Prerequisite: Intelligence of 13 or higher, and proficiency with alchemist's supplies.
Your obsessive study of hermetic principles has given you an instinctual understanding of alchemical science. This feat grants the following benefits:
- You may double your proficiency modifier for skill checks made to use alchemist's supplies.
- Once per week, you may ignore the usual material and monetary requirements to use just 50GP of materials in random experimentation. To use this ability, you must have your hands free and have access to alchemist's supplies. Roll an intelligence check to use your alchemist's supplies (DC20). On a success, roll a d20 on the table provided to craft an alchemical substance. On a fail, 50GP of materials are expended and you roll a d20 on the list of alchemical mishaps.
d20 Alchemical Substances
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Acid.
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Alchemist's Fire.
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Dust of Disappearance.
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Dust of Dryness.
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Dust of Sneezing and Choking.
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Oil of Slipperiness.
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Philter of Love.
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Potion of Animal Friendship.
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Potion of Climbing.
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Potion of Fire Breath.
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Potion of Hill Giant Strength.
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Potion of Growth.
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Potion of Poison.
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Potion of Resistance. DM to roll 1d12 to select from the list of damage types.
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Potion of Water Breathing.
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Potion of Healing.
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Pearl of Power.
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Stone of Good Luck.
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Decanter of Endless Water.
- Alchemy Jug.
d20 Alchemical Mishaps
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Deathly Ill. You take ill, teetering uncomfortably close to death. You take 1d6 necrotic damage, and you cannot regain hit points until you finish a long rest.
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Befuddled. Your head spins, and you have trouble making sense of your surroundings. You take 1d6 psychic damage, and you have disadvantage on all Intelligence ability checks until you finish a long rest.
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Disoriented. You have trouble thinking clearly. You have disadvantage on Intelligence and Wisdom saving throws until you finish a long rest.
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Nausea. You feel sick to your stomach. You have disadvantage on Constitution and Strength saving throws until you finish a long rest.
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Dizziness. You feel light-headed and unsteady on your feet. You have disadvantage on all Dexterity ability checks until you finish a long rest.
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Upset Stomach. You feel very queasy. You have disadvantage on all Strength ability checks until you finish a long rest.
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Poison exposure. You are exposed to toxins. You take 1d6 poison damage, and you are poisoned for 1 hour.
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Headache. You develop a splitting headache. You have disadvantage on all Intelligence ability checks until you finish a long rest.
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Skin irritation. Your skin breaks out in an unsightly rash. You have disadvantage on all Charisma ability checks until you finish a long rest.
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Coughing fits. You suffer fits of violent coughing. You have disadvantage on Dexterity and Charisma saving throws until you finish a long rest.
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Euphoria. You feel giddy and content. You have disadvantage on all Wisdom ability checks until you finish a long rest.
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Extreme Nausea. You feel so sick you can barely stay on your feet. You take 1d6 poison damage. You have disadvantage on all Strength ability checks until you finish a long rest.
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Chills. You catch chills and shake uncontrollably. You take 1d6 cold damage. You have disadvantage on all Dexterity ability checks until you finish a long rest.
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Accidental fire. You are burned as your reagents catch fire. You take 2d6 fire damage.
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Uncontrollable fire. Your reagents catch fire and begin to spread to the vicinity. You take 3d6 fire damage, and each creature within 10 feet of you takes 1d6 fire damage. Flammable objects within 10 feet of you catch fire.
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Acid spill. You are splashed with a caustic substance. You take 2d6 acid damage.
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Large acid spill. A vat of acid bubbles over violently, corroding everything in the vicinity. You take 3d6 acid damage, and each creature within 10 feet of you takes 1d6 acid damage. Objects within 10 feet of you that cannot withstand corrosion take 1d6 acid damage.
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Explosive boom. Your reagents explode with a loud bang. You take 1d6 thunder damage, and you are deafened for 1 hour.
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Explosive flash. Your reagents explode in a bright flash. You take 1d6 radiant damage, and you are blinded for 1 hour.
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Massive explosion. Your reagents explode in spectacular fashion. You take 2d6 thunder damage, 2d6 radiant damage, and you are blinded and deafened for 1 hour. Additionally, each creature within 15 feet of you takes 1d6 thunder damage and 1d6 radiant damage. Flammable objects within 15 feet of you catch fire.
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Posted Sep 3, 2018This is really well thought out in my opinion. Love the details that went into it. This could be kinda fun for a DM to use also for a 'creative' alchemist.