Firedust, cask
Firedust, cask
Early firearms used smoky black gunpowder as propellant for its ammunition, but alchemical advances produced ruby-red firedust. This powdered variant of alchemist’s fire produces no smoke when used in firearms, has a lower risk of fouling or corroding the weapon’s internals, and is hydrophobic, allowing it to burn even after immersion in water.
Drunathi gel bomb
Drunathi gel bomb
This slippery fluid carries a potent electrical charge that explodes when it is rapidly re-exposed to air. You can use an action to throw this flask up to 20 feet where it shatters on impact. Make a ranged weapon attack against a creature or object, treating the drunathi gel bomb as an improvised weapon. On a hit, the target takes 1d6 ongoing lightning damage. This damage persists for 1 minute.
Unstable arcanum (vial)
Unstable arcanum (vial)
This small vial of unstable magical waste can make for a powerful explosive. You can set and light one or more vials of unstable arcanum as an action, causing each to explode at the start of your next turn. Any creatures or objects within 10 feet of the exploding charge make a DC 14 Dexterity saving throw, taking 2d10 force damage on a failure, or half damage on a success. Increase this damage by 2d10 for each charge set beyond the first. Whenever a creature carrying unstable arcanum takes damage from a spell or cantrip, it must roll a d4.
Tanglefoot bag
Tanglefoot bag
Unguents and adhesives fill this airtight sack. You can use an action to throw this bag at a target within 20 feet, treating it as a ranged weapon attack with an improvised weapon. On a hit, rapidly hardening sap covers the target and it makes a DC 13 Strength check or becomes grappled. At the start of each of its turns, the target repeats the check, ending the effect on itself on a success. The sap can also be destroyed (AC 13, 6 hit points).
Smoke bomb
Smoke bomb
This metal sphere’s casing is pockmarked with holes and capped with a thick fuse. When lit, it spews suffocating black smoke that heavily obscures a 10-foot cube for 1 minute. Air-breathing creatures within the smoke must make a DC 10 Constitution saving throw, or have disadvantage on ability checks, attack rolls, and saving throws made while breathing the fumes. A wind of moderate or greater speed suppresses the smoke effect for 1 round.
Flash bomb
Flash bomb
You can use an action to throw this glass bauble, making a ranged weapon attack against a creature within 20 feet and treating the flash bomb as an improvised weapon. The target makes a DC 14 Constitution saving throw or it is blinded until the end of your next turn.
Black powder charge
Black powder charge
pound of black powder inside a wooden shell with a fuse can make a simple but potent explosive. You can use an action to set and light one or more black powder charges which explode at the beginning of your next turn. Any creatures or objects within 10 feet of the exploding charge must make a DC 14 Dexterity saving throw, taking 1d6 force damage and 1d6 fire damage on a failed save or half damage on a success. Increase the explosion’s damage by 1d6 force and 1d6 fire for each doubling of the number of charges set beyond the first.
Alchemist’s fire (flask)
Alchemist’s fire (flask)
This sticky, adhesive fluid ignites when exposed to air. You can use an action to throw this flask up to 20 feet where it shatters on impact. Make a ranged weapon attack against a creature or object, treating the alchemist’s fire as an improvised weapon. On a hit, the target takes 1d6 ongoing fire damage. This damage persists for 1 minute. A creature can end all ongoing damage being dealt by alchemist’s fires by using its action to either make a DC 14 Dexterity check to extinguish the flames or by dousing the target with at least 1 gallon of water.
Acid (vial)
Acid (vial)
You can use an action to splash the contents of this vial onto a target within 5 feet of you, or throw the vial up to 20 feet where it shatters on impact. In either case, make a ranged weapon attack against the target, treating the acid as an improvised weapon. On a hit, the target takes 2d4 ongoing acid damage. This damage persists for 3 rounds. A creature ends all ongoing damage from mundane acid by using its action to wipe away the corrosive liquid.