![]() Any poison listed in the DMG (page 257) can be crafted with a poisoner's kit and the gold piece investment required to craft a poison is half of the market value listed for the poison. Anyone with proficiency in this tool can craft poison as per the crafting rules. The DMG doesn't give any specifics about crafting (page 258) but says you can use the crafting rules in the PHB. The PHB actually gives a write-up for the poisoner's kit (page 154), but all it says is that it "lets you add your proficiency bonus to any ability checks you make to craft or use poisons." So, to use poisons. Poison (basic), coat a weapon with it and it does +1d4 damage, costs 100 gp/vialĪnd against that, acid still stacks up as the best purchase. For completeness let's look at the stats for basic poison: Typical DCs are between 10 and 20, but magical substances that are studied would have a DC of 25 to correctly distill and analyze without spoiling the substance or blowing up the alchemist.īecause there's a Poisoner's Kit listed amongst the available tools. Proficiency checks are only made whenever the alchemist wishes to study a new substance or plant. Anyone with proficiency can use alchemist's supplies to craft any of the following items: acid, alchemist's fire, antitoxin, candles, ink, oil, perfume, soap any kind of process that might require distillation (liqour) or calcination (the creation of oxides) can also be performed with alchemist's supplies. Well, whatever! I'm not here to rewrite everything in the Player's Fucking Handbook! I simply want somebody to be able to make stuff using alchemist's supplies.Īlchemist's Supplies. The biggest bang for your buck is clearly acid, as alchemist's fire is twice as expensive as acid and it gives a minimal boost of damage that can easily be saved against. Oil, can set somebody on fire (5 damage for 2 rounds), presumably also keeps a lantern lit, costs 1sp/flaskĪll of this seems a little weird, like different people wrote these items up. In the PHB, under equipment in chapter 5 (page 150), there are items that seem like they could have been made by an alchemist listed as purchasable:Īlchemist's fire, set something on fire, 1d4 damage/round, costs 50 gp/flaskĪntitoxin, gives advantage on poison saves, costs 50 gp/vialĬandles, cost 1 cp each (its just hot wax but you could make wax that has a scent or wax that releases poison gas) In my personal quest to find rules for these tools I instead ended up absorbing information from the books to inform the creation of my own rules. For 50 gold pieces you get a collection of gear that weighs 5 pounds and presumably allows you to make stuff if you have the right ingredients. There is also very little information about how to use the different tools that many characters receive proficiency with, and that's only if there happens to be any information at all (page 154).Īlchemist's Supplies is one of those toolkits that has, literally, no information. Time is invested consecutively and the project is ruined if the alchemist is taken away from the project, though the crafter can still sleep and those hours count towards the investment of time to make the item. Half of the market value must still be invested in making the item, and a minimum of one gold piece must be spent (acid takes 25 hours to make and costs 12 gold and 5 silver to make, this includes the cost of a vial to put it in candles take 1 hour to make and the alchemist makes 100 of them at a cost of 5 silver). One hour per gold piece market value of the item to be produced sounds better to me. These rules seem arbitrarily time consuming to me. In reality it takes about 2 days to make acid, and a suit of armor could probably be made in a few weeks. This is according to the rules in the 5e Player's Handbook, and not according to reality. A suit of plate armor costs 1500 gold so it takes 300 days to make it. A vial of acid costs 25 gold so it takes 5 days to make it. If something costs more than 5 gold, then you make 5 gold of progress per day spent crafting. For every day spent crafting, one or more items worth 5 gold can be crafted per day but half of the market value must be spent as investment. In the Player's Handbook, crafting itself is described as a downtime activity (page 187). ![]() Both the 5th edition PHB and DMG state that proficiency with tools allows one to add their proficiency bonus when using the tools, yet there are no rules given for applying DCs to tasks with the tools or rolls made with tools.
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