Alchemist Initiate Image

Origin Feat

You gain the following benefits.

Experimental Elixir. Whenever you finish a Long Rest, you can magically produce an experimental elixir in an empty flask, vial, or other suitable container you touch. Roll on the Experimental Elixir table for the elixir’s effect, which is triggered when someone drinks the elixir, or is splashed with it. As an Action, a creature can drink the elixir, administer it to an incapacitated creature, or throw it as an improvised weapon.

You can create additional experimental elixirs by expending a spell slot of 1st level or higher for each one. When you do so, you use your Action to create the elixir in an empty flask you touch, and you roll on the Experimental Elixir table for the elixir’s effect.

Creating an experimental elixir requires you to have alchemist’s supplies on your person, and any elixir you create with this feature lasts until it is used or until the end of your next Long Rest.

d10 Effect
1 Healing. The drinker regains a number of hit points equal to 1d4 + your Intelligence modifier.
2 Swiftness. The drinker’s walking speed increases by 10 feet for 1d6 turns.
3 Resilience. The drinker gains a +1 bonus to AC for 1d6 turns.
4 Boldness. The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next turn.
5 Frost. On a hit, the target takes 1d6 cold damage and must make a Constitution saving throw. On a failed save, its speed is also reduced by 10 until the end of your next turn.
6 Transformation. The drinker’s body is transformed as if by the alter self spell. The drinker determines the transformation caused by the spell, the effects of which last for 1 minute.
7 Sickness. On a hit, the target takes 2d6 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.
8 Flames. On a hit, the target is wreathed in fire. While the target is on fire it takes 1d4 fire damage at the start of each of its turns. A creature can extinguish the fire by using its action to make a successful DC 10 Dexterity check.
9 Acid. On a hit, the target takes 2d6 acid damage.
10 Booming. On a hit, the target becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the effect ends.
Alchemist Initiate Image

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