Prerequisite: Requires an int score of 13 or higher
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You gain proficiency with alchemist's supplies.
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You can craft and carry a number of alchemical items equal to your Intelligence modifier (minimum of 1). These items can include healing potions, explosive devices, smoke bombs, and other concoctions, as determined by your Dungeon Master. Crafting a new alchemical item requires one hour of work and the necessary components.
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You can use your Intelligence modifier instead of your Dexterity modifier when making ranged attacks with thrown alchemical items.
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When you use a healing potion you've crafted, you regain an additional 1d4 hit points. This additional healing increases to 2d4 at 10th level and 3d4 at 15th level.
- You gain the ability to create an Alchemical Elixir. Once per long rest, you can create a special elixir over the course of one minute, using your alchemist's supplies. When consumed as an action, this elixir grants one of the following effects for 1 hour:
- Elixir of Resilience: You gain resistance to a damage type of your choice (fire, cold, acid, etc.) for the duration.
- Elixir of Precision: You gain advantage on Dexterity saving throws for the duration.
- Elixir of Vigor: You gain temporary hit points equal to your level when you consume the elixir.
- Elixir of Flame: When thrown as a ranged attack, this elixir explodes on impact, creating a burst of fire. Each creature in a 10-foot radius must make a Dexterity saving throw or take 2d6 fire damage on a failed save, or half as much on a successful one.
- Elixir of Frostbite: This elixir, when thrown, creates a burst of cold. Each creature in a 10-foot radius must make a Constitution saving throw or take 2d6 cold damage on a failed save, or half as much on a successful one. On a failed save, the target's movement speed is also reduced by 10 feet until the end of its next turn.
- Elixir of Lightning: This elixir releases a bolt of lightning when thrown. Make a ranged attack roll. On a hit, the target takes 2d8 lightning damage. If the target is wearing metal armor, the elixir automatically hits, and the target takes an additional 1d8 lightning damage.
- Elixir of Corrosion: When thrown, this elixir splatters and creates a corrosive substance. On a hit, the target takes 2d4 acid damage and suffers a -2 penalty to AC for 1 minute due to the corrosive effect on armor and clothing.
- Elixir of Venom: This elixir can be applied to a melee weapon or ammunition. On a successful melee attack or ranged attack with the coated ammunition, the target takes an additional 1d8 poison damage.
- Elixir of Paralysis: When thrown at a creature, this elixir can paralyze the target. The target must make a Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
- Elixir of Enfeeblement: When thrown at a creature, this elixir can weaken the target. The target must make a Constitution saving throw or have disadvantage on all melee weapon attack rolls for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
- The DC for any saving throw against the effects of your alchemical items or elixirs is equal to 8 + your proficiency bonus + your Intelligence modifier.
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