have their apprentice brew several vials of this, then find at least 7 different uses for it and show the written results of the experiments to their teacher.

Alchemist's Spark. 50 gp. The flickering, volatile chemicals in this flask release crackling arcs of energy when agitated, shocking groups of creatures that are standing together. You can throw this flask at a creature or metal object as a splash weapon, shattering it on impact. On a hit, the target takes 3d4 lightning damage, and all other creatures within 5 feet of the target take the same amount of damage, or half as much on a successful DC 11 Dexterity saving throw. Creatures wearing armor made of metal, or wielding heavy weapons made of metal, have disadvantage on the save.

Arcane Ink. 50 gp. Ink of an extremely high quality, infused with rare ingredients and potent with esoteric power. 50 gp worth of it is just enough to thoroughly cover a couple pages of paper with intricate script. Can be used to pay the component cost of any magical procedure that calls for rare ink, such as scribing a scroll or copying a spell into a spellbook.

Aura Bomb. 30 gp. A flask of luminous swamp gas and ground foxfire. As an action, throw it at a point on the ground within 60 feet to outline everything within a 10-foot high, 10-foot radius cylinder originating from that point in harmless ghostly flames. All objects in the area, as well as creatures in the area that fail a DC 11 Dexterity saving throw, are affected as if by the faerie fire spell, but the effect is not magical and only lasts until the end of your next turn. A creature that ends its turn in the area before then is affected automatically.

Flickerquartz. 50 gp. This chunk of specially-grown crystal alchemically magnifies quartz’s natural ability to generate light when struck. It can be thrown at a point within 60 feet as an action, where it smashes. When smashed, all creatures in a 10-foot sphere centered on the crystal must succeed on a DC 11 Constitution saving throw or be blinded by the explosion of bright light. The blindness lasts for 1 minute, but a blinded creature repeats the saving throw at the end of each of its turns, ending the effect early on a success.

Flickerquartz emits a dull glow when in the presence of especially powerful or ancient magic (such as spell effects above 4th level or the heart of a fey-touched forest), radiating dim light out to 10 feet.

Fortifying Tincture. 30 gp. This simple herbal tonic is designed to improve one aspect of your physical capabilities for 1 minute after drinking. A fortifying tincture can be brewed to boost either Strength, Dexterity, or Constitution. While under its effects, whenever you make a saving throw or ability check with the designated ability, you roll a d4 and add it to the d20 roll. Drinking another tincture while still under the effects of a previous one will cause the previous one's effects to end early.

Smelling Salts (Sal Ammoniac). 30 gp. Opening this flask releases a gas that triggers an inhalation reflex to relieve fainting and dizziness. As an action, you can have a creature within 5 feet of you inhale these fumes to gain 1d6 temporary hit points that last for 1 minute. While a creature has these temporary hit points, it ignores the effects of the stunned and unconscious conditions, and can stand up using only 5 feet of movement. Although this can potentially revitalize a creature with 0 hit points, the temporary hit points are lost if it fails a death saving throw. A condition's effect returns when the temporary hit points are gone, unless it has already ended (either because the duration expired before then, or was ended early thanks to saving throw, magical cure, or other factor).

Smokestick. 20 gp. As an action, you can snap off the end of this short, wooden rod to spark an alchemical reaction. When broken or burned, thick, gray smoke billows steadily out of it, heavily obscuring the area within a 10-foot radius sphere centered on it in a matter of seconds. The smoke doesn't rise or sink, but it disperses on its own after 1 minute. Moderately fast wind (at least 10 mph) disperses the cloud early. The stick is too light to be thrown farther than 15 feet on its own.

Sunrod Oil. 20 gp. To function, this oil must be used to coat a finely-crafted rod of pure gold, worth 50 gp (the rod is rarely sold without the oil, so normally this is a single item worth 70 gp). This takes a minute and creates a powerful alchemical light source called a sunrod. Strike the sunrod like a tuning fork against a hard surface to make it hum with brilliant radiance. For one minute, the rod sheds bright sunlight in a 60-foot radius, and dim sunlight for an additional 60 feet. After that, the shine subsides somewhat, becoming ordinary bright light out to 40 feet, with dim light for an additional 40 feet. 24 hours after being lit, the sunrod’s glow fades completely and will not activate again until another coat of sunrod oil is applied.

Tanglefoot Bag. 70 gp. A small pouch of fast-drying glue. You can throw it at a creature as a splash weapon, ripping it open on impact. On a hit, the target is restrained for 10 minutes. If thrown at a point on the ground, the glue spreads over a 5-foot square around that point and remains sticky for 10 minutes. A creature that enters that square during this time is restrained for the remainder of that duration. In either case, a restrained creature or a creature standing next to it can use its action to make a DC 13 Strength check to free it, ending the effect early on a success.

Thunderstone. 50 gp. This fist-sized rock has been alchemically treated to explode with a resounding bang on impact. It can be thrown at a point within 60 feet as an action, where it smashes. When smashed, all creatures within 10 feet of it take 2d4 thunder damage, or half that damage on a successful DC 11 Constitution saving throw. Any creature that fails the save is also deafened for 1 minute, or until they receive any magical healing.

Splash Weapons

Many of the offensive items in this supplement fall under a new weapon type: splash weapon. Added to the weapon table, it looks like this:

Weapons
Name Properties
Martial Ranged Weapons
Splash Weapon
Special, thrown (range 20/60)

The cost, damage, and weight of a spash weapon varies depending on what sort of substance is in it. The container is typically a flask or vial.

Splash Weapon Proficiency

The following classes all have splash weapons added to their weapon proficiencies:

  • Artificer
  • Barbarian
  • Fighter
  • Paladin
  • Ranger
  • Rogue
  • Wizard

In addition, any character who has proficiency with improvised weapons can treat splash weapons as a kind of improvised weapon.

Splash Weapon Properties

A splash weapon is a container that you throw at a target, breaking it on impact to release some sort of harmful substance. Typical examples include vials of acid and flasks of holy water, but the classification can extend even to relatively mundane things like a flask of oil or a bottle of wine.

Attacking with a splash weapon usually destroys the container, unless you can safely open it and just splash its contents onto a target within 5 feet of you. In either case, make a ranged attack. You can attempt to swing it as an improvised melee weapon, but on a hit both you and the target will be affected by the substance inside as if you both suffered a direct hit.

Targeting a Creature or Object. If you successfully hit the target, it suffers the full effects of that particular splash weapon, as noted in its description. On a miss, the weapon instead hits somewhere within the target's space. If that weapon would've dealt damage on a hit, some of it still splashes the intended target enough to deal half as much damage on a miss (a creature with Evasion or a similar ability takes no damage on a miss).

Targeting a Point on the Ground. Many splash weapons have alternate effects if used on the terrain itself. You can throw a splash weapon at any point within its long range (60 feet) without making a roll, and it will affect the surface in whatever way its description says it does. If you try to hit a creature or object directly and miss, the splash weapon will be applied to a point somewhere within the target's space (determined randomly or chosen by the DM) as if you had targeted the ground instead.

Expanded Character Options

Rock Gnome Variant

If you are playing as a rock gnome, you may forgo the Tinker trait and replace it with the following trait:

Concoct. You have proficiency with artisan’s tools (alchemist’s supplies). Using those tools, you may spend 1 hour and 25 sp worth of alchemical reagents to brew up to 4 vials of alchemist’s guile. Each vial after the first costs an additional 25 sp, but doesn’t take any extra time.

New Elemental Discipline

If you are a monk with the Way of the Four Elements archetype, this is added to the list of Elemental Disciplines you can learn:

Hermeticist Strike. You have proficiency in splash weapons, and being within 5 feet of a hostile creature doesn’t impose disadvantage on ranged attack rolls made with them. Also, when you use the Attack action to make an attack with a splash weapon, you can make one unarmed strike as a bonus action.