I was reading through a thread that highlighted the strengths of Fast Hands (Thief Archetype, Rogue) as a skill. It claimed that the ability to use items as a bonus action gave the Thief a lot interesting options in combat. In the list of usable items, it happened to include Acid.
Looking into Acid as an item, it appears to have the ability to be splashed withing 5 feet, or thrown in a bottle for upwards of 20. Would this application count in the context of "use item?" Or only the "splash" option? Or neither?
Additionally, if one were to attempt to craft acid, what ability and toolset would that fall under? I've seen some say Poisoner's Kit, some say Tinkerer's, and some Alchemist's, and none have indicated what ingredients might be used.
Any feedback or clarification is very much appreciated! I've come to depend very strongly on the helpfulness and knowledge base of this community and I've never come away disappointed.
Additionally, if one were to attempt to craft acid, what ability and toolset would that fall under? I've seen some say Poisoner's Kit, some say Tinkerer's, and some Alchemist's, and none have indicated what ingredients might be used.
This is the only part I think I have a decent answer for.
I would say all of the kits mentioned have the capability to make Acid. If you are the player ask you DM what ingredients you need to do this. Most of the people I know who DM would just give you a gold value and time needed to craft the common item. Roleplay and a specific list would only be needed if the DM was trying to work in some sort of adventure hook.
Additionally, if one were to attempt to craft acid, what ability and toolset would that fall under? I've seen some say Poisoner's Kit, some say Tinkerer's, and some Alchemist's, and none have indicated what ingredients might be used.
This is the only part I think I have a decent answer for.
I would say all of the kits mentioned have the capability to make Acid. If you are the player ask you DM what ingredients you need to do this. Most of the people I know who DM would just give you a gold value and time needed to craft the common item. Roleplay and a specific list would only be needed if the DM was trying to work in some sort of adventure hook.
Excellent, that is very helpful! Thank you! If I were to guess, the DM for this campaign would likely work in a homebrew mechanic where some form of gathering would be required, as well as a complex crafting element. He made a very in depth table for creating disguises, and we collaborated on something similar for poisons. Perhaps something similar is in order for Acid, Im just curious which kit would be most appropriate and maybe even which ingredients. I'll have to do some research on Acid, how it is artificially created and where it naturally occurs, it seems.
An Acid (Vial) does 2d6 damage, and is an Improvised Weapon. Arguments about what weapon properties Improvised Weapons may or may not have at the DMs discretion get pretty contentious... is the Vial a melee weapon with the Thrown property that can't normally be used in melee (attacks using Strength, Range 20/20, disadvantage on the 5-foot splash)? Is it a ranged weapon with the Thrown property (attacks using Dex, Range 20/20, disadvantage on the 5-foot splash option, sneak attack eligible)? Room to disagree, or go a different route entirely, with massive implications for the viability of your (presumably dex-based) rogue you're building. And all for... a 2d6 weapon (average 7)? That's barely a point or two of damage ahead of a Heavy Crossbow or Longbow, requires a feat (Tavern Brawler) to be used with proficiency, and has minuscule range... and Rogue damage doesn't typically come from base weapon die anyway, so I don't really see what "strengths" you're hoping to build towards by throwing acid around, even before you consider the time and expense of having to brew one vial per attack!
Rogue damage doesn't typically come from base weapon die anyway, so I don't really see what "strengths" you're hoping to build towards by throwing acid around, even before you consider the time and expense of having to brew one vial per attack!
Totally valid points! Essentially I was thinking of having it on deck for when an additional attack is required to kill an enemy in a turn, rather than using it as a primary mode of attack.
Ah, I see. The attack one makes with the Acid Vial, you’re thinking, is a general “Use an Object” action, and thus something you could do as a Bonus with fast hands. I had overlooked that this was an “extra” attack, and not a replacement of your attack action.... but wielding a hand crossbow in your off hand with Crossbow Expert and Sharpshooter would still probably be as good or better.
Alchemist’s supplies enable a character to produce useful concoctions, such as acid or alchemist’s fire.
For ingredients, it'd all be homebrew, but the easy one is any creature that does acid damage. We use Ankheg bile as a harvestable ingredient. Giant frog, giant toad, black dragons, copper dragons, flumph, kraken, mimic, gelatinous cube, and tarrasque are other monsters in the MM that do acid damage, not sure about other manuals.
you could craft nonorganic acids as well, but I've never went down that path for crafting.
I was reading through a thread that highlighted the strengths of Fast Hands (Thief Archetype, Rogue) as a skill. It claimed that the ability to use items as a bonus action gave the Thief a lot interesting options in combat. In the list of usable items, it happened to include Acid.
Looking into Acid as an item, it appears to have the ability to be splashed withing 5 feet, or thrown in a bottle for upwards of 20. Would this application count in the context of "use item?" Or only the "splash" option? Or neither?
Additionally, if one were to attempt to craft acid, what ability and toolset would that fall under? I've seen some say Poisoner's Kit, some say Tinkerer's, and some Alchemist's, and none have indicated what ingredients might be used.
Any feedback or clarification is very much appreciated! I've come to depend very strongly on the helpfulness and knowledge base of this community and I've never come away disappointed.
This is the only part I think I have a decent answer for.
I would say all of the kits mentioned have the capability to make Acid. If you are the player ask you DM what ingredients you need to do this. Most of the people I know who DM would just give you a gold value and time needed to craft the common item. Roleplay and a specific list would only be needed if the DM was trying to work in some sort of adventure hook.
Excellent, that is very helpful! Thank you! If I were to guess, the DM for this campaign would likely work in a homebrew mechanic where some form of gathering would be required, as well as a complex crafting element. He made a very in depth table for creating disguises, and we collaborated on something similar for poisons. Perhaps something similar is in order for Acid, Im just curious which kit would be most appropriate and maybe even which ingredients. I'll have to do some research on Acid, how it is artificially created and where it naturally occurs, it seems.
An Acid (Vial) does 2d6 damage, and is an Improvised Weapon. Arguments about what weapon properties Improvised Weapons may or may not have at the DMs discretion get pretty contentious... is the Vial a melee weapon with the Thrown property that can't normally be used in melee (attacks using Strength, Range 20/20, disadvantage on the 5-foot splash)? Is it a ranged weapon with the Thrown property (attacks using Dex, Range 20/20, disadvantage on the 5-foot splash option, sneak attack eligible)? Room to disagree, or go a different route entirely, with massive implications for the viability of your (presumably dex-based) rogue you're building. And all for... a 2d6 weapon (average 7)? That's barely a point or two of damage ahead of a Heavy Crossbow or Longbow, requires a feat (Tavern Brawler) to be used with proficiency, and has minuscule range... and Rogue damage doesn't typically come from base weapon die anyway, so I don't really see what "strengths" you're hoping to build towards by throwing acid around, even before you consider the time and expense of having to brew one vial per attack!
dndbeyond.com forum tags
I'm going to make this way harder than it needs to be.
Totally valid points! Essentially I was thinking of having it on deck for when an additional attack is required to kill an enemy in a turn, rather than using it as a primary mode of attack.
Ah, I see. The attack one makes with the Acid Vial, you’re thinking, is a general “Use an Object” action, and thus something you could do as a Bonus with fast hands. I had overlooked that this was an “extra” attack, and not a replacement of your attack action.... but wielding a hand crossbow in your off hand with Crossbow Expert and Sharpshooter would still probably be as good or better.
dndbeyond.com forum tags
I'm going to make this way harder than it needs to be.
acid = alchemist's tools in XGE
Alchemist’s Supplies
Alchemist’s supplies enable a character to produce useful concoctions, such as acid or alchemist’s fire.
For ingredients, it'd all be homebrew, but the easy one is any creature that does acid damage. We use Ankheg bile as a harvestable ingredient. Giant frog, giant toad, black dragons, copper dragons, flumph, kraken, mimic, gelatinous cube, and tarrasque are other monsters in the MM that do acid damage, not sure about other manuals.
you could craft nonorganic acids as well, but I've never went down that path for crafting.
Guide to the Five Factions (PWYW)
Deck of Decks
Nice! Very cool, glad to have the correct toolset identified! I'll check out the Ankheg!