Unless I was dreaming, I saw an alchemy bag that allows you to pull out Acid, Alchemist fire, or a healing potions when wanted. I'm building an artificer but I was also looking at the Alchemist subclass at the same time.
Sounds like you're remembering the Alchemist's Satchel?
That was a subclass feature (or rather the ONLY subclass feature) of the Alchemist from the UA Artificer released in 2017. That's long since been replaced first by the 2019 Artificer UA and then the official Artificer release in Eberron: Rising from the Last War.
Artificer had a many-handed pouch or something for a little while that was like a shared pouch of holding (useful for stuffing full of potions and acid flasks the whole party could access), but looks like that isn't on there anymore now that it isn't UA. The Alchemy Jug is still on there, which lets you create a little bit of acid per day, but that's not really what you're looking for.
Sounds like you're remembering the Alchemist's Satchel?
That was a subclass feature (or rather the ONLY subclass feature) of the Alchemist from the UA Artificer released in 2017. That's long since been replaced first by the 2019 Artificer UA and then the official Artificer release in Eberron: Rising from the Last War.
But now I really want to play that versoin of it... I'd love a alternate class features version of the Alchemist, or just a Combat Chemist new subclass that adapts this instead of Elixirs at lv 3. and works with the lv 5 feature. really just make an alternate class feature option.. I'd absolutely take this over the current elixir version. But with a few modifications. I'd much rather have to roll to hit than it be a Save vs Miss. Or at least split them up. Keep to hit for alch fire/acid--like real items. but make the save version for tanglefoot and thunderstones. Also have them work like normal thrown weapons with a range/disadvantage range. (20/60 maybe) but in genreal the alch/acid shoul really work like that
Make it a Bonus Action to use the Alchemical Bag, and have the items work like standard items (with the same limitations on timing/effects per day).
That would actually give the Alchemist some nice options and free up their cantrips...
yeah... now I really hope they offer a class variation-that the current UA is doing, with this as a conccept for the Alchemist subclass. If i had had a long term game I'd have to see if they'd let me switch that out.
Unless I was dreaming, I saw an alchemy bag that allows you to pull out Acid, Alchemist fire, or a healing potions when wanted. I'm building an artificer but I was also looking at the Alchemist subclass at the same time.
Alchemist's Supplies or Travel Alchemical Kit maybe? Possibly an Alchemy Jug? Otherwise I think it was a dream.
Sounds like you're remembering the Alchemist's Satchel?
That was a subclass feature (or rather the ONLY subclass feature) of the Alchemist from the UA Artificer released in 2017. That's long since been replaced first by the 2019 Artificer UA and then the official Artificer release in Eberron: Rising from the Last War.
The Alchemist's Satchel no longer exists. However, if you want to recreate it in homebrew here's the link to the document it was in:
https://media.wizards.com/2016/dnd/downloads/1_UA_Artificer_20170109.pdf
The Alchemist's Satchel shows up on page 5.
Artificer had a many-handed pouch or something for a little while that was like a shared pouch of holding (useful for stuffing full of potions and acid flasks the whole party could access), but looks like that isn't on there anymore now that it isn't UA. The Alchemy Jug is still on there, which lets you create a little bit of acid per day, but that's not really what you're looking for.
dndbeyond.com forum tags
I'm going to make this way harder than it needs to be.
I finally found it, it's the everfull bag, it was under the alchemy class
I don't know that one. Is it UA or homebrew?
It's on the D&D wiki
Almost guaranteed homebrew then.
But I was hoping for a link.
Wow I wasnt around for that version of it.
But now I really want to play that versoin of it... I'd love a alternate class features version of the Alchemist, or just a Combat Chemist new subclass that adapts this instead of Elixirs at lv 3. and works with the lv 5 feature.
really just make an alternate class feature option.. I'd absolutely take this over the current elixir version. But with a few modifications. I'd much rather have to roll to hit than it be a Save vs Miss. Or at least split them up. Keep to hit for alch fire/acid--like real items. but make the save version for tanglefoot and thunderstones. Also have them work like normal thrown weapons with a range/disadvantage range. (20/60 maybe) but in genreal the alch/acid shoul really work like that
Make it a Bonus Action to use the Alchemical Bag, and have the items work like standard items (with the same limitations on timing/effects per day).
That would actually give the Alchemist some nice options and free up their cantrips...
yeah... now I really hope they offer a class variation-that the current UA is doing, with this as a conccept for the Alchemist subclass. If i had had a long term game I'd have to see if they'd let me switch that out.