Base Class: Wizard
Your endeavors may start simple but Alchemy is a tedious and intense task that has taken you years of research to master. One day you may make the perfect poison, or the greatest healing potion mankind has ever known, but it all starts with a vial of glass and a drop of water. You use wits and prowess to create masterful mixtures or deadly disasters.
Table of Potions copied from ChaseKirkwood, cannot take credit for the list of 50 possible potions.
Alchemical Savant
When you select this sub-class at 2nd level you gain proficiency with Alchemist's Supplies and an Herbalism Kit. Additionally the time and gold required to create potions using Alchemist's Supplies or an Herbalism Kit are halved for you.
Potion Infusing
At 2nd level you learn to create special potions that can help you in the midst of battle or even when nothing seems to be going on. As an action you may choose either to create a Spell Potion or an Alchemical Potion.
- If you choose to make a Spell Potion you must consume a spell slot and choose a spell you wish to imbue. This spell must have a casting time of 1 action and not have the ritual tag. This potion will lose its potency after a number of hours equal to twice your wizard level and requires a vial full of water. If the spell had a duration of more than 1 minute its duration becomes 1 minute.
- If you choose to create an Alchemical Potion you will consume 10gp worth of components from your Alchemist's Supplies or Herbalism Kit and create a random potion from the table below. This potion loses its potency after a number of hours equal to twice your wizard level and requires an action and a DC 15 Medicine check to discern what its effects are.
You are able to create a number of these potions equal to your proficiency modifier and recover this ability each long rest.
Alchemist's Potions
|
1-2 |
OOPS!- You cause a chemical explosion around you dealing 3d6 poison damage to all targets within 10 feet of you. Halves damage on a DEX DC 10+INT mod save. |
51-52 |
Healing Potion- You create a basic healing potion. 2d4+2 healing |
|
3-4 |
Mana- Drink this to regain 1 spell slot of 5th level or lower. |
53-54 |
Understanding- You can comprehend all languages for the next 10 minutes. |
|
5-6 |
Alchemist’s Fire- On hit the target takes 1d4 fire damage at the start of each of it’s turns. A creature can end this damage by using its action to make a DC 10 DEX save. |
55-56 |
Acid- On a hit, the target takes 2d6 acid damage. |
|
7-8 |
Bottled Luck- Drinking this allows you to reroll 1 of your own rolls within the next minute. |
57-58 |
Noxious Fumes- Creates an area of gas in a 5ft area. Targets that end their turn in the gas take 2d12 poison damage. |
|
9-10 |
Hallucinogen- The target makes a DC 10(+your intelligence mod) CON saving throw. On a failure they are distracted by the visions and gain disadvantage on attacks while attackers have advantage. Every turn they may attempt to break free of the visions with the same save. |
59-60 |
Shrinking- The target shrinks to 1 size smaller for 10 minutes |
|
11-12 |
Concussive Blast- Targets hit by this potion take 1d10 Thunder damage and are knocked back 5 ft away from the one who threw it. |
61-62 |
Ooze Armor- Applies a living ooze to the target which acts as a gooey suit of armor. The target gains 4+INT mod temp hp. |
|
13-14 |
Herbal Cleanse- Cleanses 1 negative status effect that is curable without a restoration spell. |
63-64 |
Delayed Reaction- This explosive does 4d10 fire damage and only explodes after 1d4 hours. (The DM rolls for the time and cannot tell the alchemist.) |
|
15-16 |
Snail Smoke- Emits a poison that disrupts a targets reaction time. The target's movement is halved and they cannot make bonus actions or reactions. The target may shake off the poison with a CON save of 10+your INT mod. |
65-66 |
Corrosive Ooze- When placed on a material, the DC of that material is reduced to something one step weaker than it. This has no effect on organic material. |
|
17-18 |
Truth Serum- Consuming this forces you to tell the truth for 10 minutes. You may still dodge questions but you cannot lie. |
67-68 |
Lightning in a Bottle- Drinking this gives you an aura of static electricity making your hair stand on end. Any melee attacks that hit you within the next minute force the attacker to take 1d6 lightning damage. |
|
19-20 |
Adhesive Slime- The slime restrains an opponent until they take damage or are broken free by an ally. |
69-70 |
Love Potion- The target is charmed by the first person they see after taking the potion. |
|
21-22 |
Dragonscale- Your skin becomes hard and scaly. Gain resistance to slashing and bludgeoning damage. Lasts 10 minutes. |
71-72 |
Font of Health- Affects a 5 foot area. Anyone ending their turn in the sweet smelling gas can breathe in 1d6 healing. The font only lasts 10 minutes and can only heal for 4x your alchemy level. |
|
23-24 |
Smoke Bomb- Creates a thick fog in a 20 ft radius. Vision is brought down to 5 ft and any attacks made in this fog are made at disadvantage. |
73-74 |
Red Dragon- Gain resistance to fire for 10 minutes and 1 charge of fire breath. Every creature hit by this must make a DEX save with DC 8+Con+Proficiency or take 2d6 fire damage (half damage on a save) 15 ft cone. A creature can only make 1 breath attack per long rest. |
|
25-26 |
Increased Density- You become extremely dense, increasing your weight by 5x. Moving requires a strength check of 20. Anything flying is immediately grounded. Lasts 1 minute. |
75-76 |
Smelling Salts- Allows the user to revive a fallen comrade with 1 hit die worth of health returned. |
|
27-28 |
Instant Hero- You gain an immunity to being frightened and temp hp equal to the Alchemist’s INT mod at the beginning of each of your turns. Lasts 1 minute. |
77-78 |
Growth- The target grows 1 size larger for 10 minutes. |
|
29-30 |
Oil Slick- Creates a non-flammable oil that can be spread in a 15 ft line. Anyone trying to walk over the oil must make a Dex save of 10+your INT mod or be knocked prone. |
79-80 |
False Death- Puts the user into a death-like slumber that would fool even the finest physician. Lasts 1 hour. An unwilling creature must make a CON 10 save. Getting hit wakes them. |
|
31-32 |
Green Dragon- Gain resistance to poison damage for 10 minutes and 1 charge of poison breath. Every creature hit by this must make a CON save with DC 8+CON+Proficiency or take 2d6 poison damage (half damage on a save) 15 ft cone. A creature can only make 1 breath attack per long rest. |
81-82 |
Spelljam- This sour jelly prevents casting on a failure of a CON saving throw of 10+your INT mod for 1 minute. |
|
33-34 |
Hover- You hover 1 inch above the ground allowing you to effortlessly skate along the floor. Your movement increases by 10 feet for 1 hour. |
83-84 |
Featherweight- You become light as a feather and fall very gently. Watch out for windy days! Lasts 1 minute. |
|
35-36 |
Fear Gas- The target must make a CON save of 10+your Intelligence modifier. On a failure the target sees their greatest fear and the Frightened status is applied to them. |
85-86 |
Quickness- Grants advantage on initiative rolls and DEX saves while increasing AC by 1. |
|
37-38 |
Enhanced Senses- You become extremely alert. You have advantage on perception checks and gain Blindvision of 20 feet |
87-88 |
Sludge Bomb- A particularly gross potion. When thrown it explodes dealing 3d6 necrotic damage to all targets in a 10 ft radius. Halves damage on a DEX save of 10+INT mod. |
|
39-40 |
Booze- This special concoction of your own design makes users feel more confident. They can add 2 to their CHA checks for 1 hour. |
89-90 |
Steroid- Anyone consuming this can add 3 to their strength checks and their melee weapon damage. They must also subtract 6 from their INT and WIS checks. Lasts 1 hour. |
|
41-42 |
Blue Dragon- Gain resistance to lightning damage for 10 minutes and 1 charge of lightning breath. Every creature hit by this must make a DEX save with DC 8+Con+Proficiency or take 2d6 lightning damage (half damage on a save) 5 by 30ft line. A creature can only make 1 breath attack per long rest. |
91-92 |
Stoneskin- You become grey and your skin hardens. Raises AC by 2 for 1 minute. |
|
43-44 |
Water Breathing- You can now breathe underwater for 1 hour. |
93-94 |
Vial of Light- Creates a liquid that glows brighter than any flame. Granting vision up to 120 ft away. |
|
45-46 |
Dry Ice- The target takes 1d12 cold damage. |
95-96 |
Stupify- The target must make a CON save of 10+your Intelligence modifier. On a failure the target has disadvantage on all Wisdom and Intelligence checks for 10 minutes |
|
47-48 |
Flash Bang- Blinds and deafens 1 target on hit for 1 minute |
97-98 |
White Dragon- You gain resistance to cold damage for 10 minutes and 1 charge of cold breath. Every creature hit by this must make a CON save with DC 8+CON+Proficiency or take 2d6 cold damage (half damage on a save) 15 ft cone. A creature can only make 1 breath attack per long rest. |
|
49-50 |
Necrotic Resistance- Gain necrotic resistance for 10 minutes. Halts the decay of flesh extending time for resurrection spells. |
99-100 |
Philosopher’s Stone- place on a small or medium inanimate object to bring it to life for 10 minutes. The object obeys your commands and you may issue it a verbal command every turn as a free action. The object only responds to basic command such as "go here" "attack that" "don't move". |
Waste Not...
At 6th level you have started to master the ability to have on hand exactly what you need, or to make do with what you have. If you do not have a component required for a potion, poison, or other non-magical mixture that uses your Alchemist's Supplies or Herbalism Kit to create you may create such an item by salvaging nearby plants of similar fashion or residual droplets from old potions in your kit. Once you use this feature you may not do so again until you have finished a short rest.
...Want Not
Starting at 10th level every potion you craft using your Potion Infusing feature now is less apt to failure. After creating a potion you may take a bonus action to choose one of the following bonuses to apply to the potion;
- If the potion would deal damage or heal, the amount is doubled.
- The range of throwing a potion is now increased by 30 feet for you and you may use your intelligence modifier as the attack modifier.
- If you choose to create an Alchemical Potion that you do not want you may instead choose the potion you do want. Once you use this feature you cannot do so again until you finish a long rest.
- Spell Potions that can be imbued can now have a maximum duration of up to 10 minutes.
- The potion gains the following; If a creature is not resistant or immune to poison all savings throws have disadvantage and attack rolls have advantage against that creature.
Alchemist's Grandeur
At 14th level the culmination of your knowledge and testing has finally come to fruition. As an action you may choose from any potion on the Alchemist's Potion table and choose a spell with a casting time of 1 action with a duration of no more than 1 minute and without the ritual tag. Mix those two effects together to create a potion of untold magnitude. Once you use this feature you cannot do so again until you finish a long rest.
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