This page on the homebrewery

A bunch of alchemical items, intended to make alchemy more useful. I don't have a lot of notes on these; expect them to be be fairly straightforward. The list of prices, weights, and DCs to craft also includes some existing items, mostly for completeness (and some aren't priced).

The following is a list of items intended both to serve as a cash sink for PCs, and to creatable using alchemist's supplies. Intended to be items for PCs to buy, they can help make up for gaps in damage types and to help provide certain protective, social, or utility benefits.

Spoiler: List of Item Prices, Weights, and Craft DCs
  • Acid (vial ) 25 gp 1 lb 17
  • Alchemist's Fire (flask) 50 gp 1 lb 20
  • Bead of Nourishment 30 gp ─ 15
  • Bead of Refreshment 15 gp ─ 12
  • Blasting Pellets 10 gp 2 lb 17
  • Bomb 150 gp 1 lb 22
  • Buoyant Bladder 200 gp 5 lb 19
  • Chillspring Draught 15 gp 1 lb 10
  • Dust of Dryness 40 gp 1 lb 11
  • Dry Soap 20 gp 1 lb 12
  • Earthsilk Jersey 35 gp 2 lb 12
  • Firework 12 gp 2 lb 10
  • Firework Combination 30 gp 3 lb 15
  • Flash Grenade 110 gp ─ 20
  • Glitter Pellet 50 gp ─ 15
  • Hair of the Dog 5 gp ─ 7
  • Instant Campfire 8 gp 5 lb 7
  • Liquid Courage 30 gp 1 lb 13
  • Living Lure 5 gp ─ 10
  • Locksmith's Acid 15 gp ─ 15
  • Oozeguard 40 gp 2 lb 17
  • Perfume (vial) 5 gp ─ 5
  • Petrification Antidote 200 gp ─ 20
  • Reeking Vial 175 gp ─ 18
  • Rope, Earthsilk 30 gp 7 lb 7
  • Smokestick 30 gp 1 lb. 15
  • Sobriety Stone 8 gp ─ 10
  • Stoneskin Salve 60 gp 1 lb 12
  • Tanglefoot Bag 20 gp 3 lb 17
  • Tangler Grenade 140 gp 1 lb 22
  • Warmheart Draught 15 gp 1 lb 10
  • Vial of Wind 15 gp ─ 12

Thrown Items
Flash Grenade A flash grenade can be thrown up to 40 feet as an attack. When exposed to or thrown into flame as an attack, a flash grenade erupts in a blaze of light. Creatures within 5 feet of the grenade must make a DC 10 Constitution saving throw or be blinded until the end of their next turn.

Glitter Pellet A glitter pellet can be thrown up to 40 feet. When it hits a creature or hard surface it bursts into a spherical shower of silver sparkles with a 10 foot radius, coating all surrounding surfaces. Creatures caught in the area cannot benefit from being invisible until they spend 1 minute scraping off the sparkles. The sparkles also stick to the feet of any creature to walk over them, following the creature's tracks for 2d4 * 10 feet, or until the creature takes an action to scrape them off. Scraping the sparkles off a 5 foot square surface takes 1 minute, but they disappear instantly if doused in water.

Reeking Vial As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature, treating the contents as an improvised weapon. On a hit, the target is poisoned for 1 minute or until they spend an action to scrape the putrid liquid off.

Tanglefoot Bag When thrown, a tanglefoot bag has a short range of 20 feet and a long range of 60 feet. Upon hitting a surface or creature, the bag bursts, unleashing a large amount of green, sticky goo. A creature that is large or smaller and is hit by the goo or one that walks over it must make a DC 15 Dexterity saving throw or be restrained. A creature restrained in this manner can make a DC 15 Athletics check to burst free. After 1 minute, the goo is so dry it crumbles away.

Vial of Wind As an action, you can open this vial or throw the vial up to 20 feet, shattering it on impact. The vial creates a burst of moderate wind (10 miles per hour) in a 10 foot radius around the point the vial is opened. The wind clears fogs and gasses, and each creature within 10 feet of the vial must make a DC 10 Constitution saving throw or be deafened for 1 round. Creatures with the keen hearing trait have disadvantage on this saving throw.

Protective Items
Chillspring Draught A creature that drinks a chillspring draught does not need to make saving throws against exhaustion due to extreme heat for 24 hours.

Earthsilk Jersey Built from the moisture collecting strands of the Eathsilk fungus, an earthsilk jersey can be worn underneath regular armor. The first time a creature scores a critical hit against you while you wear the jersey, the critical hit is negated and the jersey is destroyed. A creature must doff its armor before it can put on a fresh earthsilk jersey. Earthsilk products are made using weavers tools, rather than alchemist's supplies.

Hair of the Dog This fibrous mixture ends the effects of alcohol on the drinker. It can be made using brewer's supplies or alchemist's supplies.

Oozeguard This white powder reacts strongly with acid, neutralizing it, and a tin of oozeguard contains enough for 10 doses. A item coated with oozeguard is protected against corrosion for 24 hours or until washed. 1 dose of oozeguard is enough to coat a weapon, and 3 doses is enough to coat a set of armor. Washing the armor requires staying in light rain or immersing the object in water; fog, mist, and brushing against a damp object are insufficient to clean off oozeguard.

Petrification Antidote A creature that is coated with petrification antidote is cured of the petrified condition. Applying the antidote takes 1 minute.

Sobriety Stone When you swallow this stone, you gain immunity to alcohol and liquid courage for 8 hours, after which the stone dissolves.

Stoneskin Salve A tin of stoneskin salve contains 10 doses. Applying the salve takes 1 minute per dose and the salve remains in effect for 8 hours after being applied. The salve has the following uses:
  • If 1 dose is applied to a creature's hand or natural weapon, all attacks against objects made using the limb become critical hits for the duration.
  • If 2 doses are applied to a creature's feet, the creature can ignore caltrops and difficult terrain made of even but sharp objects for the duration.
  • If 3 doses are applied to a creature's body, it calculates its AC as 11 + Dexterity while not wearing armor.
  • If 5 doses are applied to a creature's body, the creature's AC cannot become lower than 13 for the duration.
Stoneskin salve cannot be applied internally.

Warmheart Draught A creature that drinks a warmheart draught does not need to make saving throws against exhaustion due to extreme cold for 24 hours.

Communication and Utility
Blasting Pellets As an action, you can spill these tiny alchemical balls from their pouch to cover a level, square area that is 5 feet on a side. In loose material, such as leaves or sand, covers the area, you can make a Sleight of Hand (Dexterity) check to hide the pellets. A creature moving through the hidden pellets must make a Perception (Wisdom) check with a DC of your Sleight of Hand check to notice the pellets. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or set off the pellets and taking 1d4 thunder damage. When the pellets are set off they emit a thunderous boom audible out to 100 feet and are destroyed. A creature can expend two extra feet of movement for each foot it moves through the area to avoid the pellets.

Firework A firework is a self propelled device of paper and powder, which release light and smoke. Fireworks come in red, orange, yellow, green, or blue. Most fireworks rise 120 feet into the air per round, expiring after 1 round and are audible to a distance of 600 feet. Three main forms of fireworks exist:
  • Round shells release a burst of sparks in a 20 foot radius when they expire.
  • Tailed shells release a column of bright light as they rise, ending when they expire.
  • Salute shells release no light and have no color, but are audible to distance of 1200 feet when they expire.

Firework Combinations Combined fireworks are harder and more expensive to craft, but can combine the effects of two fireworks type, or create a firework of a single type that burns in two colors. Combining red and blue fireworks of the same type allows the creation to purple fireworks.

Instant Campfire As an action, you can pull the drawstring of this bag, which is alchemically treated to catch fire easily and filled with tinder and wood. As the drawstring shuts, flakes of flint and steel light the bag, turning the device into a campfire which emits bright light for 30 feet and dim light for an additional 30 feet. The fire burns for 1 hour or until it is extinguished.

Locksmith's Acid This acid eats through iron and wood, but not other metals, stone, clay, gems, or magical items. If you pour the vial onto an object, such as a lock or hinge, the acid eats through up to three inches of material during your turn, after which the acid goes inert. Manacles or a lock doused with a vial of Locksmith's acid springs open and cannot be closed or made to appear closed. If poured onto a creature, the acid deals 1d4 acid damage.

Smokestick When struck against a surface or with a weapon, this alchemically treated stick bursts into a spherical cloud of smoke with a 10 foot radius. The stick is consumed instantly, while the smoke lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

Buoyant Bladder When carried to a creature, the creature counts as 50 pounds lighter for the purpose of determining if the surface it is on can support its weight. At elevations above 10,000 feet above seas level, the bladder's effect is halved. At elevations above 20,000 feet, it ceases to function. The listed weight reflects the difficulty of carrying the bladder, which floats away if released or held by a creature weighing less than 50 pounds. The bladder has 1 hit point, AC 5, and immunity to poison and psychic damage; if popped it loses its properties and the remains weigh 2 pounds.

Dry Soap When broken as an action, this dry soap removes up to half an inch of dirt and grime from all surfaces within 5 feet, including clothing and your person.

Liquid Courage A creature must make a DC 10 Intelligence check using alchemists' supplies to tell liquid courage from regular alcohol, but Liquid courage doesn't have the usual side effects of drinking. When you drink a dose of liquid courage you gain a +2 bonus to Acrobatics, Athletics, Animal Handling, Deception, Performance, Persuasion, and Sleight of Hand checks, to Dexterity, Wisdom, and Charisma saving throws, and on Insight (Wisdom) checks contested by another creature's Intimidation check for 10 minutes. A creature immune to the poisoned condition is immune to the effects of liquid courage.

Living Lure A living lure looks like a tiny wiggling bug or fish, and most are brightly colored to make them easily visible. When you make a check using fishing tackle, a living lure allows you to add a d4 to the result of the check.

Rope, Earthsilk Built from the fibers of the earthsilk fungus commonly grown in dwarven strongholds, this rope has 25 hit points and can be burst with a DC 25 Strength check. The listed statistics are for a 50 foot rope. Earthsilk products are made using weavers tools, rather than alchemist's supplies.