Weapon (sling), common

 Create vials using alchemist supplies to deal additional damage type. These vials cost 5 gp to purchase or 2 gp in materials to craft using alchemist's tools. You can craft a number equal to 1d4 + your INT modifier once during a long rest. Crafting increases at 5th level (1d6+mod), 9th level (1d8+mod), 13th level (1d10+mod), 17th level (1d12+mod) 

Alchemical Acid

 hurl the vial at a creature or object within 40 feet of you. The vial shatters on impact. The creature must succeed on a Dexterity saving throw or take acid damage equal to 1d6 + your intelligence modifier on a failed save or half as much damage on a successful one. An object automatically takes the damage, and the damage is maximized.

The formula's damage increases by 1d6 when you reach certain levels in this class: 5th level (2d6), 9th level (3d6), 13th level (4d6), and 17th level (5d6). 

Alchemical Fire

Hurl potion 40 feet of you. On impact, the vial detonates in a 10-foot sphere. Any creature in that area must succeed on a Dexterity saving throw or take fire damage equal to 2d6 + your Intelligence modifier on a failed save or half as much damage on a successful one.

The formula's damage increases by 1d6 when you reach certain levels in this class: 5th level (2d6), 9th level (4d6), 13th level (6d6), and 17th level (8d6). 

Decay Potion

Hurl potion 40 feet of you on a creature that you can see within range. The target must succeed on a Constitution saving throw or they take 1d6 necrotic damage. Then the target takes half of 1d6 at the end of their turn each round. If the creature perishes while this effect is active you may choose to have the corpse rapidly rot away into debris, unsuitable for effects which require an intact body. A successful save only deals the initial full damage.

1d6 when you reach certain levels in this class: 5th level (3d6), 9th level (4d6), 13th level (5d6), and 17th level (6d6). 

Flash Bang
Prerequisite: 5th level

As an action, electrical chemicals and hurl it at a point you can see within 40 feet of you. On impact, the vial detonates and each creature within 10 feet of the point of impact must make a Constitution saving throw. On a failed save, a target is stunned until the end of their next turn. Due to the volatile nature of the chemicals, you cannot mix this formula again for 1 minute.

Static Charge 

Prerequisite: 5th level

As an action, you reach into your Alchemist's Satchel and pull out a vial of electrically charged chemicals and hurl the vial at a creature you can see within 30 feet of you. The creature must succeed on a Dexterity saving throw or take lightning damage equal to 2d6 + your intelligence modifier and the creature can't take reactions until the end of their next turn. On a successful save, the target takes half as much damage and can still use reactions.

The formula's damage increases by 2d6 when you reach certain levels in this class: 9th level (4d6), 13th level (6d6), 17th level (8d6)

Proficiency with a Sling allows you to add your proficiency bonus to the attack roll for any attack you make with it.


This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.

Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.

Notes: Damage: Acid, Damage: Necrotic, Damage: Fire, Damage, Combat, Ammunition, Range, Slow

Previous Versions

Name Date Modified Views Adds Version Actions
4/5/2025 8:29:51 PM
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Item Tags: Damage Combat

thenoblestleah

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