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Alchemical Formula (1)

Alchemical Formula for the Alchemist class. All items here in are usable by anyone with out training, but brewing them in a complex and often dangerous process.

Unless otherwise specified, alchemical items follow the rules for the Use an Object action. Each alchemical item retains its potency for 24 hours. After that time, it becomes your choice of 1 unit of alchemical waste (liquid) or 1 unit of alchemical waste (crystal).

The following alchemical formulas are often among the first a new alchemist learns. As an action, you can brew a common formula by mixing the listed ingredients or expending one use of a field alchemy kit.

ALCHEMICAL ACID

Alchemists find many uses for powerful acids, and this one has been purified to increase its potency. 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 2d8 acid damage. Ingredients: 1 unit of alchemist’s stone, 2 units of organic acid

ALCHEMICAL RESTORATIVE

This fast-acting alchemical pharmaceutical promotes rapid blood clotting and regeneration. A character who consumes alchemical restorative regains 1 spent Hit Die. Additionally, if a creature taking damage from wounds or ongoing bleeding effects consumes alchemical restorative, the damage effect ends. Ingredients: 2 units of alchemist’s stone, 1 unit of mutagenic extract, 1 unit of organic oil

ANTITOXIN

When ingested, this pungent elixir helps counteract many natural and alchemical poisons. A creature that drinks a vial of antitoxin has advantage on saving throws against poison for 1 hour. This item confers no benefit to undead or constructs. Ingredients: 1 unit of alchemist’s stone, 1 unit of organic acid, 2 units of organic toxin

BLACK OIL

Black oil is black, viscous, and glue-like and dries quickly. As an action, you can throw a flask of black oil up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the black oil as an improvised weapon. If you hit a creature with this attack, it is blinded for 1d4 rounds. Eye protection, such as goggles, protects against the effects of black oil. Black oil is not water-soluble and can only be removed from the eyes by using an action to liberally apply strong alcohol or alchemical solvent to the eyes. Ingredients: 2 units of alchemical waste (liquid), 1 unit of alchemist’s stone, 1 unit of organic toxin

BOTTLED LIGHT

This two-part oil comes tightly sealed in a liquid-filled lantern or jar. One part is a thick, viscous oil; the other is a sickly yellow grease that floats atop the oil. When shaken, the two oils mix and give off light. You can shake bottled light as a bonus action. Once shaken, bottled light provides bright light in a 20-foot radius and dim light for an additional 20 feet for 1 minute. After a bottle goes dark, it can be shaken again to reactivate the light. Ingredients: 1 unit of arcane extract, 2 units of bioluminescent extract

FIREBANE SALVE

Dangerous fires sometimes break out within the walled cities of western Immoren, but the invention of alchemical firebane has helped minimize the impact of such disasters. This heavy, foul-smelling ointment protects skin, clothing, and other materials from the effects of fire. Creatures and items treated with firebane salve are much more difficult to set aflame, and they burn at a slower rate. A single application of firebane salve can cover a single creature of up to Medium size or up to three feet of material. A creature or item treated by an application of firebane salve has resistance to fire damage for 3 hours. Ingredients: 2 units of alchemical waste (liquid), 2 units of arcane extract

HEALING LINIMENT

This divinely infused alchemical salve is applied to grievous wounds and wrapped with clean bandages to accelerate healing. For 1 hour after you use this liniment, you regain 1d4 additional hit points whenever you regain hit points. Ingredients: 1 unit of alchemist’s stone, 1 unit of arcane minerals, 1 unit of organic oil

NIGHT’S BLACK

This thick, dull-black ointment is designed to be applied to clothes and equipment. It is difficult to wash out or otherwise clean but helps the wearer blend into the shadows. A creature that coats its equipment in an application of night’s black has advantage on Dexterity (Stealth) checks for 1 hour. Ingredients: 1 unit of alchemical waste (liquid), 1 unit of mutagenic extract, 1 unit of organic oil

VITRIOLIC FIRE

Vitriolic fire is a dangerous alchemical oil that bursts into superheated flame upon exposure to the air. Some alchemical arms producers make huge batches of this substance for use in cinder bombs. As an action, you can throw a flask of vitriolic fire up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the vitriolic fire as an improvised weapon. On a hit, the target takes 1d6 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.

Ingredients: 2 units of alchemist’s stone, 1 unit of heavy metals, 1 unit of Menoth’s Fury

UNCOMMON FORMULAS

The following section presents alchemical formulas that are more complex than those listed above. As an action, you can brew an uncommon formula by mixing the listed ingredients or expending two uses of a field alchemy kit.

ALCHEMICAL EXPLOSIVE

Cheaply made but dangerous to handle, alchemical explosives can be made from any of several unstable compounds used for industrial applications, such as mining. A sudden impact is enough to cause the explosive to detonate. As an action, you can throw a flask of alchemical explosive up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemical explosive as an improvised weapon. On a hit, the target takes 2d8 bludgeoning damage. Ingredients: 1 unit of alchemist’s stone, 2 units of mineral crystals, 2 units of organic acid

ASHES OF URCAEN

This ashen powder has the faint smell of sulfur and is laced with energy from beyond the living world. When cast into the air, the powder binds with disembodied spirits and drags them into the physical world. As an action, a character can throw this powder into the air at a point up to 20 feet away. Creatures within 20 feet of that point lose the Etherealness and Incorporeal Movement traits and all damage resistances for 1d4 minutes. Ingredients: 1 unit of alchemist’s stone, 1 unit of arcane minerals, 1 unit of ectoplasm

FEAR GAS

Often used to disperse unruly crowds, fear gas releases a fog that causes terror in those who breathe its vapors. As an action, you can throw a flask of fear gas up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the fear gas as an improvised weapon. On a hit, the target is exposed to fear gas. A creature exposed to fear gas must succeed on a Wisdom saving throw against your Alchemy save DC or be frightened of all other creatures for 1 minute. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. Ingredients: 1 unit of alchemist’s stone, 1 unit of arcane extract, 1 unit of arcane minerals, 1 unit of organic oil

FORTEMORPHIC ELIXIR

This clear, red solution is a strength-enhancement serum designed to be injected into a creature. The side effects can outweigh the benefits with periodic usage. Administering a dose of this substance requires a clockwork injector or syringe. When you use this elixir, you have advantage on Strength checks, and your melee attacks deal an extra 1d6 weapon damage. This bonus lasts for a number of rounds equal to your Constitution modifier (minimum of 1 round).

Weapon Grenade, acid Grenade, explosive Grenade, fear gas Grenade, flash Grenade, incendiary Grenade, knockout bomb Grenade, rust bomb

GRENADES

Damage Weight 2d10 acid 2 lb. 2d10 piercing 2 lb. — 2 lb. — 2 lb. 2d10 fire 2 lb. — 2 lb. — 2 lb.

Immediately after the elixir wears off, you suffer one level of exhaustion. Ingredients: 1 unit of alchemist’s stone, 1 burrow-mawg adrenal gland, 1 unit of mutagenic extract

PERSUASION ELIXIR

This concoction places a creature into a highly suggestible state that makes it much more responsive to interrogation and coercion. The elixir must be either injected into a target’s bloodstream or ingested. If a creature ingests the elixir, it takes effect after 1 minute; if the elixir enters a creature’s bloodstream in any other way, the effects are instantaneous. When the elixir takes effect, the creature must make a Constitution saving throw. On a failed save, the creature is charmed by other creatures it encounters for 1 hour. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of persuasion elixir for 24 hours. If harmed by a creature that has charmed it, the charmed creature immediately becomes immune to the effects of the elixir, just as if it had succeeded on its saving throw. Ingredients: 1 unit of alchemist’s stone, 2 units of organic acid, 1 unit of organic toxin

Properties AOE (5), grenade (range 20/60) AOE (5), grenade (range 20/60) AOE (5), grenade (range 20/60), special AOE (5), grenade (range 20/60), special AOE (5), grenade (range 20/60) AOE (5), grenade (range 20/60), special AOE (5), grenade (range 20/60), special