So, I thought it was kinda ingenious but I wanted to see if there was anything to this.
Adventure party defeats and Ochre Jelly. The jelly, I imagine sorta pools out a tad and looses a lot of its cohesion upon death.
Player wants to scoop up some of the gelatinous matter since it has an acidic component to it. So DM allows for them to scoop some up in a small jar and put an air tight lid on it.
Question(s):
1) How strong is the acid by itself? OJ stat block is 1d6 acid damage, so if they were to throw this like a molotov cocktail or grenade, can we assume upon hit is does 1d6 acid splash dmg?
2) How long would the acidic component keep? Do you think it would fizzle out or lose it's potential after about 1 week? A few days? A few hours?
3) Do you think players could dip their arrows in the jar to get additional acid damage on the arrowheads, or would the acid disolve the arrows?
The Acid (vial) gives you somewhere to start, but unless you're satisfied with an Ochre Jelly explicitly dropping those and those vials being limited to the attack associated with them, you are venturing into homebrew territory.
It's a cool idea and I'd recommend letting the players use it for something cool, but just be aware that this can become a slippery slope where your gamers may eventually want to Monster Hunter every corpse in the game to craft special weapons, armor and items. It's a very cool concept but a tremendous amount of work for the DM and also potentially ruinous for the intended "economy" of the game - which is probably why it's not an official option in the first place.
So, I thought it was kinda ingenious but I wanted to see if there was anything to this.
Adventure party defeats and Ochre Jelly. The jelly, I imagine sorta pools out a tad and looses a lot of its cohesion upon death.
Player wants to scoop up some of the gelatinous matter since it has an acidic component to it. So DM allows for them to scoop some up in a small jar and put an air tight lid on it.
Question(s):
1) How strong is the acid by itself? OJ stat block is 1d6 acid damage, so if they were to throw this like a molotov cocktail or grenade, can we assume upon hit is does 1d6 acid splash dmg?
2) How long would the acidic component keep? Do you think it would fizzle out or lose it's potential after about 1 week? A few days? A few hours?
3) Do you think players could dip their arrows in the jar to get additional acid damage on the arrowheads, or would the acid disolve the arrows?
TIA
https://www.dndbeyond.com/forums/dungeons-dragons-discussion/rules-game-mechanics/75723-acid-throwing-thief-viability
https://www.dndbeyond.com/forums/dungeons-dragons-discussion/dungeon-masters-only/75357-acid-tipped-arrows
This has already been discussed to some degree.
The Acid (vial) gives you somewhere to start, but unless you're satisfied with an Ochre Jelly explicitly dropping those and those vials being limited to the attack associated with them, you are venturing into homebrew territory.
It's a cool idea and I'd recommend letting the players use it for something cool, but just be aware that this can become a slippery slope where your gamers may eventually want to Monster Hunter every corpse in the game to craft special weapons, armor and items. It's a very cool concept but a tremendous amount of work for the DM and also potentially ruinous for the intended "economy" of the game - which is probably why it's not an official option in the first place.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
It's where some of the Tools proficiencies come into play.
Maybe Alchemist's Kit proficiency is required to safely and usefully collect such ingredients.
I would allow an Alchemist Kit proficiency to do this, and either an herbalism or poisoner proficiency kit to do it with disadvantage.
I would give them a sliding scale:
Roll a DC 10 or <, you take 1d6 damage.
Roll of 15: get 1/2 strength acid, does 1d6
Roll of 20: Get full strength acid, 2d6
Roll of 25 for Alchemist Kit only, you get high quality acid that does 2d6 but if you spend a full hour to carefully distil, becomes 3d6 damage.