Alchemist's Satchel Options A powerful artifact that's able to warp the reality inside it, these "fancy bags of holding" are much more intricate than the average bystander or onlooker understands. An Alchemist's Satchel does not simply house ingredients - it converts matter into new forms at the user's whim through shrewd manipulation of raw magic.



Alchemist's Satchel Wondrous item, uncommon

This leather-bound bag is lined with intricate, magical runes to allow a clever alchemist the ability to pull out the exact materials needed for his or her Alchemical Formula options. Only an Alchemist of 1st level or higher can craft and use an Alchemist's Satchel. Using 100gp worth of leather, glass, and other raw materials and three days of work (eight hours each day), the Alchemist can construct a new satchel, causing the previous satchel to lose its magical connection to the pocket dimension within and become a normal, leather bag. To make use of the Alchemical Satchel, one of the formulae known to the Alchemist must be utilized. Attempting to make use of a formula unknown to the Alchemist results in no materials being drawn from the satchel. An Alchemist's Satchel has no function for others who attempt to pull items from its pocket dimension. When the Alchemist reaches into the satchel, the materials for the intended alchemical formula materialize immediately. Any materials that are not used immediately as part of the action that is taken to draw them from the bag will wither, fade to dust, and soon dematerialize. Alchemical Formulae The following Alchemical Forumlae provide additional options for Alchemist Artificers. See the Artificer Class for information on how to learn these formulae. Bottled Lightning. As an action, you can reach into your Alchemist’s Satchel, pull out a vial of isolated lightning, and hurl the vial at a creature, object, or surface within 30 feet of you (the vial and its contents disappear if you don’t hurl the vial by the end of the current turn). On impact, the vial shatters and releases a short-lived ball of lightning. A creature must succeed on a Dexterity saving throw or take 1d6 lightning damage. Creatures wearing armor made of metal have disadvantage on this saving throw. This formula’s damage increases by 1d6 when you reach certain levels in this class: 3rd level (2d6), 5th level (3d6), 7th level (4d6), 9th level (5d6), 11th level (6d6), 13th level (7d6), 15th level (8d6), 17th level (9d6), and 19th level (10d6). Glow Dust. As an action, you can reach into your Alchemist’s Satchel, pull out a bag filled with course, glittering sand, and hurl it at a creature or object within 30 ft (the bag and its contents disappear if you don’t hurl the bag by the end of the current turn). The bag bursts and covers creatures and objects impacted in a puff of glowing dust. A creature or object must succeed on a Dexterity saving throw or be revealed for 1 round, shedding dim light in a 10 foot radius. Any attack roll the against the creature or object has advantage if the attacker can see it, and that creature or object can’t benefit from being invisible. Invisibility Draught. As a bonus action, you can reach into your Alchemist’s Satchel and pull out a vial filled with a seemingly invisible liquid. As an action, a creature can drink it. Doing so causes the creature (and anything the creature is wearing or carrying as long as it is on the creature’s person) to turn invisible for 1 minute or until that creature attacks or casts a spell, and the vial disappears. If not used, the vial and its contents disappear after 1 minute. After using this formula, you can’t do so again for 1 minute. Mutagenic Draught. As a bonus action, you can reach into your Alchemist’s Satchel and pull out a vial filled with a hot, red liquid. As an action, a creature can drink it. Doing so grants the creature advantage on Strength ability checks and saving throws for 1 minute. If not used, the vial and its contents disappear after 1 minute. After using this formula, you can’t do so again for 1 minute. Restorative Draught. As an action, you can reach into your Alchemist’s Satchel and pull out a vial of restorative liquid. A creature can drink it as an action to be cured of one of the following conditions: blinded, deafened, or poisoned. The vial then disappears. Once a creature is cured of a condition, disease, curse, or effect with this alchemical formula, the creature can’t do so again until it finishes a long rest. If not used, the vial and its contents disappear after 1 hour. While the vial exists, you can’t use this formula. 1

This formula can cure one additional type of condition when you reach certain levels in this class: 3rd level (one disease), 5th level (paralyzed), 7th level (charmed), 9th level (petrified), 11th level (one level of exhaustion), 13th level (one effect reducing the target’s hit point maximum), 15th level (any reduction to one of the target’s ability scores), and 17th level (one curse, including the target’s attunement to a cursed magical item). At 9th level, you can administer the draught to an adjacent creature as part of the same action that you use to pull it from the Alchemist’s Satchel. At 19th level, this alchemical formula cures all conditions that it can cure in a single dosage. Stink Bomb. As an action, you can reach into your Alchemist’s Satchel, pull out a vial of putrid, green liquid, and hurl it at a creature or point within 30 ft (the vial disappears if you don’t hurl it by the end of the current turn). The vial shatters on impact and releases a horrid, stinking miasma that quickly disperses. Any creature within 5 feet of the point of impact must succeed on a Constitution saving throw or be poisoned for 1d4 rounds. Creatures that don’t need to breathe or are immune to poison automatically succeed on this saving throw. Thought Speak Draught. As a bonus action, you can reach into your Alchemist’s Satchel and pull out a vial filled with a thick, purple liquid. As an action, a creature can drink it. Doing so grants the creature telepathy with a 120 ft range for 1 minute, and the vial disappears. If not used, the vial and its contents disappear after 1 minute. After using this formula, you can’t do so again for 1 minute. The Wonders of Alchemy Alchemical concoctions take many forms. Alchemical fire is considered one of the most basic recipes known to all alchemists. It might resemble a small vial of glowing, red liquid that erupts into flame once the vial shatters while alchemical acid is in a larger, bulbous flask of bubbling, green ooze. Once shattered, the ooze takes effect immediately, corroding anything it comes into contact with before seemingly evaporating into nothing after a few seconds. Were it not for the properties of the satchel, an acid of such potency would hastily erode a simple glass container. Imbibed admixtures include healing draughts, generally bright pink to resemble their magical counterparts, as well as the swift step draught, a swirling blue liquid that fizzes on the tongue. Restorative draughts, as wondrous as their magic is, are often bitter. There are some who take pride in their ability to craft the best tasting alchemical elixirs - after all, a spoonful of sugar makes the medicine go down. Other common formula include the tanglefoot bag, a small, laced leather pouch containing a combination of viscous, mucus-like ingredients that erupt into a black glue substance. The lace must be released upon throwing the bag for the contents to work as intended. A smoke stick often takes the form of a small rod dark in color that could be mistake for thick pencil lead. Once snapped in two, the rod begins to emit its telltale smoke. The thunderstone is usually a piece of rock, often jagged in shape to facilitate its breakage upon impact. To create the sonic force it emits, a small amount of chemical powder secret to each alchemist is dusted over the rock upon drawing it from the satchel. Still other alchemical formulae exist in the world, simply waiting to be discovered as with the recently discovered mutagenic draught and thought speak draught. The wonders of alchemy are limited only by the knowledge, research, and creativity of those who practice this fledgling art and pledge their lives to the science within it. Magic and Matter An Alchemist's Satchel is no mere bag of holding. The pocket dimension linked to these intricately crafted and meticulously runed artifacts exists in the Ethereal plane that surrounds the Material plane. From there, raw magic is drawn upon to create the materials used in the administering alchemist's formula. It takes conscious thought and will to draw the correct materials from the satchel. A shrewd alchemist must utilize a formula that he or she has rigorously practiced and knows by heart to make anything appear from the bag at all. In doing so, the magic of the bag works so quickly that it's as if the materials were inside the whole time. 2







































































Drawing from bits and pieces of stray matter inside the Ethereal plane, the Alchemist's Satchel shapes the materials being drawn to the user's specification. The satchel makes use of basic elements and remnants of creatures transported to that plane by mages and other entities who have crossed over by their own magic or, perhaps, through the use of an unfortunate banishment spell. The satchel then fuels the conversion of these objects into energy using raw magic as a catalyst, and then at imperceptible speeds, it transmutes the energy into any shape or form desired by the alchemist. If the user wishes to create a thunderstone, for example, a small shard of fulgurite might be drawn out of the satchel already sprinkled with the correct dosage of magically-enhanced powder required to create the stone's effect. In this way, the satchel might appear intelligent, but the root of any good artificer's work is in craftily mixing magic with science. The bag works at such a high speed that its functions are often indiscernible to those unaware of its method. Alchemical compounds work in a similar way. When drawn from the satchel, a vial of the completed recipe is already in hand and ready to be thrown. Often times, the vials will fail to shatter on impact (such as when a target deftly succeeds on its Dexterity saving throw), rendering the substance useless as it quickly dematerializes. Of course, in the event that an alchemical concoction does take effect as intended, its effects are permanent; flames created by the contents behave as normal fire would, and corrosion will eat away at metals and other materials, sometimes irreparably. Lifelong Devotion Alchemy is not trite or trivial. It takes endless, painstaking hours to perfect a single formula, and this is reflected in each alchemist's satchel. These wondrous works of magic and science reflect the deepest desires, instincts, and wishes of their creators. No two Alchemist's Satchels will look identical, and some may be wildly different in their size and construction. A gnome's satchel may be runed intricately all over its silken surface, eschewing a leather make in favor of a softer fabric that reflects her nature. You may see a human alchemist with a more tattered bag over one shoulder, mimicking his wild, unkempt hair and mad scientist personality. A noble's satchel might show gold claspings or chains and show the crest of his family prominently on one side. Also of note is the way each particular alchemist wears their satchel. Some prefer to sling it over the shoulder as a large sort of messenger bag, while still others keep it clasped to their waist to never let it go from their person. Often, alchemists are dangerously obsessive with keeping their satchel in their sights, never risking its loss. Each satchel's usefulness goes far beyond magical purposes. These handy bags may have slots for herbs and magical potion vials, or they might be plain and seemingly ordinary with an appearance no different than that of a coin pouch. There's nothing to stop a craft alchemist from adding onto his satchel over time, weaving in new pockets, clasps, and sections for raw materials. Lifelong research is key to any good alchemist's craft. Few of the trade are considered prodigies by their peers or rivals, as many in the field of alchemy advance quickly regardless of natural skill. It's a profession of obsession for most, and this is made manifest in the results that many alchemists make prominent displays of. If you ever doubt the skill of an alchemist, simply allow them to reach into their satchel and show you the error of your ways. 3