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So I'm playing a homebrew 5e campaign, and I have one player playing as an Artificer. Who apparently, has infinite acid.

This artificer has taken to melting any obstacle with acid, locked doors, bars they were meant to find a switch to open, chests.

I'm struggling to not be spiteful and say "Your acid ruins everything in the chest!"

What on Earth do I do?

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Possible duplicate of Does a Dragonborn's Acid Breath Weapon Melt Metals? - or at least if not a dupe, much of the advice there would be very useful in answering this question. – Matt Thrower 20 hours ago
    
There's definitely some useful information on the dragonborn breath thread now, unfortunately my issue was mostly with the infinite nature of the acid which isnt an issue for the breath attack – embur 11 hours ago
    
Somebody needs to meet a few barrels of LiOH. – Joshua 11 hours ago
    
I think I'm going to... Accidently scatter some potassium chlorate around, it's a common ingredient in old fireworks and it's damn spectacular when mixed with acid – embur 7 hours ago
up vote 5 down vote accepted

Different materials act different to different acids.

So he may need a different acid for each thing he tries to destroy. I don't know what the exact specification of an artificer is, but knowing all materials and their properties at a glance seems a little overpowered. You could make it significantly harder on him by required a skill-check to properly identify the material he's trying to attack. Potentially followed by a skill-check to construct the most effective acid possible. Results of these skill checks could influence time and effectiveness.

Acid destruction is rather slow and subject to environmental conditions

In general, acids just react with surface material that the acid can touch. They don't necessarily even destroy the material as much as partly dissolve it / partly transform it into gas / partly transform it into another solid. In case the acid leaves some kind of solid residue (as is the case with most metals out of the alkali range) that can slow or stop the reaction by stopping the acid from getting to the material. Your artificer would then have to brush or chip away at the waste products before applying more acid (rinse and repeat). This can take quite a while. You can significantly increase destruction speed by knowing and influencing environmental factors that change corrosion types and speeds and that help with metal ions going into solution.

You'd need to check out actual materials science to see how fast acids burn through which materials under which environmental conditions, but it's generally not easy and not fast. Few quick examples: Stainless steel beams break faster in seawater than normal steel (they rust in a specific pattern that makes deep cracks compared to the normal steel beams that rust more evenly and hence hold out longer). Steel gets destroyed faster by nitric acid under the influence of salt. http://www.sciencedirect.com/science/article/pii/S0010938X97000929 http://www.wisegeek.com/what-are-the-effects-of-sulfuric-acid-on-steel.htm

Conclusion

  • Destroying materials with acids is easy. Doing it fast and controlled is hard
  • Knowledge of the material is required. Maybe do a skill-check.
  • Knowledge of acids is required. Maybe another skill-check.
  • Knowledge of the conditions needed for effective and fast solution and/or corrosion is required. This is the hardest part, both to know and to execute. The artificer might need solvents, catalysts and energy (heat, electricity, radiation) to speed up the process.
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I don't think this answers the problem, as only one type of acid really exists because the game isn't meant to be a simulation. This ignores the rules of the game as well, which state that the Acid that an Artificer uses does immediate and maximized damage against objects. – THiebert 11 hours ago
    
But please don't do two skill checks for the same action. Raise the difficulty a bit, but don't call two rolls for the same action. – Mindwin 8 hours ago

Ask yourself: "why does not every person I know (in real life) carry lots of acid? It seems so handy!"

Your answers to that, which may include:

  • acid doesn't actually melt everything*;
  • acid that melts things can be very hard to control in application;
  • acid that melts things is hard to store, transport, and handle;
  • acid can take much longer to deal with locks than, say, a key;
  • acid can create noxious fumes;
  • acid generally irrevocably damages things, which isn't always desirable;
  • acid can be hard to procure in large quantities;
  • &c. &c. &c.

Your artificer doesn't have to worry about procurement or storage, presumably. But the rest (and whatever else you think of!) could all be reasons that a PC might eschew the use of acid, too--use them to inform your world, your designs, your rulings.


* - The stuff described at the bottom of this WhatIf basically does, though. A quick scan of the linked articles should provide you all the narrative fodder you need for D&D's "step 3": The DM narrates the results of the adventurers' actions.

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A few of your points don't apply to the class, as he creates on the fly flasks of the acid as a class feature. So "acid can be hard to procure", "acid is hard to store transport and handle", and "can create noxious fumes" don't make sense in this context. As a class feature, as a bonus action, he reaches into his alchemy bag and magically pulls out a glass bottle filled with acid. – J. A. Streich yesterday
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The "noxious fumes" is certainly relevant--the acid is still reacting with the substances he's pouring it on. Give him a nice thick cloud of chlorine gas. – chrylis yesterday
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Explosive poisonous fumes are a real possibility as is vigorous splashing and splattering. Is the party, their armor and equipment acid proof? Can they breathe poison? See with eye burns? Acids don't always work; some things just discolor or tarnish, others burn and can't be extinguished. Willy-nilly removing a magical door may have horrible consequences. "The regulator of the spell is damaged. The door begins to glow red, then white. A scream is starting to build; air is being drawn towards the glowing surface. A tornado of objects begins to fly toward the door pelting everyone." – ggb667 20 hours ago
    
@chrylis It's true that handing out the ability to make chlorine gas at will would likely stop a character from relying on acid. However, I don't think that will improve OP's game... – fectin 18 hours ago
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@J.A.Streich well if they're in glass bottles, perhaps there are more hardened glass locks in the world – Steve Cox 17 hours ago

This Isn't a New Problem...

The Acid does a number of damage to the objects following what the rules say. This damage is no different from a weapon damage, game wise. This question is the same as asking "My barbarian smashes everything". In that regard this might be a duplicate, except this is play test material instead of a core class.

Acid in DnD isn't special. It does damage just like any other weapon. You'd solve it the same way as raging barbarian tearing through stuff.

Object Have AC and HP per RAW...

Objects in 5e, have HP. Look up in the PHB or SRD the HP of chests and doors, and from the listed HP numbers for various things, figure out how much HP the other stuff he's splashing with acid. I doubt the bars would melt with reasonable HP.

A critical hip might burn some mundane objects in the chests, and I'd calculate that out, too, to make sure.

Object AC

$$ \begin{array}{l|c} \text{Substance} & \text{AC} \\ \hline Cloth, paper, rope & 11\\ Crystal, glass, ice & 13 \\ Wood, bone & 15 \\ Stone & 17\\ Iron, steel & 19\\ Mithral & 21\\ Adamantite&23\\ \end{array} $$

Object HP

$$ \begin{array}{l|l|l} \text{Size} & \text{Fragile} & \text{Resilient}\\ \hline Tiny (bottle, lock)& 2 \; (1d4) & 5 \;(2d4)\\ Small (chest, lute)& 3 \; (1d6) & 10 \; (3d6)\\ Medium (barrel, chandelier)& 4 \; (1d8)& 18 \; (4d8)\\ Large (cart, 10'\text{x}10' window)& 5 \; (1d10)& 27 \; (5d10)\\ \end{array} $$

Unearthed Arcana is play-test Material -- Tweak As Needed.

Lastly, remember the Artificer is playtest material. I personally think this problem isn't a problem of the class, but one of player-DM relation -- but any problem in play test material can easily be remidied by a rule change.

Inform Players Ahead of Time

If you change the way it works (either Object HP as RAW or a rules change), don't spring it as a surprise in game. "Hey, this thing is broken in our game. We're going to try a change tonight. I'm doing X differently, and see how it works."

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Thanks for the answer, I understand that objects have different Ac and health, but the alchemical acid in the Artificer page specifies that the acid automatically hits and does maximum damage to objects – embur yesterday
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Yes, but the damage is just 6 at level one, and maxes out at 60 points at level 19. Metal bars should have enough HP that it would be more time consuming to melt through than solve the riddle. – J. A. Streich 19 hours ago

There's a few things you can do.

  1. Remember that glass is (generally) unaffected by acid (though there are acids that will eat away at glass). But also have the glass be sturdy enough that it can't simply be shattered, either (thus causing the characters an alternative way of doing things).

  2. Put obstacles in the way that acid won't help with (a pit for instance) or have something that actually eats acid. (For instance if the character is trapped in the stomach of something… the acid would start breaking HIM down (or later down in the digestive track aid in his own digestion!)

  3. Have the acid do something that's unexpected and cause more problems. For instance in the door scenario, you might simply have the lock and its opening mechanism fuse together, thus the door becomes inoperable through normal means.

  4. Do exactly as you said. If there's important contents inside the chest, they're simply destroyed.

  5. Let the acid use come back to bite them. Let's say that he uses acid in battle… but forgets where he threw it. Suddenly he steps where he threw it and now he has a disadvantage because there's a hole in the floor! Or they cross a rickety rope bridge, and to prevent others from following he uses acid on the ropes. Now the party's stuck with a very hungry dragon… and the PCs have no way of escape!

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A lot of these suggestions involve creating some contrived situation to trap or trick the players, and doesn't actually address dealing with acid in the long term. – Calvin Smith 22 hours ago
    
@CalvinSmith not so! In the long run if everything gets ruined by the application of acid.. eventually the player will figure out "gee, this isn't beneficial to me, let's try some other tactics here – Jesse Cohoon 21 hours ago
    
@CalvinSmith A single scenario (heck, even a single enemy) would be enough to make the point in most of these cases. – Jesse Cohoon 21 hours ago
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#1 DM just arbitrarily wraps everything in glass until player gets hint and stops. #2 Rewrite campaign to be specifically anti-acid. #3 Do not tell player, but have a static item backfire and cause them harm. #4 Reasonable #5 Lie to player and let them do things they would never do in real-life, like walk into acid they just threw. Then laugh at them. Repeat until they give up and get the hint. I do not think these address the underlying issue. – Calvin Smith 21 hours ago
    
@CalvinSmith how is a lock becoming inoperable harmful to the player? If the door FELL on the player it's harmful, but needing to figure out another way of opening / bypassing the door is not. – Jesse Cohoon 21 hours ago

Create Different Obstacles

You seem to be presenting your characters with lots of "Lock-and-Key" problems. These types of problems don't always require a literal key, but more often a particular item that solves an issue that impedes progress. This player has a sort of "Master Key" that works effectively on a wide array of "locks," literally anything that can be melted with acid. These forms of locks are not the only things that can impede progress, however.

Consider when planning your locks what may impede progress without being solved by the Artificer's acid. Thick stone walls, moveable only by a magical artifact might be a possible solution. Another might be a powerful sphinx asking a riddle, or another powerful beast who wants a particular item, in order to allow the group to proceed. Other locks can block progress less literally, as certain information may be needed in order to proceed, rather than an item. Perhaps a maze blocks progress without a map, and players need to find that first.

Remove the Key

The Artificer can only produce his acid so long as he has his satchel. If there's a puzzle or dungeon you have planned which may require literal keys, or some other solution which the acid seems to solve too easily, consider stealing the Artificer's satchel from him. This should be used with extreme caution, however, as it's his primary source of damage as well. I'd also suggest stealing gear from other players if you are to attempt this solution, as to prevent the Artificer from feeling singled out. Additionally, be sure to allow a way for any and all gear to be recovered after the completion of this dungeon/adventure.

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I think most of the other answers cover most of the possibilities, but I would like to add that it can really suck as a player to take away or nerf their class abilities without extraordinarily good reason. As such, I think it's very much worth it to ask whether you really have a problem or is this a creative solution.

Your described problem is not really any different than a barbarian with an axe and the will to use it or a sorcerer using fire bolt endlessly. In our current Strahd game, my character has a crowbar and uses it whenever leverage seems helpful (which is a lot if you put some thought into it). These are all, effectively, unlimited use problem solving devices.

Your specific question asks

This artificer has taken to melting any obstacle with acid, locked doors, bars >they were meant to find a switch to open, chests.

I'm struggling to not be spiteful and say "Your acid ruins everything in the chest!"

This isn't necessarily a bad thing to do as it's a reasonable consequence of using acid. If your barbarian was using his unlimited battleaxe on chests, he'd probably break what was in the chest as well. Same with a sorcerer using an unlimited firebolt to bypass the problem.

If your concern stems from locks being bypassed, you should ask if your problem is still present if a Rogue used a crowbar or a thieves' tools to bypass the lock. Bear in mind, that destroying the lock doesn't necessarily remove traps that might be present, so you always have the opportunity to catch them with that, but you'd also have the same chance with a Rogue.

In summary, your artificer has a brute force method. Sometimes it's the perfect solution, other times it will cause problems, but overall, I'm not sure you have a problem so much as a 'working as intended'.

The means of XP gain is by overcoming obstacles. More often than not, there's more solutions to overcoming an obstacle then the one that you planned for as a DM.

As a final note, I would point out that some things of substantial size can have a damage threshold which essentially functions like hardness from 3.5 (see page 247 in the DMG). I wouldn't use it excessively, but it can provide a means to ensure that something can't simply be bypassed using the acid trick. Perhaps a massive portcullis on a castle's drawbridge has Damage Threshold 20 so only a particularly high level artificer can even hope to harm it.

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I definitely agree with your opinion on nerfing players, I'm hoping to avoid it. And I'll have to look into the damage threshold. But to be honest my main issue stems from the infinite acid, theoretically the Artificer could just make an ocean of acid if he felt like it :/ – embur 12 hours ago
    
I'm going off memory since I can't check UA articles at work due to IT's blocks, but that might be a more reasonable scenario to say that they can only have one in existence at a time. You let them do what the rules say they can produce, but not more than that as it becomes unbalancing and unfair to both the DM and the other players. – Pyrotechnical 11 hours ago
    
That's... Actually a fantastic way of looking at it, the UA doesn't specify at any point quantities or how long an alchemical formulae exists for (tanglefoot bag is effective for 1 minute but I don't know if it just dissipates after that?) so I may just start enforcing quantities of my own. – embur 11 hours ago

Talk to your player is the short answer.

If you find your players are being one trick ponies and using the same thing to overcome all challenges then the best way to handle that in my experience is to talk to them. Tell them that they shouldn't use the same thing over and over to solve problems. D&D is in part about players playing ball with the DM.

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This answer is playstyle-specific; Some groups both encourage and enjoy re-using effective creative solutions to problems. The advice for dealing with the issue is good, but you should mention which circumstances it's good in. – GMJoe yesterday
    
@GMJoe Your comment may be a valid point, but I sincerely don't understand it. What play style would that not work? – Jared Kossler 8 hours ago

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