Prerequisite: Alchemist Artificer
From studying a certain swamp herb, you've learned to use it to modifier your Experimental Elixirs.
When creating an Experimental Elixir either at the end of a long rest, or using a spell slot, instead of rolling off of, or choosing from the normal Experimental Elixir table, you may instead choose to roll off the Hallucinogenic Elixir table to replace any number of your Experimental Elixirs.
Hallucinogenic Elixir
1d6
Effect
- Mysterious Presence: The Drinker shrouds its presence for 1 minute. other creatures must subtract 1d4 from any Wisdom (Insight or Perception) checks made against the target. The duration increases when you reach Artificer levels 9 (1 hour) and 15 (8 hours).
- Ancestral Communion: The Drinker invokes the wisdom of their ancestors to gain insight into their trials for 1 minute. When they drink the elixer, and at the start of each of their turns for the duration, they gain Heroic Inspiration if they don’t already have it. The duration increases when you reach Artificer levels 9 (1 hour) and 15 (8 hours).
- Pacify: Toss the contents of this vial at a humanoid you can see within range. The target must make a Wisdom saving throw(Spell saved DC based on Artificer Spell DC). If it fails the save, it is pacified by the elixir for 1 minute. A pacified creature can’t attack, cast a spell that affects an enemy, or deal damage to another creature. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. At Artificer level 9, this Elixir effects any creature, not just humanoids. And at Artificer Level 15, affects targeted creatures within a 20 ft radius.
- Caustic Belly: You swallow the contents of this Elixir. Once before you take a long rest, you can exhale the Elixir as a bonus action, expelling it as Noxious fumes. Each creature in a 5-foot-wide, 30-foot-long line must make a Constitution saving throw(Artificer Spell Save DC), taking 2d10 acid damage on a failed save, or half as much damage on a successful one. The damage increases by 1d10 at Artificer level 9, and by another 1d10 at Artificer Level 15.
- Comprehend languages: When you drink this potion, you gain the effect of the Comprehend Languages spell for 1 hour. The duration increases when you reach Artificer levels 9 (8 hour) and 15 (24 hours).
- You determine the elixir’s effect by choosing one of the other rows in this table.
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