RUST AGENT
This fast-acting alchemical compound temporarily softens metals and then rapidly corrodes them. It consists of two reactive substances that must be mixed to take effect. As a bonus action, you can mix the two parts of rust agent. Once mixed, the substance must be immediately applied or thrown as an attack. You can splash rust agent onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the rust agent as an improvised weapon. Steamjacks and creatures who are wearing primarily metal armor that are hit by rust agent lose any resistances they have for one round. Creatures and steamjacks with immunity to acid damage are not affected. Ingredients: 1 unit of alchemical waste (crystal), 1 unit of alchemist’s stone, 1 unit of heavy metals, 1 unit of mineral acid
SOMNOLENCE ELIXIR
Imbibing just a few drops of this opalescent liquid quickly dulls a creature’s senses and helps it have a peaceful night’s sleep. A larger dose can knock out an adult trollkin almost immediately. A creature that consumes somnolence elixir must make a Constitution saving throw. On a failed save, the creature immediately falls unconscious for 1 hour. On a successful save, the creature remains conscious but has disadvantage on Intelligence and Wisdom checks for 1 hour. Constructs and undead are immune to somnolence elixir.
MARTIAL RIFLE
Weapon Cost Damage Weight Properties Crucible Arms 225 gp 2d8 piercing / 12 lb. Firearm (range 60/180), Model 609 rifle 1d4 acid, fire, magazine (1), special, two or poison handed Crucible Arms 300 gp 2d10 (special) 40 lb. Firearm (range 40/120), heavy, alchemical magazine (5), special, blaster two-handed Ingredients: 1 unit of arcane minerals, 1 unit of organic acid, 2 units of organic oil
SPIRIT SALTS
Superstitious Cygnarans in many coastal towns spread lines of salt in front of their doors to keep evil spirits from entering their homes. This defense is mostly symbolic, but when particular minerals are properly prepared and poured in a line upon the ground, the alchemically treated salt forms a barrier that undead and infernals cannot cross. As an action, you can spread spirit salts into a line 10 feet long and 1 foot wide. Undead and infernals cannot cross this line. The effect lasts for d4 + 1 rounds and ends at the start of your turn. Ingredients: 2 units of alchemist’s stone, 1 unit of ectoplasm, 2 units of mineral crystals
ALCHEMICAL GRENADES
Alchemical grenades are specially treated clockwork vessels designed to contain and detonate alchemical compounds. Each grenade holds one application of an alchemical substance. Pulling a grenade’s pin starts the clock’s very short timer, which detonates the grenade soon after. The grenade’s effects depend on the alchemical compound used. Because the Iron Kingdoms’ militaries have developed industrial production methods for manufacturing grenades, their cost has gone down greatly, even for unaffiliated combat alchemists. As a result, empty clockwork grenade vessels that can be armed with an alchemist’s alchemical compound of choice are available on the open market for 5 gp each, which is far less than the cost of the materials an artisan clocksmith needs to build the same device. An alchemist can carefully fill and arm an empty grenade in 10 minutes without making a skill roll. Acid Grenade. An acid grenade requires 1 vial of alchemist’s acid. Explosive Grenade. An explosive grenade requires 1 application of alchemical explosive. Fear Gas Grenade. A fear gas grenade requires 1 vial of fear gas. Creatures in the Area of Effect (AOE) do not take damage but are exposed to fear gas on impact. Flash Grenade. A flash grenade requires 1 dose of bottled light. Creatures in the Area of Effect (AOE) do not take damage but must succeed on a Dexterity saving throw against the creator’s alchemy save DC or be blinded 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. Incendiary Grenade. An incendiary grenade requires 1 vial of vitriolic fire. Knockout Bomb. A knockout bomb requires 1 vial of somnolence elixir. Creatures in the Area of Effect (AOE) do not take damage but must succeed on a Constitution saving throw against the creator’s alchemy save DC or fall unconscious. Rust Bomb. A rust bomb requires 1 vial of rust agent. Creatures in the AOE do not take damage but must succeed on a Dexterity saving throw against the creator’s alchemy save DC or take a −2 penalty to AC for 1 minute. Steamjacks, targets wearing metal armor, and metal objects have vulnerability to all damage until the end of your next turn if they were in the AOE.
Crucible Arms weaponry are manufactured for the soldiers of the Crucible Guard. Since these weapon utilize alchemical principles to modify the effects of the rounds fired, an understanding of alchemy is required to use them effectively. Crucible Arms Alchemical Blaster. This weapon consists of a tank full of pressurized alchemical compounds strapped to the back and attached by a treated hose to a handheld device that sprays the tank’s contents at enemy combatants. When you make an attack with this weapon, choose between acid, cold, fire, or poison damage. You can make a normal single-target attack with an alchemical blaster, or you can spray everything in a 20-foot cone by dispensing the weapon’s entire payload. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take the weapon’s normal damage, taking no damage on a successful save. Crucible Arms Model 609. This rifle features an alchemical dispersal system affixed to the receiver and forestock. This device contains several precursor alchemical solutions that can be combined in multiple ways to produce an array of effects. As the weapon fires, the device saturates a bullet with a predesignated combination, which is then activated by a catalyzing agent in the forestock chamber. As a bonus action, you can add an effect to the next ranged attack you make with this weapon. The attack deals your choice of an extra 1d4 acid, fire, or poison damage. After 10 such shots, you cannot use this feature again until you refill the system with 5 units of alchemical waste (liquid) or expend one use of a field alchemy kit.