Wizard
Base Class: Wizard

Unlike many transmuters, who focus on the physical transformation of objects and creatures, alchemancers are concerned with the search for humanoid perfection and immortality, and they use alchemy as a means in this pursuit. Still there is a great deal of crossover between the two specialties. Alchemancers and transmuters can be found working toward the same goals, as both allies and rivals.

Transmutation Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a transmutation spell into your spellbook is halved.

Skilled Alchemist

Starting at 2nd level you gain proficiency with alchemist's supplies if you did not already have it and your proficiency in their use is doubled. You also halve the cost and brewing time of alchemical items you create, enabling you to fashion most basic items in a single day.

Essence Mastery

Starting at 6th level, you can add one of six fundamental essences to your spells as an additional material component that costs an extra 1 gp per spell level. This addition doesn't increase the casting time of the spell or any of its other effects, except as follows:

  • Adding brimstone to a spell that deals fire damage give the flames a bluish hue and releases irritating vapors. A creature damaged by the spell must make a successful Constitution saving throw or become poisoned for a number of rounds equal to your Intelligence modifier (minimum of 1).
  • Adding lead to a spell that improves your Armor Class such as mage armor or shield, increases the spell's AC bonus by 2. If the spell has a duration longer than 1 round, the duration increases by a number of rounds equal to your Intelligence modifier (minimum of 1). Any visible spell effect is modified with an addition of a dull gray sheen.
  • Adding quicksilver to a spell that changes the form a creature or an object, such as alter self or polymorph, increases the spell's duration by a number of minutes equal to your Intelligence modifier (minimum of 1). For any such spell that has a duration of less than 10 minutes, the increase is numbered in rounds rather than minutes. Any change in form modified by quicksilver is accompanied by wisps or motes of silver energy while the change is taking place.
  • Adding quintessence to a necromancy spell that grants temporary hit points, such as false life increases the temporary hit points gained by a number equal to twice your Intelligence modifier (minimum of 2). Adding quintessence to a spell doesn't affect the spell's visual aspects.
  • Adding salt to a spell that deals acid damage gives the acid a pale, crystalline hue and causes it to become extremely painful. Any creature damaged by the spell must also make a successful Constitution saving throw or lose 1d4 points from its Strength and Dexterity scores (rolled separately). These lost ability scores return automatically after a number of rounds equal to your Intelligence modifier (minimum of 1).
  • Adding void salt to a spell that deals necrotic damage causes the spell to shed palpable strands of darkness. Any creature damaged by the spell is also surrounded by a veil of cloying shadow and must make a successful Constitution saving throw or be restrained for a number of rounds equal to your Intelligence modifier (minimum of 1).

Craft Minor Elixir

At 10th level, you automatically learn the formulas for a number of elixirs, oils, philters, or potions of your choice equal to 1 + your Intelligence modifier (minimum of one). You do not need to spend the time or gold researching these formulas. The time you spent studying your magic is practice to understand them.

When you brew an elixir, oil, philter, or potion based on one of the formulas you learned, you can add exotic alchemical reagents to the mixture at the cost of additional gold equal to half the potion's standard cost. If you do so, the resulting mixture is more powerful than normal. If the potion's effect is instantaneous (such as a potion of healing), it automatically has its maximum effect. If the potion has a duration (such as a potion of giant strength), it lasts for twice its usual duration.

Master of the Six Elixirs

Starting at 14th level, you learn the secret formulas for brewing the fabled Six Elixirs, magical draughts of incredible power and rarity. Each elixir takes a full year or more to create from exceedingly rare ingredients, but once finished and consumed or otherwise applied, it grants the user a permanent bonus of some sort. 

Additionally, your work with dangerous and volatile chemicals grants you resistance to acid and poison damage, as well as immunity to the poisoned condition.

Black Elixir

Potion, Legendary

This greasy black liquid acts as a deadly poison when drunk or rubbed on flesh. Its unfortunate or foolish user takes 12d6 poison damage, or half as much damage with a DC 20 Constitution saving throw.

Its true power is revealed, however, when the Black Elixir is smeared on a doorway or other portal. The magical oil acts as a forbiddance spell with a permanent duration. Unlike the spell, the Black Elixir doesn't incorporate a password and only effects fiends and celestials. Typically, the creator of the elixir determines when the elixir is created whether it deals radiant or necrotic damage per the forbiddance spell.

Ingredients. The heart of a marut, the powered horn of a ki-rin, and a vial of black mud taken from the bottom of the rivers Styx and Oceanus.

Golden Elixir

Potion, Legendary

The most famous of the Six Elixirs is this thick, golden, syrupy liquid that grants its imbiber eternal life. The potion completely stops the aging process and renders the imbiber immune to all natural and magical diseases and poisons. The drinker can still be killed through other methods, such as violence, but the march of time no longer holds any threat over him or her.

Ingredients. A thimble of distilled sunlight, the breath of a solar, and the hair of a venerable sage who is at least 1,000 years of age.

Iron Elixir

Potion, Legendary

This dark, grainy liquid tastes positively awful. Anyone imbibing the elixir gains permanent resistance to bludgeoning, piercing, and slashing damage and gains a damage threshold of 5, but their speed is reduced by 10 feet and they always make Dexterity saving throws and Dexterity ability checks with disadvantage due to the imbiber's hide, which has the properties of metal, but looks normal.

Ingredients. The core of an iron golem, a shard of purest adamantine, and the powered teeth of an ancient giant.

Jade Elixir

Potion, Legendary

This bright green, effervescent elixir grants its consumer incredible Charisma when dealing with extraplanar creatures. The drinker always has advantage on Charisma checks when dealing with celestials, elementals, fey, and fiends., and when one of the selected creatures is conjured, it arrives with maximum hit points.

Ingredients. The tears of an invisible stalker, the claw of a pit fiend, and the tongue of a master bard.

Pearl Elixir

Potion, Legendary

This silvery-white elixir has a variety of effects depending on whether it is drunk, rubbed on the a creature's feet, or smeared on the hull of a boat. If drunk, the elixir confers the ability to breath both air and water with equal ease. If rubbed on the feet, the elixir provides a creature with the ability to walk on water as if wearing a ring of water walking. If placed on the hull of a boat or similar vessel, the vessel gains a damage threshold of 20 against all environmental effects, and anyone piloting the vessel has advantage on ability checks associated with it. All of these effects are permanent.

Ingredients. The scale of a merfolk princess, a vial of pure elemental water, and the eye of a kraken.

Ruby Elixir

Potion, Legendary

This vermillion-hued elixir neutralizes all magical and nonmagical diseases, curses, and all exhaustion effects. It also heals all damage, to include missing limbs. If this elixir is poured over a corpse, it restores the creature to life, as the true resurrection spell.

Ingredients.  A mixture of pure, elemental cinnabar, the heart's blood of an ancient dragon, and the hearts of six celestial tigers willingly given.

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