Alchemy Expertice Image
Prerequisite: Requires a Intelligence score of 13 or higher
 

This feat may be taken multiple times, each time you must select from the options below.

Prerequisite: Requires Intelligence score of 13 or higher

-Increase Intelligence by 1 (to max 20).

-Gain proficiency in Alchemist tools. If you are already proficient, gain expertise in Alchemist Tools.

-The DC for saves vs. your alchemical creations = 8 + Proficiency Bonus + Intelligence Modifier

-The first time you take this feat, you gain access to an Alchemy Bag, this bag contains Alchemist tools and materials to specialize your creations, as well as 1 recipe from below (You're still required to gather the base ingredients to craft these potions, determined by the DM, but should roughly cost 1/2 the base price for the common version of each item created, abilities that reduce costs for item creation will lower this cost). During a long rest, you can attempt to craft a number of alchemical items equal to half your Intelligence Modifier + 1 with an Alchemist tools check DC 15 (minimum 1).

Each time you take this feat, you either gain an additional recipe from the list below or you increase the effectiveness of a currently owned recipe by the amount listed next "Amplify" below. 

Recipe Options:

  • Alchemist Acid: As a use item action or as part of an attack action, you can throw this vial of bubbling corrosive liquid at a target, if hit the acid begins to eat through flesh and other organic material upon contact. Each creature in a 5 foot square makes a Dexterity Saving Throw. On a failure, the target(s) takes 2d8 Acid Damage and their AC decreases by 1 until the end of your next turn. On a successful save they take half damage and don't suffer any additional effects.
    • Amplify: Gain an additional 1d8 Acid Damage
  • Healing Draught: As a use item action or as part of an Attack action, you can drink/administer or throw this clear liquid to regain hit points or heal a target hit. When consumed the target heals for 1d6 + your intelligence modifier hit points. Alternatively you can throw the vial as part of an attack action at a target within range, make a ranged weapon attack, on a successful hit you heal them for 1d4 + intelligence modifier in hit points.
    • Amplify: Gain an additional 1d6/1d4 hit points if consumed/thrown
  • Alchemist Fire: As a use item action or as part of an attack action, you can throw this vial of liquid that bursts into flame on impact, affecting everything in a 5ft radius burst. Everyone in the radius makes a Dexterity Saving Throw, on a failure they take 2d6 Fire Damage. On a success, the target takes half damage. Any creature who fails their save or flammable object the flame touches ignite on a hit and continues to burn for 1 minute dealing 2d6 additional damage each round. A creature may extinguish these flames on themselves, another creature, or a 5ft area as an action.
    • Amplify: Gain an additional 1d6 Fire Damage
  • Swift Foot Draught: As a use item action, you can drink or administer this misty liquid to gain or grant an increased move speed. You or the target gain an additional 10 feet of movement for 1 minute. The recipient cannot gain this bonus again until they take a short rest.
    • Amplify: Increase movement speed by 5 feet.
  • Improved Thunderstone: As a use item action, you can throw this small crystal at an object, causing a sudden burst of force energy to shove everyone away. Everyone, including objects of a large size or smaller within 15 feet of the stone must make a Strength Saving Throw. On a failed save, any effected target is moved 15 feet further away from the center of the blast.
    • Amplify: Target is moved an additional 5 feet.

Previous Versions

Name Date Modified Views Adds Version Actions
10/28/2024 4:30:35 PM
5
1
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Coming Soon
10/28/2024 5:53:17 PM
6
0
2
Coming Soon
Alchemy Expertice Image

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