Alchemist's Supplies (proficient). Proficiency with alchemist's supplies lets the alchemist's apprentice add their proficiency bonus to any ability check they make using the tools in their craft.
A typical set of alchemist's supplies included two glass breakers, a metal frame to hold a beaker in place over an open flame, a glass stirring rod, a small mortar and pestle, and a pouch of common alchemical ingredients such as salt, powdered iron, and other similar materials.
Acid. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (2d6 + 1) acid damage.
Alchemist's Fire. Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. On a hit, the target takes: 3 (1d4 + 1) fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.
Antitoxin*. The alchemist's apprentice can drink a vial of antitoxin, gaining advantage on saving throws against poison for 1 hour.
*The alchemist's apprentice consumes a vial of antitoxin before combat.
Oil. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil.
The alchemist's apprentice can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.
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