|Alchemist’s supplies||50 sp||4 kg|
These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft.
Alchemist’s supplies(50 sp, 4 kg)
Alchemist’s supplies include 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, and a pouch of common alchemical ingredients, including salt, powdered iron, and purified water. Alchemist’s supplies enable a character to craft useful concoctions.
|Catalyst cost||Rarity||Typical cost||Save DC||Attack bonus|
|4||Very rare||6,000 sp||17||+9|
Concoctions are created using alchemist’s supplies using alchemical reactions which produce altering effects, deadly poisons and diseases, or great explosions. Using a concoction requires the concoction’s normal use time.
The catalyst cost of the concoction determines the concoction’s saving throw DC and attack bonus, as well as the concoction’s rarity, as shown in the table.
|Sunrod||2 sp||½ kg|
Sunrod(2 sp, ½ kg)
This 30-centimeter-long, gold-tipped iron rod glows brightly when struck (an action). It sheds bright light in a 5-meter radius and dim light 5 meters beyond that. It glows for 6 hours, after which the gold tip is burned out and worthless.
Tindertwig(1 sp, 0)
The alchemical substance on the end of this small, wooden stick ignites when struck against a rough surface. Creating a flame with a tindertwig is much faster than creating a flame with flint and steel (or a magnifying glass) and tinder.
|Mana Potion||—||¼ kg|
|Stamina Potion||—||¼ kg|
|Grade I||1d2||50 sp|
|Grade II||1d4||150 sp|
|Grade III||2d4||375 sp|
|Grade IV||3d4||900 sp|
As an action, a character who drinks the magical blue fluid in this vial regains an amount of mana or psi as specified in the variant.
|Grade I||1d6||50 sp|
|Grade II||2d6||150 sp|
|Grade III||3d6||375 sp|
|Grade IV||4d6||900 sp|
As an action, a character who drinks the magical yellow fluid in this vial regains a number of stamina dice as specified in the variant.
|Alchemical grease||5 sp||½ kg|
|Bloodblock||8 sp||¼ kg|
|Dye||15 sp||½ kg|
|Glowing ink||5 sp||—|
|Keros oil||5 sp||½ kg|
|Scent cloak||20 sp||1 kg|
|Perfume||5 sp||⅒ kg|
|Smelling salts||25 sp||⅒ kg|
Alchemical grease(5 sp, ½ kg)
Each pot of this slick black goo has sufficient contents to cover one Medium or two Small creatures. If you coat yourself in alchemical grease, you have advantage on Acrobatics checks to Escape; this lasts 4 hours or until you wash it off.
Bloodblock (10 doses)(8 sp, ¼ kg)
This gooey, pinkish substance helps treat wounds. The kit has ten doses. When you make a Medicine check to Stabilize, you can expend one dose to gain advantage on the check.
Dye(15 sp, ½ kg)
As an action, you can splash the dye in this flask onto a creature within 1 meter of you or throw it up to 3/10 meters, shattering it on impact. In either case, make a ranged attack against a target creature or object, treating the dye as an improvised weapon. On a hit, the target is covered in dye. This dye (available in several colors) creates an obvious stain wherever splashed. Washing has no effect for the first 72 hours (though magic can erase it), but it fades completely after 2 weeks.
Glowing ink(5 sp, )
Glowing ink emits a faint but steady light (typically red or green) that allows you to read it even in normal darkness. Creatures have advantage on Perception checks to locate objects with glowing ink. Mixing glowing ink with marker dye makes the dye glow in the dark until it fades.
Messages written with invisible ink only become visible under specific circumstances. Revealing the secret message with the proper triggering agent is an action per page of text.
Simple: This ink is keyed to a single, fairly common trigger, such heat or vinegar. A successful DC 15 Alchemy check takes 1 hour and reveals the message without the proper trigger.
Average: This ink is keyed to either two common triggers or one uncommon trigger, such as blood or acid. A successful DC 20 Alchemy check takes 1 hour and reveals the message without the proper trigger.
Good: This ink is keyed to either two uncommon triggers or one rare trigger, such as a specific vintage of wine or a specific kind of monster’s blood. A successful DC 25 Alchemy check takes 1 hour and reveals the message without the proper trigger.
Superior: This ink is keyed to either two rare triggers or one unique trigger, such as the blood of a specific person. A successful DC 30 Alchemy check takes 1 hour and reveals the message without the proper trigger.
Keros oil(5 sp, ½ kg)
Also known as firebreather’s oil, this bitter liquid is harder to ignite than common oil but burns quickly at a low temperature, making it ideal for exotic performers. As an action, you can spit a mouthful of keros oil past an open flame (such as a candle, tindertwig, or torch) to ignite it, creating a brief burst of fire. Each creature in a 3-meter cone must succeed on a DC 13 Reflex saving throw or take 1d6 fire damage. A bottle of keros oil holds enough for 10 mouthfuls.
Scent cloak(20 sp, 1 kg)
As an action, you can apply this collection of coarsely ground spices, seeds, and alchemical reagents to yourself to override your scent, preventing creatures from identifying your smell as something unique and increasing the DC of tracking you by scent by 5 for 24 hours. Washing for 1 round removes the scent cloak.
Perfume (10 uses)(5 sp, ⅒ kg)
Perfume and cologne are common accessories for those who hope to avoid offending through scent. More expensive scents are available in finer quarters of any city. A single dose lasts for 8 hours during which its wearer may gains a +2 bonus on all Charisma checks, at the GM’s discretion.
Smelling salts(25 sp, ⅒ kg)
As an action, you can open a container of sharply scented gray crystals so a creature inhales them. A creature who inhales smelling salts can repeat a saving throw against any spell or effect that has rendered it unconscious.
If a creature inhales smelling salts while dying, it immediately becomes conscious, but is slowed to level 3 for 1 round. The creature must still make death saving throws each round. If it performs any action, it gains a death saving throw failure after completing the act and falls unconscious again if it is still at 0 health.
A container of smelling salts has dozens of uses if stoppered after each use, but depletes in a matter of hours if left opened.