Whenever you finish a long rest, you can magically produce a glass grenade in an empty flask you touch. Roll on the "Toxins" table for the potion's effect, which is triggered after you throw it. As an action, a creature can throw the grenade up to it's movement speed in distance, shattering the glass and effecting an area within range, as well as 5ft. in every direction.
Creating a glass grenade requires you to have alchemist’s supplies on your person, and any potion you create with this feature lasts until it is used or until the end of your next long rest.
You can make more grenades at the end of a long rest: two at 8th level and three at 16th level. Roll for each elixir’s effect separately. Each elixir requires its own flask.
Toxins
| D6 | EFFECT |
|---|---|
|
1 |
Flash and Bang. Creatures within range need to make a Constitution saving throw. On a fail, the target or targets are either blinded or deafened (your choice) for 1 minute. At the end of each of its turns, the target can make a Constitution saving throw against your spell save DC. On a success, the spell ends. |
|
2 |
Sticky Goo. Creatures within range need to make a Strength saving throw. On a fail, the target or targets are restrained by the expanding slime until the spell ends. A creature restrained by the ooze can use its action to make a Strength saving throw against your spell save DC. On a success, it frees itself. |
|
3 |
Sudden Ice. Creatures within range need to make a Dexterity saving throw. On a fail, the target or targets fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone. At the end of each of its turns, the target can make a Dexterity saving throw against your spell save DC. On a success, the spell ends. |
|
4 |
Fear Gas. Creatures within range need to make a Wisdom saving throw. On a fail, the target drops whatever it is holding and become frightened for the duration. While frightened, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. At the end of each of its turns, the target can make a Wisdom saving throw against your spell save DC. On a success, the spell ends. |
|
5 |
Concussive Blast. Creatures within range need to make a Intelligence saving throw. On a fail, the target or targets are stunned for 1 minute. At the end of each of its turns, the target can make a Intelligence saving throw against your spell save DC. On a success, the spell ends. |
|
6 |
Sweetness Spray. Creatures within range need to make a Charisma saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you for 1 minute or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you. |
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