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Travel Alchemical Kit

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From Acquisitions Incorporated, page 30.

Description [ ]

Wondrous item, uncommon.

Also at rank 3, Head Office provides you with a Travel Alchemical Kit — an uncommon magic item containing miniaturized versions of both alchemist's supplies and a poisoner's kit (glass vials, a mortar and pestle, chemicals, and a glass stirring rod). You gain proficiency with a poisoner's kit as part of this upgrade.

You can use this magical kit as long as it is on your person, with no need to draw or stow it. If you are ever searched, finding your Travel Alchemical Kit requires a successful DC 20 Intelligence (Investigation) or Wisdom (Insight) check.

What Exactly Can You do With An Alchemists Kit in DnD 5e?

Using Alchemists Supplie 5e

In 5th edition DnD there are items, like Alchemists Supplies, that have limited uses and rules as written. An alchemist’s kit sounds like it would be everything you need to brew your own potions , but the rules seem to be lacking in that regard. So what’s even the point of an alchemist’s kit and why would a player want one? Let’s look at what Alchemists supplies are, what can actually be done with them, their basic rules , and how you as a DM can extend those rules to make the items more useful and fun!

What are Alchemist’s Supplies?

Alchemist’s Supplies, as noted in the PHB and XGE , are a collection of tools that allow users to craft certain items or produce specific effects.

The kit is actually fairly simple: its 8lb weight includes glassware, beaker frames, mortar and pestle, and common alchemical ingredients like salt, iron, and water. For 50gp it’s rather sparse, but the glassware is likely the bulk of the price given the fantasy setting.

While we’d like to say that the alchemist’s supplies are primarily a crafting tool, that’s not the case. Their main benefit comes from the bonus granted to individuals who are proficient with these tools. Someone who is proficient with alchemist’s supplies can gain additional insights into potions when examining them through an Arcana check. You can also get additional information when investigating areas with relevant substances or chemicals.

The totality of their rule set is quite limited, but you can typically do one of the following things with them:

  • Create an effect like a puff of smoke or start a fire
  • Identify potions, poisons, materials, or substances
  • Craft materials such as acid, alchemist’s fire, antitoxin, oil, perfume, or soap
  • Neutralize an acid

On its own these options don’t appear to cover much. Looking a little closer though, some of these options can be very useful in the right situation.

Using Alchemists Supplies to Identify Substances

Where alchemist’s tools really shine is in campaigns where DMs plan for their use. The average run of the mill game doesn’t have a lot of need to identify potions or substances, but a good DM can see the value in this and make every potion found in a dungeon be unknown to start with. This is even better if you’re running a mystery session where players will need to do some forensics to figure out what happened at the scene of a crime.

For example, finding a dead body next to a nearly empty vial would have the players assume it’s poison , but with an alchemist’s kit you can learn more. Perhaps the vial is an antidote that was not drank in time, or it could be anything else entirely. You get a lot of narrative flexibility when you players have the opportunity to look deeper into these types of mysteries.

While these identification tasks can be useful and fun, the DM has to knowingly add them to the game. On top of this, you’ll want to go a step further and make sure you have a backup plan when your players inevitably don’t use the alchemist’s supplies on the thing you intended them to. Similarly, your players may fail in their attempts to examine a substance and could get the wrong idea about what they’re investigating.

Using Alchemists Supplies to Create Sensory Effects

Going back to the ability to create a puff of smoke or starting a fire, these are fine things for kit to be used for, but they’re limited to harmless sensory effects. To make these really useful you’ll have to allow players to get creative. That’s the only way they will ever be even close to as useful as a basic cantrip , since any caster with Prestidigitation can produce more elaborate sensory effects faster at lower cost.

Crafting with Alchemists Supplies

Crafting with alchemists supplies is still the most valuable thing that any player can do, but the rules for what can be crafted are extremely limited. Using a kit you can craft acid, alchemist’s fire, antitoxin, oil, perfume, or soap during a long rest for half of the item’s value worth of materials needed to create the item. What are those material components necessary? You’ll have to make that up, because it’s not specified anywhere in the books.

If you get players who like to outline specific items and ingredients then you’ll have to put in some legwork to make that fun for them. Really your players can make anything they have a recipe for, but alchemical recipes are not something included in the core rules, and the only mentions of them state that they are necessary for the crafting of potions or magical items.

The crafting system is where we really recommend you dip into homebrew for alchemists supplies. We have our own outline for crafting potions in D&D as a spell-based method, but you could just as easily allow casters to create potions from spells using an alchemist’s kit and material components instead of an item creation spell. Doing so would give an alchemist’s kit a lot more value. Check out our other articles on potions for more specifics and details.

Other Potion Brewing Articles:

  • How to Brew Potions in D&D
  • Homebrew Spell for Creating Potions
  • How to Create Potions from any Spell
  • Crafting Healing Potions

If you’re not a big fan of our systems or want to handle things differently, don’t let us stop you! One of the beautiful things about homebrewing around items like this is that they are vague enough in their descriptions that you can fit crunchy rules right over top of the kit without any fussing about tweaking the core system. It might take a bit of trial an error to get things right, but we really recommend you try it out for yourself.

Alchemists Supplies are as Useful as You Make Them

While the alchemists supplies are not the most useful thing in a game world full of magic and monsters, they do find their uses in investigation, arcana, and other similar checks involved in mysteries. Half cost items on the road is also potentially a life saver in niche situations, but that really depends on your DMing style. The real power for alchemists supplies comes from your flexibility in their use. If you let your players push into the fuzzy boundaries of the rules as written you often find the 8lb kit is worth it for your players to lug around.

Happy DMing!

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The Arcade Man

Alchemist’s Supplies – The Complete D&D 5E Must Read Guide

Alchemist’s Supplies 5E Guide

Dungeons and Dragons allow players to choose a set of artisan tools to excel at during their build creation. While the full extent of how the tools may be utilized often remains vague to both the DM and the player, in the beginning, the choice of one’s proficiency continues to be a favorite among the tabletop game’s fan base.

One such artisan’s tool is the ever so famous Alchemist’s Supplies. What can you do with the D&D 5E alchemy kit, and how can you craft potions? This article will touch upon all that and some more. 

  • 1.1.1 1. Cost And Crafting Time
  • 1.1.2 2. Magical Ingredients Required
  • 1.1.3 3. Non-Magical Ingredients Required
  • 2.1 1. Acid
  • 2.2 2. Alchemist’s Fire
  • 2.3 3. Assassin’s Blood
  • 2.4 4. Detect Magic Smelling Salts
  • 2.5 5. Keoghtom’s Ointment
  • 2.6 6. Oil of Sharpness
  • 2.7 7. Potion of Growth
  • 2.8 8. Potions of Healing
  • 2.9 9. Potion of Invisibility
  • 2.10 10. Smoke Powder
  • 2.11 11. Smokestick
  • 2.12 12. Thunderstone
  • 2.13 13. Truth Serum
  • 3 Conclusion

Alchemist’s Supplies According to Xanathar’s Guide to Everything

Before we get into the nuances of Alchemist’s Supplies, let’s let  Xanathar’s Guide to Everything  lead the way for us. Here’s what  Xanathar’s Guide to Everything  outlines about this artisanal tool:

“Alchemist’s supplies enable a character to produce useful concoctions, such as acid or alchemist’s fire.

Components.  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.

Arcana.  Proficiency with alchemist’s supplies allows you to unlock more information on Arcana checks involving potions and similar materials.

Investigation.  When you inspect an area for clues, proficiency with alchemist’s supplies grants additional insight into any chemicals or other substances that might have been used in the area.

Alchemical Crafting.  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 DM 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.”

If you are proficient with Alchemist’s Supplies, you can use the instruments and tools required to craft potions. With this tool, you also add your proficiency bonus to rolls that are directed towards crafting Alchemical potions, not including healing potions. Note that owing to the potions being magical, the 5E Alchemist Supplies fall right under the crafting magical items category, a rather lengthy, engaging, and not to mention, expensive process.

If you are wondering what the Alchemical items are, it looks something like this: poisons, potions, concoctions, and magical medicines made from plants as well as caustic chemicals, various acids, as well as some dangerous (and we dare say, illegal) substances.

A 5E Alchemy kit includes burners, vials, flasks, and several other similar items required to pursue Alchemy. Note that your tools would cost 50 gp and weigh 8 lbs. If you are proficient with Alchemist’s Supplies, you can add the proficiency bonus to any Intelligence checks that you make for the Alchemical concoctions. 

So, how do you craft an Alchemical item? First and foremost, you must have ample proficiency in using Alchemist’s Supplies. Second, you need to know the recipe for whichever item you wish to craft. Last but not the least, you should gather the ingredients required, and get to work. 

Note that Alchemical items are available in 3 primary quantities: minor/ moderate/ masterwork. Naturally, the higher the quality, the more effective and potent the finished product. Unless mixed with diluents such as water, Alchemical items usually do not lose potency. 

As for where you may get them from, they are open for purchase at local alchemists’. The only bummer is that the time-consuming nature of these products also impacts their price. It might not burn a hole in your pocket, but it will surely leave a mark.

Requirements To Craft A Potion With Alchemist’s Supplies Items

So, what is required to craft a potion? Where do the 5E Alchemist tools come into play? We shall get into all that, one at a time. Crafting potions is not as difficult as it sounds, but you must know what you are doing and what you are in for. Having said that, let’s take a look at what is required to craft a potion:

  • Alchemist’s Supplies (of course):  It is only natural that potion-making requires 5E Alchemist supplies. These primarily consist of decanters, beakers, tubes, vials, and burners. You will also need to have a stable workplace to craft your potions over an extended period.  
  • Recipe:  Much like cooking anything, whipping up some super potent potion also requires a thorough knowledge of the recipe of what you are set to make. Make sure you have the specific instructions to make the potions you want the supplies required for that. 
  • Components:  These refer to the specific magical ingredients with the properties required for your potion. To provide an example, you will need the essence of a Water Weird to make a water-breathing potion. As for how to get your hands on them, you can get these special ingredients on your many adventures. 
  • Gold:  These refer to the extra supplies with a specific gold cost depending on the rarity of the item that is being crafted. (Check how much  gold you have at the start of the campaign )
  • Time:  As we discussed, making potions naturally requires some time and effort. So, the time it will take to craft potions decides the cost and the feasibility of making them. The time taken to craft potions greatly depends on the rarity of the ingredients needed. 
  • Rolls:  Note that you must pass Intelligence checks to craft potions of your choice successfully. Being proficient in Alchemist’s Supplies helps you add them to your Intelligence checks. 

1. Cost And Crafting Time 

As we discussed a while back, the crafting time of potions differs, depending on the rarity of the ingredients required. Similarly, the cost depends on the time required to craft the potion. Make sure you are aware of the cost and the crafting time of potions before you commit to one. Here’s a list to help you out:

Alongside the rarity of the 5E Alchemist’s Supplies, you ought to also be aware of the time required, and cost demanded. This table should help you out.

2. Magical Ingredients Required 

Your Dungeon Master will be in charge of deciding which magical ingredients will be required and how rare the homebrewed magical potion will be. If you stumble upon a magical ingredient in any of your adventures, it is up to the DM to decide which item you can craft with it. 

Here’s a list of the challenge rating of creatures alongside their corresponding rarity that will help DMs determine whom to allow which potion:

3. Non-Magical Ingredients Required

In this regard, there happen to be 3 primary arguments:

  • The items specified should be bought beforehand (such as a 500 gp diamond), but the smaller elements are assumed to be available, so a certain amount of gold will be subtracted each time they are used.
  • The necessary components are readily available to the player, and a certain amount of gold will be subtracted each time they are used.
  • Every required item needs to be carefully purchased, tracked or gathered beforehand, and the failure to do so will result in you not being allowed to craft potions.

The takeaway is that it all depends on your DM and the PCs in his game. Establish what you want to do with your 5E Alchemist Supplies beforehand, and stick to it throughout. 

Popular Alchemical Recipes 

Before getting into potion-crafting, it is important to have the recipe right in front of you. You must know the ingredients well and look for them diligently. To help you out, here are some popular recipes you can make with the 5E alchemy kit:

Need to dissolve something, such as metal, wood, or stone? A rather generic bottle of acid would do you good. Feel free to splash the acid vial onto the target, given they are within 5 feet of you, or hurl the vial up to 20 feet, causing it to shatter on impact. Simply put, make a ranged attack against any target or an object with the acid as a sort of improvised weapon. Roll damage equals the quality of the acid on a hit.

  • Crafting time:  8 hours
  • Material cost:  15 gp/ attempt
  • Attention:  Sparse
  • Craft DC:  8 for Minor/ 10 for Moderate/ 13 for Masterwork
  • Minor:  will dissolve up to 5 square feet of wood, or 2 square feet of stone + will deal 1d4 acid damage
  • Moderate:  will dissolve up to 7 square feet of wood, 3 square feet of stone, or small chunks of metal + will deal 2d4 acid damage
  • Masterwork:  will dissolve up to 10 square feet of wood, 5 square feet of stone, or 1 square feet of metal + will deal 2d6 acid damage

2. Alchemist’s Fire

To some Alchemists, fire is indeed always the answer. This adhesive fluid that ignites upon impact with air, is available to you in a flask. Feel free to throw it up to 20 feet, thus shattering it instantaneously. You can also make a ranged attack against an object or a creature by using the fire as a sort of improvised weapon.

If hit, the enemy will take fire damage, and here’s more: they will keep taking fire damage at the beginning of each turn. If they want to terminate this damage, they can employ their action to make a DC 10 Dexterity check, which will extinguish the flames or compel the flame to extinguish itself.

  • Material cost:  25 gp/ attempt
  • Craft DC:  10/ 12/ 15
  • Attention:  Constant
  • Minor: will deal 1 fire damage
  • Moderate:  will deal 1d2 fire damage
  • Masterwork:  will deal 1d4 fire damage

3. Assassin’s Blood

Want to see death in a bottle? This green, viscous gooey mixture is symbolic of death itself. Enemies will be poisoned for a good part of a day upon ingestion unless a lesser restoration spell is used.

  • Crafting time:  24 hours
  • Cost:  75 gp/ attempt
  • Craft DC : 13/ 15/ 18
  • Minor:  Enemies must make a DC 10 Constitution saving throw. It will take 3 (1d6) poison damage and remain poisoned for nearly 6 hours on a failed save. If succeeded, they take half damage.
  • Moderate:  Enemies must make a DC 12 Constitution saving throw. It will take 6 (1d12) poison damage and remain poisoned for nearly 12 hours on a failed save. If succeeded, they take half damage.
  • Masterwork:  Enemies must make a DC 15 Constitution saving throw. It will take 12 (2d12) poison damage and remain poisoned for nearly 24 hours on a failed save. If succeeded, they take half damage.

4. Detect Magic Smelling Salts

Throw in some perfumes, ammonia, and a few rare oils, and bam- you have something considerably powerful! Inhale the concoction and get the ability to discern the whereabouts of magical items, much like you would be under the influence of a Detect Magic spell. Note that you can only smell the magical item, not quite see it.

  • Crafting time:  4 hours
  • Material cost:  10 gp/ attempt
  • Craft DC:  8/ 10/ 13
  • Attention:  Constant
  • Minor:  will last for 1 minute
  • Moderate:  will last for 5 minutes
  • Masterwork:  will last for 10 minutes

5. Keoghtom’s Ointment

With a faint aloe fragrance, this sticky mixture is made of rarely found medicinal herbs- large quantities of them. The glass jar, weighing 0.5 pounds with 3 inches diameter, can hold up to 5 doses of Keoghtom’s Ointment.

You can swallow or apply one dose of the ointment on your skin. The recipients of Keoghtom’s Ointment will gain a bonus, depending on the ointment’s potency.

  • Crafting time:  8 hours
  • Material cost:  300 gp/ attempt
  • Craft DC:  10/ 13/ 15
  • Minor:  will restore 1d8+1 hp
  • Moderate:  will restore 2d8+2 hp and cease to be poisoned
  • Masterwork : will restore 2d8+2 hp, cease to be poisoned, and will be cured of all diseases

6. Oil of Sharpness

This transparent, gelatinous oil glistens with small, thin silver shards. It can cost up to 5 pieces of piercing or slashing ammunition or a piercing or slashing weapon. It will take you a minute to apply the oil. For a whole hour, the concerned coated item will be magical, with a bonus to attack as well as damage rolls, depending on its potency.

Many Alchemists who failed to ventilate their workspace well have met their fate choking on their own blood. However, the scientific effects of the silver dust on an Alchemist’s lungs remain to be studied properly.

  • Material cost:  1,600 gp/ attempt
  • Craft DC:  15/ 18/ 20
  • Minor:  will get a +1 bonus
  • Moderate:  will get a +2 bonus
  • Masterwork:  will get a +3 bonus

7. Potion of Growth

Popular among warriors, this potion combines exquisite chemical catalysts of medicinal herbs with the blood of giants. When exposed to the concoction for long, excessive nail or hair growth observations have been made. You gain the so-called enlarge portion of the enlarge/reduce spell with this potion.

The duration depends on the potency of the item. The red element of the potion starts out small, but gradually encompasses the whole liquid, only to finally contract. The process will continue even if you shake the bottle.

  • Material cost:  135 gp/ attempt
  • Minor:  will last for 1d4 rounds with no concentration required
  • Moderate:  will last for 1d4 minutes with no concentration required
  • Masterwork:  will last for 1d4 hours with no concentration required

8. Potions of Healing 

This is the staple for Alchemists. Costing an amount of gold in raw costs, it is quite easy to learn and recreate. The potions are made of common herbs, water, and a few chemicals, which are the off-products of most metal forging and herbalist productions. They are usually deemed perfectly safe to drink.

9. Potion of Invisibility

From the looks of it, this potion does not seem like much but shake it, and you’ll hear the sound of water. This highly experimental potion depends on the ethereal elements left by ghosts, and when drunk, you become invisible for some time, depending on its potency.

Your accompaniments and clothing also vanish along with you. If attacked or a spell is cast, the potion’s effects exhaust themselves.

  • Material cost:  90 gp/ attempt
  • Craft DC:  13/ 15/ 18
  • Attention:  Sparse
  • Minor:  effects will last till the beginning of your next turn
  • Moderate:  effects will last up to 1 minute
  • Masterwork:  effects will last up to 1 hour

10. Smoke Powder

With this, you can make explosive powder for grenades, firearms, and such. The black powder, coarse in nature, must be kept at a dry place after completion. Made from off-products of mining facilities, the smoke powder needs to be milled down with charcoal and sodium into an extremely volatile powder. Try avoiding lanterns, candles, and campfires while at work with this.

  • Minor:  will produce 3 shots
  • Moderate:  will produce 8 shots
  • Masterwork:  will produce 15 shots
  • Grenade:  An additional 8 gold will be required for a metal or ceramic orb, followed closely by enough Smoke Powder for around 30 shots. Hurl it up to 60 feet, and every enemy within 10 feet of the combustion will need to make a DC 12 Dexterity saving throw, in the process taking 1d6 piercing and 2d6 fire damage on a failed save, or half of it on a successful one.
  • Keg:  100 shots and an extra 14 gold will be needed as storage. Roll it or hurl it up to a range of 15 feet, and then roll initiative. It then explodes, and each enemy within 20 feet of it needs to succeed on a DC 15 Strength saving throw, or else take 2d6 bludgeoning and 3d6 fire damage if they fall prone. They take half damage on a success.

11. Smokestick

Ignite a black rod of Alchemical clay, and it will release a haze of obfuscating smoke which will obscure enemies in it. However, with a strong enough wind, the effect can be terminated.

  • Minor:  Will form a 5 foot radius cloud which will last till the beginning of your next turn
  • Moderate:  Will form a 10 foot radius cloud which will last for 1d4 rounds
  • Masterwork:  Will form a 20 foot radius cloud which will last for 2d4 rounds

12. Thunderstone

Packed to the brim with potent reagents, this clay sphere creates a deafening boom, along with enough volatile energy to knock back enemies. Hurl it up to 20 feet away to trigger it.

  • Material cost:  30 gp/ attempt
  • Craft DC:  10/ 12/ 15
  • Minor:  Targets within 5 feet of this clay sphere need to succeed on a DC 10 Constitution saving throw. Upon failure, they will be deaf for a minute after being knocked back 5 feet away. Targets might repeat the saving throw once their turn ends to terminate the effect early. They will be unaffected if they succeed.
  • Moderate:  Targets within 10 feet of this clay sphere need to succeed on a DC 12 Constitution saving throw. Upon failure, they will be deaf for 2 minutes after being knocked back 10 feet away. Additionally, they will take 1d4 thunder damage. Targets might repeat the saving throw once their turn ends to terminate the effect early. They take half damage and not a scratch more if succeeded. 
  • Masterwork:  Targets within 15 feet of this clay sphere need to succeed on a DC 15 Constitution saving throw. Upon failure, they will be deaf for 2 minutes after being knocked back 10 feet away. Additionally, they will take 2d4 thunder damage. Targets might repeat the saving throw once their turn ends to terminate the effect early. They take half damage and not a scratch more if succeeded. 

13. Truth Serum

This costly one is one of the hardest to create. It is mixed with battered seeds of a flower growing in a few rare parts and goes through months and months of processing until the outer layer dissolves, allowing room for the delicate oils to be finally harvested. The lowest quality rolled will decide the potency of the serum.

  • Crafting time:  72 hours
  • Material cost:  75 gp/ attempt
  • Minor:  Targets need to succeed on a DC 11 Constitution saving throw, or receive a -2 to all Wisdom, Charisma, and Intelligence ability checks for an hour
  • Moderate:  Targets need to succeed on a DC 13 Constitution saving throw, or risk being poisoned for an hour
  • Masterwork:  Targets need to succeed on a DC 15 Constitution saving throw, or risk being poisoned for an hour. They will not be able to knowingly lie, as if under the influence of a truth spell.

Conclusion 

With the plethora of recipes at your disposal, it will inevitably be a fun, albeit time-consuming and costly journey, to make the potion(s) of your choice. Just know the steps well, and make sure you are committed to it. It’s only when you enjoy the process that you can get a potent potion out of time. Happy questing!

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I have been playing DND, Destiny 2 & other PC Games for ages now. In my free time, I recover old arcade machines and I believe that today we have the ability, the knowledge, and technology to enhance the mystic around them. So, the name, ArcadeMan!

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Alchemist's Supplies

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Alchemist's Supplies Artisan's tools

These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your  proficiency bonus  to any  ability checks  you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.

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Alchemist Artificer 5e Guide

Published on June 5, 2023, Last modified on July 14th, 2023

Master the craft of alchemy with our comprehensive Alchemist 5e build guide for D&D’s artificer!

dnd travel alchemical kit

Cristi Balanescu - Wizards of the Coast - Alchemist’s Gift

What is the Alchemist Artificer?

The Alchemist takes the artificer’s propensity for creating and infusing magic items and adds another layer to it: magical elixirs. Alchemists are experts at creating potent elixirs, which allow them to imbue properties upon themselves and their party members.

They are also masters of elemental and healing magic, gaining multiple features that increase the potency of their support and damage spells.

  • Versatility: Alchemist artificers are the masters of flexibility. Thanks to their Experimental Elixir, Restorative Reagents, and Alchemical Savant features, they excel in both supportive and offensive roles.
  • Expertise with magic items: As an artificer subclass, they have access to infusions, allowing them to craft and modify magical items, on top of the Experimental Elixirs that they can brew.
  • Lack of specialization: While Alchemist artificers are versatile, they may not be as strong as classes that focus on one specific aspect, such as healing or damage output.
  • Dependency on preparation: As an Alchemist, preparation is crucial because you can only create potions without having to expend spell slots after a long rest. Also, seeing as the effect of your Experimental Elixir is decided beforehand, you’ll need to figure out what you’re planning on doing with it.
  • Random class feature: Because you can’t dictate the results of your Experimental Elixir roll, you might be left with something that doesn’t apply to what you’ll be getting up to during your adventuring day.
  • Half caster:  Depending on the party composition, Alchemist artificers will have to strike a balance between using their resources for healing and damage. If they are the dedicated healer, they’ll use a lot of their limited spell slots keeping their party members alive.

Alchemist 5e Guide Rating Scheme

This guide is meant as a deep dive into the Alchemist Artificer subclass. For a full overview of the Artificer class, check out our artificer 5e Guide .

For our full class guides, we use the following color rating scheme:

  • Red isn’t going to contribute to the effectiveness of your character build at all
  • Orange Situationally good, but a below-average option otherwise
  • Green is a good option
  • Blue is a great option, you should strongly consider this option for your character
  • Sky Blue is an amazing option. If you do not take this option your character would not be optimized

For our subclass guides, we focus mainly on the Blue and Sky Blue options, because the other options are discussed in the parent guide or other subclass guides. We also discuss options that normally would be good for a typical build, but underperform when used in a subclass.

Alchemist Artificer Features

5e Alchemists  unlock several unique class features as they level up, which accentuate their abilities in concocting and wielding alchemical brews. Here are the key features you’ll gain:

Tool Proficency : You gain proficiency with alchemists supplies. Unfortunately, the most useful thing you can do with alchemist supplies is your brew elixirs and use it as a spell focus, so this proficiency doesn’t mean much beyond enabling subclass features.

Alchemist Spells : At 3rd level, the Alchemist Artificer gains access to a unique list of spells that reflects their focus on elemental and healing spells.

  • Healing Word : Great option even if you have a dedicated healer as it can be useful for resetting death saving throws from a distance and only requires a bonus action.
  • Ray of Sickness : Damage isn’t great but Poisoned is a nasty condition. Unfortunately, the save targets CON, a common proficient saving throw, and immunity to the Poisoned condition is also fairly common. Don’t try to cast this at Constructs, Fiends, or Undead at the very least.
  • Flaming Sphere : Not the best damage, but AoE and the ability to move the sphere as a bonus action are useful if up against a horde of weak enemies.
  • Melf’s Acid Arrow : If you compare this with  magic missile , this spell is just not worth it for a 2nd-level spell slot. A 2nd-level magic missile will do guaranteed 4d4 + 4 which is the same damage that melf’s acid arrow does after a successful attack roll and a full turn.  Magic missile also has a better range, is better for targetting casters who are concentrating, and a less resisted damage type. Pass this spell all day long.
  • Gaseous Form : This spell can honestly vie for the top “infiltration” spell over invisibility. Being able to fly and move through tiny cracks as an inconspicuous cloud can make getting into any heavily defended fortress a cinch.
  • Mass Healing Word : Like regular healing word this is used as a bonus action. This, combined with its low healing potential, means its primary use is also to revive downed teammates, but having multiple downed allies at once is quite rare.
  • Blight : 4th-level single-target spell that targets a common save. It barely out damages 4th-level fireball and flat-out doesn’t work on some common creature types. SKIP.
  • Death Ward : Has an 8-hour duration and doesn’t require concentration so it could be a good spell to cast pre-emptively if you have the ability to regain spell slots during a short rest.
  • Cloudkill : Not great in an open field but if you can get the drop on an enemy or contain a group of enemies within the spell it can be very effective because it deals damage turn after turn, as long as the caster keeps concentration. It can also be effective to block off a vantage point used by ranged enemies.
  • Raise Dead : A more powerful resurrection spell than revivify because it has a 10 day time span and can cure Poisons and Diseases. Unfortunately, if you resurrectee is missing their head or other body parts, you’ll have to wait until you get resurrection .

Experimental Elixir : Starting at 3rd level, you can create a experimental elixir whenever you finish a long rest. These elixirs produce a variety of effects when consumed, ranging from healing, granting a bonus to AC or speed, or even letting the consumer fly. Which effect you’ll produce is random, and as you level up, you can make up to three of them at the end of a long rest. These elixirs are all solid and this feature would have been sky blue  if you could choose the effect.

One interesting part of this feature is you can use a spell slot to create more elixirs as an action. This can be useful when you need more for an upcoming adventuring day, but seeing as they are randomly determined, it’s not usually the best use of your action in combat. Also, seeing as the effects only last to the end of your next long rest, you can’t spam these potions before a rest to have more the next day.

Alchemical Savant : At 5th level, you gain the ability to add your Intelligence modifier to any spell you cast that uses alchemical tools as its spellcasting focus that deals acid, fire, necrotic, or poison damage or heals the target. Seeing as this criteria reflect a wide variety of your spells, this is essentially a +5 to any of your damage spells or heals. This is an amazing pick up for your fire bolt which could easily be doing 2d10 + 4 each turn by this point.

Restorative Reagents : Upon reaching 9th level, your alchemical prowess lets you bolster healing and resilience. Whenever a creature drinks one of your experimental elixirs, they gain temporary hit points 2d6 + your Intelligence modifier, and you can cast lesser restoration for free a number of times equal to your Intelligence modifier.

Turning all of your elixirs into buffed healing potions is a great way to keep them relevant throughout the campaign. As they average out to about 12 hit points of healing and you can create two potions to hand out, it can definitely take a bit of the burden of healing off you or other support casters in your party. Free lesser restoration  is always worthwhile to have stocked and will certainly be of use in higher tier encounters.

Chemical Mastery: At 15th level, you gain resistance to acid and poison damage, and immunity to the poisoned condition. More importantly, you can now cast greater restoration or heal without expending a spell slot.  Heal  in particular is amazing in this case, because artificers don’t normally get access to spell slots higher than 5th level.

The Basics of Playing an Alchemist Artificer

Playing an Alchemist artificer is a fun, non-linear build that combines strategic thinking, careful preparation, and a creative approach to problem-solving. Here’s an in-depth look at the essentials of playing this class:

Role in the Party

Alchemist artificers are fundamentally versatile, capable of filling several roles in an adventuring party. With their potent healing capabilities, they can serve as the primary healers, keeping the party in top fighting condition. Simultaneously, their buffed elemental spells and infused weapons can let them unleash some potent damage when required.

Preparation and Tactics

One crucial aspect of playing an Alchemist artificer effectively lies in preparation. Before each day, carefully consider the spells and infusions you wish to prepare. Think about the challenges you may encounter and the ways your character can address them. It’s always a good idea to maintain a balance of healing, damage, and utility spells to respond to diverse situations.

During combat, remember that the Alchemist artificer is not typically a front-line class. Even though you’ll have access to medium armor and shields, you’ll want to stay back from the heat of battle, supporting your allies with healing and buffs while hindering your enemies with your damage spells.

Alchemist Artificer Playstyles

Given the versatility of the Alchemist artificer, a couple different playstyles can be considered:

Supportive Healer: One of the most common playstyles for Alchemist artificers is as a primary support and healer. With access to healing spells and the ability to create healing elixirs, you can keep your allies in the fight for longer. The Alchemical Savant and Restorative Reagents features enhance your healing capabilities, making it so you don’t have to rely solely on your limited spell slots for healing. Beyond just healing, this playstyle also includes using your abilities to bolster your allies, such as by using your infusions to enhance their equipment or casting buff spells like aid, enhance ability, and haste .

Alchemical Grenadier: This playstyle emphasizes using your alchemical abilities to deal damage from a distance. You can use your Experimental Elixirs on yourself to give you an edge in combat, while damage staple spells like fire bolt , ray of sickness , and heat metal get buffed by Alchemical Savant. If you’re really wanting to lean into damage, consider taking the Elemental Adept feat to boost your element of choice’s damage (with the exception of necrotic and poison, unfortunately).

Ability Scores

Alchemist artificers gain Ability Score Increases (ASI) at 4th, 8th, 12th, 16th, and 19th level. Because their class and subclass features rely on INT, they will want to pump this first.

  • Intelligence : As an artificer, your spellcasting ability is Intelligence. It determines the power of your spells, the number of spells you can prepare each day, the saving throw DCs for your artificer spells, and your Flash of Genius feature. It also boosts the benefits of several Alchemist subclass features, such as Alchemical Savant. Therefore, Intelligence should be your highest priority.
  • Constitution : Constitution is important for all classes due to it determining your hit points. This is especially important if you’re the party’s dedicated healer, as you’ll need to be able to stay on your feet during the fight. Additionally, Constitution helps with concentration checks for maintaining spells.
  • Dexterity : Dexterity impacts your Armor Class, your initiative in combat, Dexterity saving throws, and is the key ability for several useful skills. While not as crucial as Intelligence or Constitution, a good Dexterity score can be very beneficial for an Alchemist artificer.
  • Wisdom : Wisdom is used for several important saving throws and skills. While it’s not a primary ability for artificers, having a decent Wisdom score can still be beneficial.
  • Charisma and Strength : These abilities are generally of lower priority for Alchemist artificers, unless you have specific multiclassing considerations.

Best Races for Alchemist Artificers 5e

Standard races.

If you’re using the Player’s Handbook to create your Alchemist artificer, consider the following options:

  • High : A +2 bonus to Dexterity and a +1 to Intelligence cater to artificer's primary needs. The bonus cantrip and extra language also add to their versatility.
  • Rock : Perfect ASIs, darkvision, and the Artificer’s Lore and Tinker are almost purpose made for an artificer.
  • Forest : The +2 to Intelligence is great and the +1 to Dexterity can help your AC. Plus, you get a free useful cantrip.

Tiefling : Tieflings get a +1 to Intelligence and +2 to Charisma. Their Infernal Legacy trait provides some useful spellcasting to help with the artificer's limited casting, and their resistance to fire damage is a nice perk.

Non-Standard Races

If you’re looking for more options for your Alchemist artificer outside of the standard ones offered in the Player’s Handbook , or if you’re using the Customize Your Origins optional rule from Tasha’s Cauldron of Everything , here are some solid options:

Aarakocra : Seeing as the updated aarakocra’s ASI array can be whatever you want, this option is much more attractive over the original aarakocra. 1st level flight is the main reason you’d be going with an aarakocra but doesn’t change the fact that you’re giving up your medium armor for evasion + movement options.

Astral Elf :  Sacred flame  and  misty step  are both great spells to add to your repertoire, as is the extra skill/tool proficiency.

Eladrin : Artificer’s don’t normally get  misty step , so this is a solid baseline improvement.

Fire Genasi : Fire genasi provide artificers a great damage resistance and a couple solid offensive spells normally not on the artificers spell list, which makes a solid start for just about any artificer build.

Hobgoblins : A +2 to Constitution and a +1 to Intelligence align with an Alchemist Artificer’s key abilities. Their “Saving Face” feature can be beneficial in clutch situations.

Vedalken : Artificers are happy as long as they see a +2 INT bonus. Vedalken Dispassion helps when fighting other spellcasters, and Tireless Protection offers you the chance to get some skill or tool proficiencies you may not normally have access to.

Warforged : Warforged receive a +2 to Constitution and a +1 to a stat of choice. Their resilience and Integrated Protection feature are handy for any Artificer.

Yuan-ti Pureblood : +2 INT would of course be better here, but Magic Resistance is just so good that +1 will do. Once you hit 7th level, you can add your INT modifier to any saving throw with the Flash of Genius trait, ensuring that you will hardly ever succumb to negative magical effects.

Best Backgrounds for Alchemist Artificers

Seeing as the artificer’s skill list is lacking some important options like Stealth or social skills, choosing your background is a great time to fill these gaps:

  • Charlatan : Proficiency with Deception and Sleight of Hand, as well as  forgery and disguise kits, will add a lot of tricksy utility to your Alchemist artificer.
  • Criminal : Proficiency with Stealth and Deception can help your ability to sneak around and lie, which can further extend the Alchemist artificer’s usefulness. Proficiency with thieves’ tools is a big plus because it allows you to pick locks if you’re lacking for a rogue.
  • Guild Artisan/Guild Merchant : Both of these are flavorful pickups, provide some good skill proficiencies, and useful tool proficiencies.
  • Knight/Noble : History is a decent INT skill, and Persuasion is a great social skill for when you want to be the face of the party.
  • Urchin : Sleight of Hand, Stealth, disguise kits, and thieves’ tools are all solid proficiencies that will easily pay off in a typical campaign.

Best Spells for Alchemist Artificers 5e

We cover all of the artificer’s spells over at our artificer guide. The Alchemist subclass’ main change to these spells is damage spells that do acid, posion, necrotic, or fire—or healing spells if you’re going that route—are going to be a higher priority when you get Alchemical Savant at 5th level.

We already discussed the spells you get at 3rd level as part of your Alchemist Spells , but here are some spells you’re going to want to keep an eye on as you prepare for your day:

  • Acid Splash : If you can hit two creatures with this, it can end up doing more damage than  firebolt , especially once you get access to Alchemical Savant.
  • Fire Bolt : Your go-to damage cantrip. With Alchemical Savant this will be outputting great damage.
  • Cure Wounds : You already get access to healing through  healing word and your elixirs, so only pick this up if you're going to be the party's dedicated healer.
  • Heat Metal : Amazing single target damage (as long as that target is wearing metal). Seeing as there's no save and you get boosted damage through Alchemical Savant, this will be potent turn-after-turn damage.

Best Feats for Alchemist Artificers 5e

  • Elemental Adept : Because Alchemical Savant can net you +5 to elemental damage spells, fire bolt or  acid splash will likely be your bread and butter. Fire is probably the better route to go, because you also get access to  heat metal and  flaming sphere .
  • Fey Touched : An amazing half-feat that allows you to pump your INT and get a free cast of misty step once per long rest. For the 1st-level spell,  hex  is probably your best bet as it provides a debuff on top of added damage.
  • Shadow Touched : A free casting of invisibility and picking up a damage spell like that works with your Alchemical Savant feature, like inflict wounds,  can help your Alchemist artificer diversify.
  • Resilient : Providing +1 CON can help with boosting your hit points because of your lackluster hit dice. Proficiency in CON saving throws will help with maintaining concentration on your spells.
  • War Caster : You don't need this for the somatic components ability and likely won't be making a ton of Opportunity Attacks. That said, the advantage on CON saves to maintain concentration will go a long way to help keep your spells up when you get hit.

Multiclass Options for Alchemist Artificer

Depending on your preferred playstyle, there are a couple interesting multiclass options for the Alchemist artificer. Unfortunately, the biggest downside here is Alchemical Savant only works with spells cast using your alchemist’s tools, so any spells you pickup from these other classes won’t work.

That said, there are some options that can net you spells that will be useful in other situations and class features that are synergistic.

Dipping one level into wizard gives you some spells that you can cast with your INT. The most common pickup here is find familiar . Dipping two levels into wizard gives you a subclass of your choice. Divination gives you Portent, making it by far the best option.

A one-level dip gives you a domain and some additional spells. This is really best for the healer/support playstyle as you could dip into the Life Domain, get heavy armor proficiency, some extra healing spells, and Disciple of Life for extra potent healing spells.

Alchemist Artificer 5e Build Example

In this build, we’re going to play an Alchemist artificer that balances the line between elemental blaster and healer. We’ll prepare spells that allow us to output as much damage as possible with our limited slots while also hanging on to a couple healing staples for when our party is looking beat up

Seeing as we have an odd INT score after character creation, we’ll take Fey Touched at 4th level to drive some more value. Not only do we get to +1 our INT modifier, but we also get a free casting of misty step each day and the hex spell which can help boost our damage output. From there, we’re going to max INT and then pick up Elemental Adept for higher tier adventures where we’ll be running into fire resistance more often.

Last, we’ll focus on getting our CON to a respectable level.

With spells, you can prepare from the artificier’s spell list after each long rest, but we’ll provide a baseline of what to choose to be a well-rounded build. All spells with * are permanently prepared because of features we pick up along the way.

You’ll see that we’re focusing on fire spells for our daily-driver damage-dealers. With the addition of Alchemical Savant and Elemental Adept, we should be able to get some solid value from  fire bolt while holding onto spell slots for healing, buffs, or potent damage spells like heat metal .

To view the character on D&D Beyond, click the button below:

View Character Sheet

Sources Used in This Guide

  • BR: Basic Rules
  • GotG: Bigby Presents: Glory of the Giants
  • SotDQ: Dragonlance: Shadow of the Dragon Queen
  • ERLW: Eberron: Rising from the Last War
  • EEPC: Elemental Evil Player’s Companion
  • EGtW: Explorer’s Guide to Wildemount
  • FToD: Fizban's Treasury of Dragon
  • GGtR: Guildmasters' Guide to Ravnica
  • MotM: Monsters of the Multiverse
  • MToF: Mordenkainen’s Tome of Foes
  • MOoT: Mythic Odyessys of Theros
  • PAitM: Planescape: Adventures in the Multiverse
  • PHB: Player's Handbook
  • SAiS: Spelljammer: Adventures in Space
  • SCoC: Strixhaven: A Curriculum of Chaos
  • SCAG: Sword Coast Adventurer’s Guide
  • TCoE: Tasha’s Cauldron of Everything
  • TTP: The Tortle Package
  • WBtW: The Wild Beyond The Witchlight
  • VRGtR: Van Richten's Guide to Ravenloft
  • VGtM: Volo's Guide to Monsters
  • XGtE: Xanathar’s Guide to Everything

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Tools Revised: Alchemist’s Supplies (5.5E)

A human woman stands up from behind a battlement, lobbing a glass vial at the causeway leading to the town gate. It shatters against the canopy of a massive battering ram, which is instantly engulfed in water-resistant flame.

A half-elf in dark clothes bends down and cracks a wooden stick in his hands. As a cloud of smoke billows out from it, a darker patch of moonless night, he moves on past the gatehouse unseen.

A gnome coughs and gently touches where his eyebrows have been singed off. Somewhere behind him, a final crash breaks through the ringing of his ears, and he winces as expensive glassware and crockery shatters on the floor. Sighing, he pats out a burning corner of his log book and marks down another failure.

In the worlds of D UNGEONS & D RAGONS , natural substances like minerals and metals often have magical properties. Alchemist’s supplies are special tools used to practise the craft of identifying and manipulating those properties to create minor magical items.

Tools Revised

This article is part of a series where we revise the game’s tools to make them useful for adventurers. It is playtest material for Dungeon Master’s Workshop’s own 5.5e. It is experimental and still in draft form, and your feedback will help to improve and polish it.

The aim of this project is to provide practical uses for all tools useful to adventurers, as well as to elaborate on the knowledge encompassed by a tool’s proficiency. The intention is to make tool proficiency more than a ribbon feature of your character’s identity.

Using This Material 

We invite you to use this material along with the other 5.5e content we have created, including revisions to classes, spells, and core game rules. In our 5.5e series, the content of each article supersedes the content of any previous article.

Alchemist’s Supplies

Consisting of beakers, burners, glassware, and all variety of different essential elements, alchemist’s supplies are used to create various magical items, harnessing the magical properties of natural substances. Proficiency with alchemist’s supplies encompasses a broad knowledge of these properties and the various careful methods by which they might be utilized.

See below for the complete rules for alchemist’s supplies.

For the printer friendly version, check out our Patreon !

Want to get updates about more playtests? Sign up to our mailing list below! You can also show your support by becoming a patron on our Patreon !

Feature Image Credit: Dmitry Burmak © Osprey Publishing

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D&D: How To Build The Perfect Alchemist Artificer In 5e

Dungeons & Dragons 5e has interesting subclasses, one of which is the alchemical artificer, whose elixirs add a whole new dimension to combat.

The artificer is Dungeons & Dragons ' first and only new class outside Player's Handbook 's 12. The Alchemist Artificer Specialist in D&D 5e is its most straightforward subclass with the fewest new mechanics. Nonetheless, it's still in the upper bounds of complexity, not least due to the D&D 5e artificer's unusual magical focus for a half-caster.

A well-built Alchemist artificer in D&D 5e can be a premiere support character who packs a combat punch. However, it's easy to make one that falls short of the target. A few optimal build choices go a long way to giving an Alchemist artificer build some teeth.

Every Artificer Specialist Subclass In D&D 5e, Ranked

Alchemist Artificer Specialist Build Summary

Perks of an alchemist artificer build.

D&D 5e Artificer Build Guide

The Alchemist leans into the D&D 5e artificer's natural support abilities and spellcasting more than any other subclass. It doesn't reinvent the class to do something different. Its abilities focus on buffing allies and casting spells well ahead of an artificer's natural progression. The Alchemist is the best artificer subclass in D&D 5e for players who want to split the difference between half-caster and full spellcaster.

Experimental Elixir is an Alchemist artificer's signature ability in D&D 5e . Every long rest, they create flasks of Elixir that impart abilities when drunk. These are randomly generated, with effects ranging from simple healing to improved Armor Class to temporary flight. An Alchemist artificer can also create specific Experimental Elixirs with their spell slots. These require an action to drink, which can conflict with some combat tactics. Nonetheless, their effects reward players who like to buff before combat.

Tool Proficiency is more of a flavorful feature that gives automatic proficiency with Alchemist's Supplies. A D&D 5e Alchemist artificer needs these to create its Experimental Elixirs, use other subclass features, and empower spells. This proficiency also becomes Expertise at higher levels due to the artificer's natural progression.

Alchemical Savant cements the Alchemist artificer as a magical combatant and healer. It adds their Intelligence bonus to spells that deal fire, acid, necrotic, or poison damage. This keeps their damage competitive with more martial subclasses. It also adds their Intelligence bonus to healing spells, even those that already add it. This alone makes the Alchemist artificer one of the most effective healing builds in D&D 5e .

Restorative Reagents empower Experimental Elixirs by having them each give a large amount of temporary hit points on top of their other effects. This makes the healing ones particularly potent at keeping allies alive while keeping the others competitive. It also lets the Alchemist artificer cast Lesser Restoration for free several times per short rest, enhancing their support capabilities further.

Chemical Mastery gives resistance to acid and poison damage and immunity to the Poisoned condition. These are relatively fringe benefits but invaluable when they come up. More pressingly, it lets a D&D 5e Alchemist artificer build cast Heal and Greater Restoration for free once per day each. These spells typically require expensive components or higher-level spell slots than the artificer can access while being valuable support magic in their own right.

Best Stats For An Alchemist Artificer Build

The Best Artificer Magic Items In D&D 5e, Ranked

Artificers are one of the most single-stat-dependent classes in D&D 5e . Almost everything they do revolves around Intelligence. This is especially true for the Alchemist, which adds its Intelligence modifier to many different abilities. Intelligence is the top priority of any D&D 5e Alchemist artificer build, regardless of what they want to do.

Constitution is a second priority for Alchemists in D&D 5e . They only have a d8 hit die despite their impressive defensive capabilities. Extra hit points help make them even more durable. Furthermore, their relatively few spell slots mean they must make each one count. High Constitution, coupled with their innate saving throw proficiency, helps them maintain their powerful Concentration spells against all dangers.

Dexterity is less vital but still valuable for Alchemist artificer builds in D&D 5e . With access to medium armor and shields, they only need 14 Dexterity to reach a reasonable Armor Class. Nonetheless, Dexterity is helpful for going early in combat, particularly vital for Alchemists who want to drink their Experimental Elixirs or buff their allies.

The Best Race & Background For Artificer Alchemists

Every D&D 5e Class' Combat Ability, Ranked

Artificer alchemists benefit from variant human and custom lineage as much as any other D&D 5e build. A free feat is ideal for any build, particularly with how limited ability score improvements are. The free skill also suits the D&D artificer's versatile and utility-based nature, giving them even more ways to contribute outside combat.

Autognome from Spelljammer: Adventures in Space is almost perfectly synergized with the artificer class. It offers few combat benefits, with most D&D 5e Alchemist builds not having the Dexterity to use Armored Casing. However, its Built for Success feature stacks with the artificer's Flash of Genius. An Autognome Alchemist artificer will fail very few ability checks or saving throws and enjoys a potential accuracy boost on top.

Yuan-ti helps an Artificer alchemist in D&D 5e lean into their magical abilities. Its spellcasting is primarily utility-based, although Poison Spray does benefit from Alchemical Savant. More pressing is its Magic Resistance. A top-level Alchemist artificer with Soul of Artifice and Magic Resistance is almost impossible to affect with most spells.

Alchemists should emphasize Intelligence skills with their backgrounds, as well as tool usage to benefit from more Expertise. A Clan Crafter has History of Intelligence, Insight to aid in conversation, and an open-ended tool proficiency. Investigator comes with Investigation, invaluable Perception skill proficiency, and two of the most useful tool proficiencies.

Best 5e Feats For Alchemist Artificers

The 10 Best D&D 5e Artificer Feats, Ranked

Fey Touched isn't essential for any Alchemist artificer build in D&D 5e , but it's always beneficial. Artificers don't get Misty Step, and it's one of the game's best spells. Their spell list also lacks many Divination spells, making Fey Touched's free first-level choice an invaluable gap-filler.

Elemental Adept is one of the few D&D 5e feats that can boost an artificer's damage by any significant amount. Alchemists are largely pigeonholed into using fire and acid damage for most of the game. Ignoring resistance to one of these helps avoid being useless in certain combats. Its minor damage buff is always welcome.

Metamagic Adept is one of D&D 5e 's best feats for any spellcaster. Even with limited Metamagic options and Sorcery Points, Metamagic's added flexibility can be a game-changer. Using Twinned Spell on a low-level buff or Quickened Spell on a damage option makes an artificer's turn much more efficient.

War Caster is mainly invaluable for its advantage on Concentration checks. Artificers always cast with a focus, meaning somatic components aren't relevant. Alchemist artificer builds in D&D 5e won't be in melee often enough to use reaction spells. However, advantage on Concentration saving throws, coupled with their high bonuses, makes it almost impossible for them to lose a spell.

The Best Spells For An Alchemist Artificer Build

The Best First-Level Spells In D&D 5e, Ranked

The Alchemist artificer's D&D 5e spell list contains many options unavailable to other subclasses. This includes unique combat options that synergize with Alchemical Savant. Flaming Sphere, Melf's Acid Arrow, and Cloudkill are vicious with a damage bonus while filling unique niches. Ray of Sickness and Blight tend to fall behind the curve, however.

The Alchemist's bonus spell list is more notable for its support options. Healing Word is already one of D&D 5e 's best healing spells before Alchemical Savant buffs it. The addition of Mass Healing Word, Death Ward, and Raise Dead gives it a solid niche as the best D&D 5e artificer subclass for support.

The wider artificer spell list also has some standout options. Damage options outside of the artificer list are mostly limited to D&D 5e 's combat cantrips like Fire Bolt and Acid Splash. Other than them, Tasha's Caustic Brew, Heat Metal, and Bigby's Hand are the best for direct damage, whereas Animate Object can swing many fights at a high level.

The D&D 5e artificer spell list shines more in its support abilities. Many buffs are ideal for either the artificer or their allies, such as Aid, Shield of Faith, Enlarge/Reduce, Fly, and Haste. Its utility options like Detect Magic, Identify, Feather Fall, Enhance Ability, Invisibility, Dispel Magic, Skill Empowerment, and Arcane Eye also shouldn't be overlooked.

The Best Artificer Infusions For An Alchemist Build

D&D 5e's 10 Best Artificer Infusions, Ranked

Infusions set artificers apart from all other D&D 5e classes. No other characters get to routinely craft their own magic items. One of the best uses for Infusions is to lean into an artificer's party role and empower allies. Enhanced Weapon for martials and Enhanced Defense for tanks can make all the difference early on, while more specialized equipment like Boots of Elvenkind or Repeating Shot can empower allies later.

Similarly, an Alchemist artificer is well-served using its D&D 5e Artificer Infusions to fill gaps in the party's overall capabilities. A Bag of Holding for a party that lacks one can make all the difference in an adventuring day. Sending Stones are similarly invaluable. A Cloak of Protection and Amulet of Health are evergreen items that any party member benefits from.

However, there's no reason a D&D 5e Alchemist artificer can't take some infusions for themselves. An Enhanced Arcane Focus is a significant accuracy boost, particularly for artificers who use Fire Bolt. A Spell-Refueling Ring helps the Alchemist overcome its limited spell slots and lean into its spellcasting even more.

The D&D 5e Homunculus Servant suits an Alchemist artificer better than most other subclasses due to innately lacking a pet. Its combat capabilities aren't the best. However, it's more valuable than a familiar. As well as being a tiny creature that can scout, it's capable of attacking or delivering touch-ranged spells for an Alchemist. It's well worth considering for D&D 5e Alchemist artificer builds who can afford the cost.

Multiclassing A 5e Alchemist Artificer

Every Artificer Multiclass Combo In D&D 5e, Ranked

Alchemist artificers are a very capable class in D&D 5e that can get by without multiclassing. However, a handful of dips have significant benefits. Starting with one level in fighter unlocks heavy armor, completely removing the need for Dexterity as a stat. Two levels can give Action Surge, with many benefits for spellcasters.

Two levels of wizard in a D&D 5e artificer multiclass unlock a wealth of lower-level spells that still use the artificer's Intelligence. More pressingly, they give an Arcane Tradition and its first feature. Many Alchemists could benefit from the Bladesinger wizard's improved Armor Class and Concentration checks or the College of Scribes' ability to change damage types.

Crafting: Alchemy, Herbalism, & Poisons

Update Last: 1552021078181

Crafting & Gathering: Alchemy, Herbalism, & Poisons

A guide to using, the alchemist's supplies, herbalism kit, and poisoner's kit.

dnd travel alchemical kit

Supplemental Rules for D&D 5th Edition

Created by lyydia, (work in progress), using a recipe.

An asterisk (*) next to a recipe means that the item is not an official item in D&D, and is considered playtest material and subject to change.

The cost of a recipe includes any mundane ingredients and equipment, which are assumed to be included with the appropriate tool.

Ingredients specifically listed are considered to be 1 unit (such as flowers, bunches, or vials) unless otherwise specified.

Starting Recipes

When you gain a tool proficiency, you learn 3 Common recipes associated with the tool.

Developing New Recipes

When your proficiency bonus increases, you can add a new recipe to your recipes known. This recipe must be of an appropriate level or lower, as indicated by the Discovering Recipes Table below.

Learning Found Recipes

When you come across a new recipe, you add it to your recipes known. Doing so requires time and money spent in experimentation, as indicated by the Learning Recipes Table below.

Alchemist's Supplies

Using alchemist's supplies.

Proficiency with alchemist's supplies allows you to produce useful concoctions, such as potions and oils.

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, distilled alcohol, powdered iron, and purified water.

Skill Checks

If you have proficiency in alchemist's supplies, you can use your tool proficiency to give yourself advantage on certain skill checks.

Proficiency with alchemist's supplies allows you to unlock more information on Arcana checks involving potions and similar materials.

Investigation

When you inspect an area for clues, proficiency with alchemist's supplies grants additional insight into any chemicals or other substances that might have been used in the area.

Crafting Potions & Alchemical Concoctions

Common recipes (dc 10).

Creation of these items costs 25 gp, in addition to the ingredients listed, and 1 workday of time.

Alchemist's Fire

This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged Attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.

Ingredients. Fire Elemental Ember, X Oil

Potion of Climbing

When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you make to climb. The potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors.

Ingredients. Giant Wolf Spider Hair, Earth Elemental Dust

Potion of Swimming *

When you drink this potion, you gain a swimming speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you make to swim. The potion is separated into teal, light blue, and indigo layers resembling a deep ocean. Shaking the bottle fails to mix the colors.

Ingredients. Quipper Scale (x3), Water Elemental Droplet

As an action, you can throw this smokebomb up to 30 feet away from you. On impact, smoke begins to billow from it, creating a heavily obscured area within a 10 foot radius and a lightly obscured area for a further 5 feet. This smoke dissipates after 1 minute, or until it is blown away by some external means.

Ingredients. Air Elemental Whisp

Vial of Acid

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 or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage.

Ingredients. Gray Ooze Residue,

Uncommon Recipes (DC 15)

Creation of these items costs 100 gp, in addition to the ingredients listed, and 3 workdays of time.

Oil of Slipperiness

This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a freedom of movement spell for 8 hours.

Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the grease spell in that area for 8 hours.

Ingredients.

Potion of Animal Friendship

When you drink this potion, you can cast the animal friendship spell (save DC 13) for 1 hour at will. Agitating this muddy liquid brings little bits into view: a fish scale, a hummingbird tongue, a cat claw, or a squirrel hair.

Potion of Fire Breath

After drinking this potion, you can use a bonus action to exhale fire at a target within 30 feet of you. The target must make a DC 13 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. The effect ends after you exhale the fire three times or when 1 hour has passed. This potion's orange liquid flickers, and smoke fills the top of the container and wafts out whenever it is opened.

Ingredients. Ashblossom, Remorhaz Ichor

Potion of Growth

When you drink this potion, you gain the "enlarge" effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process.

Potion of Giant Strength

When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score. The potion has no effect on you if your Strength is equal to or greater than that score.

This potion's transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type.

Ingredients. X , a sliver of fingernail from a giant

Potion of Resistance

When you drink this potion, you gain resistance to one type of damage for 1 hour. The damage type depends on the special ingredient added.

Ingredients. x , plus a special ingredient

Potion of Waterbreathing

You can breathe underwater for 1 hour after drinking this potion. Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it.

Ingredients. Gillyweed, Hagfinger

Rare Recipes (DC 20)

Creation of these items costs 500 gp, in addition to the ingredients listed, and 10 workdays of time.

Midnight Oil*

A small flask of inky black oil that resembles a night sky when viewed in a certain light. When the midnight oil is used to light a lantern, it emits bright light for 5 feet and dim light a further 5 feet for 8 hours. If a creature stays in the light emitted by this oil for the full 8 hours, they get all the benefits of a long rest without needing to sleep, provided they only engage in light activity such as reading, studying, talking, etc.

Oil of Dragon's Bane

This oil can coat a single weapon for 3 uses, or up to 3 pieces of ammunition can be dipped in the oil for 1 use each. A dragon that takes damage from a weapon or piece of ammunition covered in the oil takes an additional 6d6 damage from the attack. The oil dries after 1 hour and becomes inert.

Ingredients. Dragon's Blood, Wyvern Poison

Oil of Etherealness

Beads of this cloudy gray oil form on the outside of its container and quickly evaporate. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the etherealness spell for 1 hour.

Ingredients. Ectoplasm,

Potion of Clairvoyance

When you drink this potion, you gain the effect of the clairvoyance spell. An eyeball bobs in this yellowish liquid but vanishes when the potion is opened.

Potion of Diminution

When you drink this potion, you gain the "reduce" effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process.

Potion of Gaseous Form

When you drink this potion, you gain the effect of the gaseous form spell for 1 hour (no concentration required) or until you end the effect as a bonus action. This potion's container seems to hold fog that moves and pours like water.

Potion of Heroism

For 1 hour after drinking it, you gain 10 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the bless spell (no concentration required). This blue potion bubbles and steams as if boiling.

Potion of Invulnerability

For 1 minute after you drink this potion, you have Resistance to all damage. The potion's syrupy liquid looks like liquefied iron.

Potion of Mind Reading

When you drink this potion, you gain the effect of the detect thoughts spell (save DC 13). The potion's dense, purple liquid has an ovoid cloud of pink floating in it.

Very Rare Recipes (DC 25)

Creation of these items costs 1,000 gp, in addition to the ingredients listed, and 30 workdays of time.

Oil of Sharpness

This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls.

Ingredients. Ankheg Ichor, Silverthorn

Potion of Flying

When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it.

Potion of Invisibility

This potion's container looks empty but feels as though it holds liquid. When you drink it, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell.

Potion of Longevity

When you drink this potion, your physical age is reduced by 1d6 + 6 years, to a minimum of 13 years. Each time you subsequently drink a potion of longevity, there is 10 percent cumulative chance that you instead age by 1d6 + 6 years. Suspended in this amber liquid are a scorpion's tail, an adder's fang, a dead spider, and a tiny heart that, against all reason, is still beating. These ingredients vanish when the potion is opened.

Ingredients. Imp Heart,

Potion of Speed

When you drink this potion, you gain the effect of the haste spell for 1 minute (no concentration required). The potion's yellow fluid is streaked with black and swirls on its own.

Potion of Truesight *

When you drink this potion, you gain truesight for 1 hour.

Ingredients. Fairy Stool, Nothic Tears

Herbalism Kit

Using herbalism kits.

Proficiency with an herbalism kit allows you to identify both magical and nonmagical plants and safely collect their useful elements, and to create healing salves, potions, and tinctures.

An herbalism kit includes three pouches to store herbs, clippers and leather gloves for collecting plants, a mortar and pestle, and five glass jars.

If you have proficiency in herbalism kits, you can use your tool proficiency to give yourself advantage on certain skill checks.

Your knowledge of nature and uses of herbs can add insight to your magical studies that deal with plant creatures and your attempts to identify potions.

When you inspect an area overgrown with plants, your proficiency bonus can help you pick out details and clues that others might miss.

Your mastery of herbalism improves your ability to treat illnesses and wounds by augmenting your methods of care with medicinal plants.

Nature and Survival

You can identify most plants with a quick inspection of their appearance, smell, and their surrounding environment.

Crafting Salves, Potions, & Tinctures

To create any of the following items, an herbalism kit must be used. Proficiency in herbalism kits allows you to add your proficiency bonus to checks to their creation.

A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs.

Ingredients. Rowan Berries,

Potion of Healing

You regain 2d4 + 2 hit points when you drink this potion. The potion's red liquid glimmers when agitated. It confers no benefit to undead or constructs.

Ingredients. Red Amanita Mushroom,

Soothing Salve *

A sticky, sour smelling salve that can be applied to wounds. When you expend hit dice to recover hit points while using this salve, you recover an additional 3 hit points for each hit die expended. This effect lasts for 1 hour after applied.

Ingredients. Sourgrass

Pomander of Warding *

This ball of aromatic spices and perfumes fills an area with a 15 foot radius with a strong scent for 24 hours after being unwrapped. Undead creatures of CR 2 or lower that enter this area must make a Wisdom saving throw (DC 15) or be turned, as detailed in the Turn Undead cleric feature.

Ingredients. Hagfinger,

Potion of Greater Healing

You regain 4d4 + 4 hit points when you drink this potion. The potion's red liquid glimmers when agitated. It confers no benefit to undead or constructs.

Elixir of Health

When you drink this potion, it cures any disease afflicting you, and it removes the blinded, deafened, paralyzed, and poisoned conditions. The clear red liquid has tiny bubbles of light in it. It confers no benefit to undead or constructs.

Potion of Superior Healing

You regain 8d4 + 8 hit points when you drink this potion. The potion's red liquid glimmers when agitated. It confers no benefit to undead or constructs.

Tea of Refreshment *

This warm drink removes one level of exhaustion from whoever drinks it.

Ingredients. Morning Dew, Cat's Tongue

Tincture of Werewolf's Bane *

Any lycanthrope that drinks this tincture must make a Constitution saving throw. On a failed save, the lycanthrope takes 3d10 necrotic damage and must change to its humanoid form if it was not already in that form, after which the lycanthrope cannot change form for 24 hours. On a success, the lycanthrope takes half that damage and is not under any additional effects.

Ingredients. Wolfsbane, Silverthorn

Potion of Supreme Healing

You regain 10d4 + 20 hit points when you drink this potion. The potion's red liquid glimmers when agitated. It confers no benefit to undead or constructs.

Potion of Vitality

When you drink this potion, it removes any exhaustion you are suffering and cures any disease or poison affecting you. For the next 24 hours, you regain the maximum number of hit points for any Hit Die you spend. The potion's crimson liquid regularly pulses with dull light, calling to mind a heartbeat.

Poisoner's Kit

Using poisoner's kits.

Proficiency with a poisoner's kit allows you to create poisons from various materials and handle them without risking exposing yourself to their harmful effects.

A poisoner's kit includes 5 glass vials, a mortar and pestle, various common chemicals, and a glass stirring rod.

If you have proficiency in poisoner's kits, you can use your tool proficiency to give yourself advantage on certain skill checks.

Your training in poisons can help you when you try to recall facts about infamous poisonings.

Investigation and Perception

Your knowledge of poisons has taught you to handle those substances carefully, giving an edge when you inspect poisoned objects or try to extract clues from events that involve poisons.

When you treat the victim of a poison, your knowledge grants you insight into how to provide the best care to your patient.

Working with poisons enables you to acquire lore about which plants and animals are poisonous.

Crafting Poisons

Basic poison.

You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the Poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying.

Type. Injury

Liquid Paranoia *

A creature who ingests this poison is inflicted with the frightened condition, with the source of fear being the next humanoid it sees within 5 minutes of ingestion. This fear lasts for 1 hour on a failed Wisdom saving throw (DC 15) or half as long on a success.

Type. Ingested

Ingredients. Moonstalker

Assassin’s Blood

A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is Poisoned for 24 hours. On a successful save, the creature takes half damage and isn’t Poisoned.

Philter of Love

The next time you see a creature within 10 minutes after drinking this philter, you become charmed by that creature for 1 hour. If the creature is of a species and gender you are normally attracted to, you regard it as your true love while you are charmed. This potion's rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart.

Potion of Poison

This concoction looks, smells, and tastes like a Potion of Healing or other beneficial potion. However, it is actually poison masked by illusion magic. An identify spell reveals its true nature.

If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0.

Ingredients. Potion of Healing

Truth Serum

A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. The poisoned creature can’t knowingly speak a lie, as if under the effect of a zone of truth spell.

Rare Recipes (DC 20) 200 gp+

Burnt othur fumes.

A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 (1d6) poison damage. After three successful saves, the poison ends.

Type. Inhaled

Drow Poison

This poison is typically made only by the drow, and only in a place far removed from sunlight. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be Poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also Unconscious while Poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.

Ingredients. Drider Venom, Mandrake Root

Essence of Ether

A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 8 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.

Oil of Taggit

A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become Poisoned for 24 hours. The Poisoned creature is Unconscious. The creature wakes up if it takes damage.

Type. Contact

A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 4d6 hours. The poisoned creature is incapacitated.

Very Rare Recipes (DC 25) 1,000 gp+

Midnight tears.

A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one.

Ingredients. Nightshade

Deathsleep *

or become poisoned for 24 hours. The poisoned creature appears to be dead, and only a successful Medicine check (DC 20) can determine otherwise.

Gathering & Harvesting

Rules for gathering, pricing guide, rules for harvesting, gatherable plants & fungi.

This tiny flower is bright red with a yellow center, and is found growing only in hot environments. It deals 1d4 fire damage when ingested, but it can be used to brew many fire-related potions by a knowledgeable alchemist.

Rarity. Rare (DC 20)

Gathering. Herbalism Kit (DC 15)

Quantity. 1d6 blossoms

Location. Deserts, Volcanos

Uses. Potion of Resistance (Fire), Potion of Fire Breath

Cat's Tongue

Fairy stool.

This small pink mushroom is most often found in fairy rings. Ingesting it causes blindness for 1 minute on a failed Constitution saving throw (DC 20), along with vivid hallucinations.

Quantity. 1d4 stalks

Location. Feywild, Forests

Uses. Potion of Truesight

Frost Lichen

Rarity. Uncommon (DC 15)

Quantity. 1d6 bunches

Location. Arctic

Uses. Potion of Resistance (Cold)

This emerald green kelp is found underwater and is always covered in tiny air bubbles, which makes it easy to spot by a trained herbalist.

Rarity. Common (DC 10)

Gathering. Herbalism Kit (DC 10)

Quantity. 2d4 leaves

Location. Coasts, Swamps

Uses. Potion of Waterbreathing

These small tubers are a pale, sickly green and resemble long fingers. When dried and ground up into a powder, it gives off a strong aroma and can be used as an herbalism and potion ingredient.

Quantity. 1d4 dried fingers

Location. Forests, Swamps

Uses. Pomander of Warding

Lightning Moss

This light blue moss grows only where lightning has struck and gives off a faint static electric shock when touched. If rubbed on the bottom of a creature's feet or pair of shoes, the creature's speed increases by 5 feet for 1 hour.

Quantity. 1d6 clumps

Location. Coasts, Mountains

Uses. Potion of Resistance (Lightning)

Mandrake Root

This twisted pale root resembles a gnarled humanoid infant. It inflicts the poisoned condition for 1 hour when ingested.

Quantity. 1d4 roots

Location. Underground

Uses. Drow Poison

Mindflayer Stinkhorn

This purple fungus has slimy, tentacle-looking stalks and smells of rotting flesh. A creature who eats this fungus must make a Constitution saving throw (DC10). On a success, the creature can cast detect thoughts at will for 1 hour, requiring no material components. On a failure, the creature takes 1d6 psychic damage.

Uses. Potion of Resistance (Psychic)

Moonstalker

This pale blue flower grows in pairs and blooms only during the nighttime, and has an ethereal glow. The flower sheds dim light for 5 feet when blooming, and is often mistaken for glowing eyes from a distance.

Quantity. 1d4 x2 flowers

Morning Dew

It deals 1d4 poison damage when ingested and, on a failed Constitution saving throw, inflicts the poisoned condition for 2d4 hours.

Gathering. Herbalism Kit (DC 20)

Quantity. 1d6 flowers

Location. Forests

Uses. Midnight Tears

Red Amanita Mushroom

This red-capped mushroom can grow to the size of a small dish. It deals 1d4 poison damage when ingested, but can be used to brew healing potions by a careful herbalist.

Quantity. 2d4 stalks

Location. Swamps, Forests

Uses. Potion of Healing, Potion of Greater Healing, Potion of Superior Healing, Potion of Supreme Healing

Rowan Berries

These small clusters of red berries grow on the rowan, a tree highly revered by druids. They are known for their purifying properties.

Gathering. Herbalism Kit (DC 5)

Quantity. 3d6 clusters

Location. Grasslands, Forests

Uses. Antitoxin

Silverthorn

This thorny vine is a pale silver color, and is hard as metal. Patches of silverthorn create difficult terrain, and deal 1d6 piercing damage if moved through at normal speed.

Quantity. 1d6 thorns

Location. Arctic, Mountains

Uses. Tincture of Werewolf's Bane, Oil of Sharpness

Singing Nettle

This vine has sharp, stinging hairs covering it. A creature who touches these hairs must make a Wisdom saving throw (DC 15) or be overwhelmed by the urge to bellow a song at the stop of their lungs.

Location. Swamps, Mountains

Uses. Potion of Resistance (Thunder)

This green, long-bladed grass has a pungent smell and flavor. Humanoids who come within 5 feet of uncut sourgrass must make a successful Constitution saving throw (DC 10) or become overwhelmed with nausea and inflicted with the poisoned condition for 30 seconds.

Quantity. 2d4 clumps

Location. Grasslands, Mountains

Uses. Soothing Salve

This white-grey flower blooms only on a full moon and in high altitudes. Canines who come within 10 feet of wolfsbane must make a Wisdom save (DC 15) or be forced to move as far as they can away from the plant.

Quantity. 1d4 flowers

Location. Mountains

Uses. Tincture of Werewolf's Bane

Harvestable Creature Parts

Ankheg ichor, carrion crawler, crawler mucus.

A creature that comes in contact with this mucus must succeed on a DC 13 Constitution saving throw or be Poisoned for 1 minute. The Poisoned creature is Paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Rarity. Uncommon (CR 2)

Harvesting. Poisoner's Kit (DC 20)

Quantity. 1d4 vials

Creature Condition. Dead or Incapacitated

Giant Poisonous Snake

Serpent venom.

A creature hit with an attack by a weapon coated in this venom must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Amphibian Saliva

Purple worm, purple worm poison.

A creature hit with an attack by a weapon coated in this poison must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.

Wyvern Poison

A creature hit with an attack by a weapon coated in this poison must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

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COMMENTS

  1. Travel Alchemical Kit

    From Acquisitions Incorporated, page 30. Description []. Wondrous item, uncommon. Also at rank 3, Head Office provides you with a Travel Alchemical Kit — an uncommon magic item containing miniaturized versions of both alchemist's supplies and a poisoner's kit (glass vials, a mortar and pestle, chemicals, and a glass stirring rod). You gain proficiency with a poisoner's kit as part of this ...

  2. Alchemist's Supplies in DnD 5E

    A set of Alchemist's Supplies contains: Two glass beakers. A metal frame for holding a beaker over a flame. A glass stirring rod. A small pestle and mortar. A pouch of common ingredients. Xanathar's Guide to Everything specifically mentions that this includes salt, iron powder, and purified water.

  3. What Exactly Can You do With An Alchemists Kit in DnD 5e?

    Crafting with Alchemists Supplies. Crafting with alchemists supplies is still the most valuable thing that any player can do, but the rules for what can be crafted are extremely limited. Using a kit you can craft acid, alchemist's fire, antitoxin, oil, perfume, or soap during a long rest for half of the item's value worth of materials ...

  4. Alchemist Lv 5ability + Travel Alchemical Kit?

    The Travel Alchemical Kit, as well as most every other magical item from Acquisitions Incorporated, is specifically tied to that book's corporate background. Obviously if your DM doesn't care, more power to ya. At that point though, it's Houserules City, and whatever you like/can convince your DM to run with is golden. ...

  5. Jun 10 Making Tools Useful in 5e: Alchemist's Supplies

    Tool Craft - PDF. $20.00. Add To Cart. Alchemist's Supplies. Before we actually begin…. I'm not sure that D&D really understands the difference between Alchemist's Supplies and the Herbalism Kit. In the Player's Handbook, the Alchemist's Supplies get one line in a chart that states they are an Artisan Tool, cost 50 gp, and weigh 8 lbs.

  6. dnd 5e

    The DM 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.

  7. Alchemist's Supplies

    A 5E Alchemy kit includes burners, vials, flasks, and several other similar items required to pursue Alchemy. Note that your tools would cost 50 gp and weigh 8 lbs. If you are proficient with Alchemist's Supplies, you can add the proficiency bonus to any Intelligence checks that you make for the Alchemical concoctions.

  8. alchemist's supplies

    Supplies;alchemist's supplies can use 1 pint of blood from a fzeg and mix it with silver and other reagents worth 50 gp to create a lycanthropy antidote (see Appendix A of Lairs of Etharis). A slain. Death might seem a welcome option. But the power of the fzeg is such that a victim who dies by its bite might arise as its spawn the next night.

  9. Alchemist's Supplies

    Alchemist's Supplies. Type: Tool Cost: 50 gp Weight: 8 lbs. These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. Tags: Utility.

  10. Alchemist's Supplies

    Build unlimited D&D characters Create Now. Alchemist's Supplies. Artisan's tools. These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate ...

  11. Alchemist 5E Guide

    The Alchemist is an aggressive part of the Artificer 5e class with off-healing potential. It does nearly nothing with the Infusion mechanic of the Artificer and focuses entirely on spells. It gives additional incentive to use cantrips over making weapon attack rolls, and adds a neat but random utility ability to your toolkit.

  12. Alchemist's Supplies

    Components. 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. Arcana. Proficiency with alchemist's supplies allows you to unlock more ...

  13. Alchemist Artificer 5e

    The Alchemist takes the artificer's propensity for creating and infusing magic items and adds another layer to it: magical elixirs. Alchemists are experts at creating potent elixirs, which allow them to imbue properties upon themselves and their party members. They are also masters of elemental and healing magic, gaining multiple features ...

  14. Tools Revised: Alchemist's Supplies (5.5E)

    Alchemist's supplies are special tools used to practise the craft of identifying and manipulating those properties to create minor magical items. Tools Revised. This article is part of a series where we revise the game's tools to make them useful for adventurers. It is playtest material for Dungeon Master's Workshop's own 5.5e.

  15. Alchemical Concoctions

    Alchemical concoctions have a range of 20 feet with a long rage of 60 feet. If thrown at long range, targets have advantage on their saving throws. ... To craft an alchemical concoction (or healing potion) you need an alchemist's kit, an appropriate amount of supplies, and time. Proficiency in alchemist's supplies is optional, but has downsides.

  16. Adventurer's Guide to Alchemy

    By default, if an individual alchemical ingredient is ingested or administered (through contact or injury) or inhaled (if possible), a target must make a Constitution saving throw [DC = potency] or become poisoned for 24 hours. If the ingredient is putrid the target takes 1 poison damage per potency level. Types

  17. Crafting and Alchemy

    First, the Herbalist must brew the poison base using the poison glands of a giant Scorpion (or similar sources of poison, see the ingredient source CR on page 3), afterwards, an Alchemist must infuse the Major Image spell into it. The brewing time is 1 workweek, and the ingredient cost is 100 gp.

  18. Alchemist's Supplies

    Alchemist's Supplies. Alchemist's supplies contains a variety of instruments such as vials, burners, flasks and other components needed to pursue alchemy. Your tools weigh 8 lbs and costs 50 gp. Proficiency with these supplies allows you to add your proficiency bonus to any Intelligence checks you make for your alchemical concoctions.

  19. A DM's Guide to Alchemy: Enable the brewing of potions in your ...

    This is for DM's who want to allow alchemy in their worlds, but do not know where to start. I tried to make a system that is easily understood, very adaptable, and allows for great DM and Player freedom. The Guide goes over: Creating Ingredients for Alchemy. Harvesting Ingredients. Discovering Ingredient Properties. and Brewing Alchemical items.

  20. D&D 5e: A Guide To Building The Perfect Alchemical Artificer

    A D&D 5e Alchemist artificer needs these to create its Experimental Elixirs, use other subclass features, and empower spells. This proficiency also becomes Expertise at higher levels due to the artificer's natural progression. Alchemical Savant cements the Alchemist artificer as a magical combatant and healer.

  21. Alchemical Supplies vs Herbalism/Poisoners Kits : r/DMAcademy

    Alchemist's supplies applying to various potions, and chemicals, and identifying their usages and such, as well as crafting alchemical materials. Herbalism kit applying to things like indentifying plants, and their usages, as well as survival checks (for finding food). Poisoner's kit to inspect things to figure out if they've been poisoned, as ...

  22. Crafting: Alchemy, Herbalism, & Poisons

    This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls. Ingredients.

  23. Tools

    Alchemist's Supplies. Alchemist's supplies enable a character to produce useful concoctions, such as acid or alchemist's fire. Components. 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.