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Additional Alchemy

Additional Alchemy Rules for D&D

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Big Evil Reviews
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0% found this document useful (0 votes)
155 views4 pages

Additional Alchemy

Additional Alchemy Rules for D&D

Uploaded by

Big Evil Reviews
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Not for resale.

Permission granted to print or photocopy this document for personal use only Additional Alchemy | 1
MINOR ALCHEMICAL ITEMS Constitution saving throw or be deafened for 1
minute. An affected creature can repeat the saving
Minor alchemical items are simple concoctions, throw at the end of each of its turns, ending the
equivalent to items like alchemist’s fire or vials of effect on itself on a successful save.
acid. They are made from common ingredients and Tindertwig. This tiny piece of wood is tipped with
are available for purchase in most towns. an alchemical substance that easily ignites. When
struck against a hard surface, the tip bursts into
Item Cost Weight flame that sheds bright light in a 5-foot radius, and
Blackwater (flask) 50 gp 1 lb. dim light for another 5 feet. After 1 minute, the
Disappearing ink (1 50 gp – twig is consumed.
ounce bottle)
Smoke bomb 50 gp 1 lb. MODERATE ALCHEMICAL ITEMS
Tanglefoot (bag) 25 gp 2 lb.
Thunderstone 25 gp 1 lb. Moderate alchemical items are a bit more powerful
Tindertwig 1 gp – than their minor counterparts. They require
expensive materials to craft, but can still generally
Blackwater. This eerie, dark liquid takes effect be purchased in larger towns and cities of
when unstoppered in or poured into water as an sufficient size.
action, tainting all of the water in a 20-foot radius
for the next hour. The tainted water cannot be Item Cost Weight
breathed, even by a creature that normally breathes Coldfire (flask) 200 gp 1 lb.
water. In addition, any creature that breathes water Flashpellet 150 gp –
that enters or begins its turns in the tainted water Glowpowder (bag) 150 gp 1 lb.
must make a DC 10 Constitution saving throw or Knockout gas (flask) 200 gp 1 lb.
immediately run out of breath (see PHB, page Scatterflask 200 gp 1 lb.
183). Shock stone 150 gp 1 lb.
Disappearing Ink. This ink appears normal, but Tar Bomb (flask) 200 gp 2 lb.
when it dries (after 10 minutes), it becomes
transparent and nearly impossible to see, requiring Coldfire. This sticky substance “ignites” in cold
a DC 30 Wisdom (Perception) check to notice. The flames when exposed to air. The flask can be
ink reappears when heated, however, and can be thrown up to 20 feet as an action, shattering on
read normally until it cools (after 1 minute if not impact. Make a ranged attack against a creature or
kept warm). object, treating the flask as an improvised weapon.
Smoke Bomb. When thrown up to 20 feet as an On a hit, the target takes 7 (3d4) cold damage at
action, this tightly-packed powder explodes into a the start of each of its turns. A creature can end
5-foot radius sphere of black smoke. The sphere this damage by using its action to make a DC 11
spreads around corners, and its area is heavily Dexterity check to extinguish the cold flames.
obscured. It lasts for 1 minute or until a wind of Flashpellet. This small pellet can be thrown up to
moderate or greater speed (at least 10 miles per 20 feet as an action, bursting on impact in a flash
hour) disperses it. of light. Each creature within 5 feet of the impact
Tanglefoot. This bag of sticky substance can be must make a DC 11 Constitution saving throw or
thrown up to 20 feet as an action. Make a ranged be blinded until the end of your next turn.
attack against a creature or object, treating the bag Glowpowder. This bag of glittery, slightly
as an improvised weapon. On a hit, the target is luminescent powder can be thrown up to 20 feet
grappled by the substance in the bag, which as an action. Make a ranged attack against a
hardens after spilling forth. As an action, the creature or object, treating the bag as an
grappled creature can make a DC 10 Strength improvised weapon. On a hit, the target is covered
check, escaping from the substance on a success. in glitter for 1 minute. While covered in glitter,
The effect ends if the substance is destroyed. The attack rolls against the creature have advantage,
substance has AC 10, 5 hit points, and immunity to and Wisdom (Perception) checks that rely on sight
poison and psychic damage. automatically succeed against it. The target or an
Thunderstone. This small stone can be thrown up adjacent creature can make a DC 11 Dexterity
to 20 feet as an action, and shatters on impact. check as an action, dusting off (most of) the glitter
Make a ranged attack against a creature or object, and ending the effect on a success.
treating the stone as an improvised weapon. On a Knockout Gas. This flask of noxious fluid can be
hit, the target takes 4 (1d8) thunder damage. thrown up to 20 feet as an action, shattering on
Whether you hit or miss, the target and each impact. On contact with the air, the liquid
creature within 5 feet of it must make a DC 10 produces a cloud of gas in a 5-foot radius that

Not for resale. Permission granted to print or photocopy this document for personal use only Additional Alchemy | 1
quickly disperses. Roll 5d8; the total is how many make a DC 12 Dexterity check to extinguish the
hit points of creatures the gas can affect. flames.
Starting with the creature that has the lowest Dragon Water. This flask, filled with potent
current hit points, each creature affected by the explosives, can be thrown up to 20 feet as an
gas falls unconscious for 1 minute, until the action, exploding on impact. Each creature within
sleeper takes damage, or until someone uses an 10 feet of the impact must make a DC 12
action to shake or slap the sleeper awake. Subtract Dexterity saving throw, taking 10 (3d6) fire
each creature’s hit points from the total before damage and 7 (2d6) thunder damage on a failed
moving on to the creature with the next lowest hit save, or half as much on a successful one.
points. A creature’s hit points must be equal to or Frostshard. This small shard of unmalting ice can
less than the remaining total for that creature to be be thrown up to 20 feet as an action, shattering on
affected. impact. Make a ranged attack against a creature or
Scatterflask. This flask, filled with explosive liquid object, treating the shard as an improvised
and small metal shards, can be thrown up to 20 weapon. On a hit, the target takes 35 (10d6) cold
feet as an action, exploding on impact. Each damage.
creature within 5 feet of the impact must make a
DC 11 Dexterity saving throw, taking 10 (3d6) LEGENDARY ALCHEMICAL ITEMS
piercing damage on a failed save, or half as much
on a successful one. Legendary alchemical items are extremely potent
Shock Stone. This small piece of crystalline and incredible difficult to create. They are almost
material can be thrown up to 20 feet as an action, never available for purchase, except as rare
shattering on impact. Make a ranged attack against treasures in exotic auctions or special orders from
a creature or object, treating the crystal as an the world’s greatest alchemists.
improvised weapon. On a hit, the target takes 21
(6d6) lightning damage. Item Cost Weight
Tar Bomb. This flask of goo can be thrown up to Black egg 1,800 gp 1 lb.
20 feet as an action, shattering on impact. Make a Blister juice (vial) 2,000 gp –
ranged attack against a creature or object, treating Sunstone 1,900 gp 1 lb.
the bag as an improvised weapon. On a hit, the
target is restrained by an explosion of sticky tar. As Black Egg. This tiny black egg-shaped object can
an action, the restrained creature can make a DC be thrown up to 20 feet as an action, bursting on
11 Strength check, escaping from the tar on a impact. Make a ranged attack against a creature or
success. The effect ends if the tar is destroyed. The object, treating the egg as an improvised weapon.
tar has AC 10, 10 hit points, and immunity to On a hit, the target takes must make a DC 14
poison and psychic damage. Constitution saving throw or be stunned until the
end of your next turn, and blinded for 1 minute.
MAJOR ALCHEMICAL ITEMS The creature can repeat the saving throw at the end
of each of its turns, ending the blinded condition
Major alchemical items are powerful and rare. on a successful save.
Crafting them requires exotic and hard to obtain Blister Juice. This small vial contains a sickly
materials, so they can be purchased only from yellow liquid. As an action, it can be splashed onto
specialty dealers. a target within 5 feet, or thrown up to 20 feet,
shattering on impact. In either case, make a ranged
Item Cost Weight attack against a creature or object, treating the vial
Alchemical hellfire 1,200 gp 1 lb. as an improvised weapon. On a hit, the target takes
(flask) 20 (8d4) necrotic damage at the start of each of
Dragon water (flask) 1,200 gp 1 lb. its turns. A creature can end this damage by using
Frostshard 1,100 gp – its action to make a DC 14 Dexterity check to
remove the vile substance.
Alchemical Hellfire. This volatile red liquid bursts Sunstone. This small stone can be thrown up to
into intense, deep red flame when exposed to air. 20 feet as an action, exploding on impact. Make a
The flask can be thrown up to 20 feet as an action, ranged attack against a creature or object, treating
shattering on impact. Make a ranged attack against the stone as an improvised weapon. On a hit, the
a creature or object, treating the flask as an target takes 56 (16d6) radiant damage.
improvised weapon. On a hit, the target takes 10
(4d4) fire damage at the start of each of its turns. A
creature can end this damage by using its action to

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RULES ADDENDUM: SPLASHING
When a creature splashes the contents of a vial
onto a target within 5 feet, the attack o roll does
not suffer disadvantage due to being within 5 feet
of a hostile creature.

FEAT: BOMB THROWER


You are an expert at throwing alchemical materials.
You gain the following benefits:
 Increase your Intelligence score by 1, to a
maximum of 20.
 You gain proficiency in alchemist’s supplies. If
you are already proficient, your proficiency
bonus is doubled when you make checks with
them.
 You gain proficiency in improvised weapons.
 Double the range of any improvised weapon you
throw.
 When an alchemical item you use deals damage
or includes another numerical effect besides an
attack roll, saving throw, or ability check, add
your proficiency bonus to that damage or value.
If it does so multiple times, add this bonus only
the first time.
 When a creature makes a saving throw or ability
check against an alchemical item you throw, add
your proficiency bonus to the DC.

DUNGEONS & DRAGONS, D&D, Wizards of the Coast,


Forgotten Realms, the dragon ampersand, and all other
Wizards of the Coast product names, and their respective
logos are trademarks of Wizards of the Coast in the USA
and other countries.

This work contains material that is copyright Wizards of


the Coast and/or other authors. Such material is used
with permission under the Community Content Agreement
for Dungeon Masters Guild.

All other original material in this work is copyright 2016


by Christopher Ramsley and published under the
Community Content Agreement for Dungeon Masters
Guild.

Cover art by Tanemori (Hatena Fotolife) under the


Creative Commons Attribution 2.1 Japan license.

Not for resale. Permission granted to print or photocopy this document for personal use only Additional Alchemy | 3

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