Potion, uncommon

1 pint of this substance can be crafted using an alchemist’s kit using materials which cost the equivalent to 25 gp. Alchemical Stun is naturally an opaque neon yellow substance, but quickly takes on the color of any liquid it comes in contact with. This substance is unstable, and, as a pure substance, completely dissipates outside of a container after 5 rounds (30 seconds). 1 pint of Alchemical Stun weighs 0.5 lbs. A standard container of Alchemical Stun is clear glass, labeled “A-xn”. This substance fizzes in the mouth of those who drink it like pop-rocks, and makes a quiet buzzing sound passively, which can be only heard if it is in pure liquid or solid form.

This substance can be concentrated by using an alchemist’s kit. 1 pint of Alchemical Stun yields 1/4 pint of Concentrated Alchemical Stun. 1 pint of Concentrated Alchemical Stun weight 2 lbs. Concentrating this substance increases the DC of the Constitution saving throws by 3, and damage it deals by 2d6.

This substance can be diluted in water or another substance. Diluted Alchemical Stun is a 1:1 ratio of Alchemical Stun and another substance. Diluting this substance decreases the DC of the Constitution saving throws by 5, and the substance is no longer extremely conductive, and loses all effects it has when it is ignited or pressurized, or when a creature is submerged or encased in it. Diluted solid and liquid Alchemical Stun does not dissipate.
Any more dilution, and the substance loses all properties of Alchemical Stun, except for its effect upon ingestion and injection.

Any creature stunned by this substance must make a DC 15 Constitution saving throw at the end of each of their turns, and upon success, they are no longer stunned.

Upon ingesting any amount of this substance, you are stunned.

A creature which bleeds injected with any amount of this substance is stunned, and they have disadvantage against the Constitution saving throw to stop being stunned.

A creature covered in at least 1/8 pint of Alchemical Stun must make a DC 15 Constitution saving throw or be stunned. A creature may use an action to dry themselves or another creature off. The Alchemical stun dissipates after 5 rounds.

1/4 pint of this substance can create a 5ft diameter puddle on the ground, which dissipates after 5 rounds. Any creature who enters the puddle for the first time on its turn or starts its turn on the puddle must make a DC 15 Constitution saving throw or be stunned.

This substance is easily frozen. Anything that can chill this substance slightly will freeze it solid. This substance acts like ice when frozen, but this substance does not change volume when frozen or thawed. Frozen Alchemical Stun dissipates at half the normal rate (10 rounds).
A creature which comes into contact with at least 1/16 pint of frozen Alchemical Stun must make a DC 15 Constitution saving throw or be stunned.

This substance is easily evaporated. Anything that can heat this substance slightly will evaporate it. Each 1/8 pint of evaporated Alchemical Stun creates a 10ft cube (1000 cubic ft) of gas. Any breeze can move the gas. Any creature who breathes the gas must make a DC 15 Constitution saving throw at the start of their turn or be stunned. The gas dissipates after 5 rounds.

As an action or bonus action, a weapon that deals slashing or piercing damage may be drenched in 1/8 pint of Alchemical Stun, or alternatively, for ranged weapons, 3 pieces of ammunition is soaked instead. The next attack that weapon lands against a creature that bleeds forces the target to make a DC 15 Constitution saving throw or be stunned. If the weapon or ammunition does not land an attack after 5 rounds, the Alchemical Stun dissipates.

Any humanoid submerged knee-deep (or for non-humanoids, 20% of their body weight is submerged) in Alchemical Stun is instantly paralyzed for 1 minute.
Any creature completely submerged in Alchemical Stun is paralyzed for 1 hour.
Any creature encased completely in frozen Alchemical Stun is paralyzed until the condition is ended by magic.

If Alchemical Stun is ignited in solid or liquid form, it continuously explodes violently like firecrackers. The substance continues to burn and explode for 5 rounds or until it dissipates. While this reaction continues, it does not change states of matter, and heats up dramatically like thermite. Any creature in contact with the substance while the reaction is happening must, at the start of their turn, make a DC 12 Constitution saving throw. They take 3d6 radiant damage on failure, or half as much on a success.
If Alchemical Stun is ignited in gaseous form, it burns quickly and explosively like hydrogen. Immediately after being ignited, all creatures inside the gaseous Alchemical Stun take 3d6 fire damage, and the Alchemical Stun dissipates.

Liquid Alchemical Stun is extremely conductive. You have +3 to hit any creature touching liquid Alchemical Stun if the attack deals lightning damage. If multiple creatures are touching the same volume of liquid Alchemical Stun, a lightning damage-dealing attack against one of them is against all of them. Only roll to hit once. The attack hits all creatures which the roll hits. Only roll damage once. All hit creatures take the same damage. The damage is not divided across all the hit creatures.

If liquid or gaseous Alchemical Stun is pressurized, it starts to arc with lightning uncontrollably. Each turn it is under pressure, it deals 2d6 lightning damage to all creatures and objects it is touching.

Notes: Damage, Debuff, Utility, Combat, Consumable, Artificer

Previous Versions

Name Date Modified Views Adds Version Actions
11/3/2023 10:15:36 AM
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1
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11/4/2023 1:53:06 AM
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1.1
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11/4/2023 11:58:37 AM
14
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15
0
1.3
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Item Tags: Damage Debuff Utility Combat Consumable Artificer

Ixxu

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