Alchemy Initiate Image
Prerequisite: Requires an Intelligence score of 13 or higher
 

Require an Intelligence Score of 13 or higher

You gain proficiency with Alchemist's Supplies, or if you already have proficiency you double your proficiency modifier. 
Once at the end of a long rest you create a potent tonic creates an initially random effect, using materials worth 50gp per use. When you discover a new effect you do not need to roll for it if you attempt to recreate that tonic effect later, the effect can only be 'unlocked' by someone observably consuming the tonic. Roll 1d12 to discover the effect of the potion, subsequent rolls to determine effects after the initial roll follow the same principle of discovery as the d12 roll. The come down effect of the tonic means that a creature cannot benefit from tonic for a full week after it wears off. The fleeting potency of the tonic means it can only be stored until the next long rest.

1: A randomly selected ability score increases by 1 to a maximum of 20 for that day, the ability is determined with a 1d6 roll. The drinker becomes rather itchy during the effect of the tonic.
2: For that day the drinker gains darkvision at a range of 30ft, if they already have darkvision it is extended by 20ft. The drinker's eyes change shape to become cat-like.
3: The synapses for language interpretation act faster; after 1 minute of listening to a foreign language, the drinker becomes able to speak it for the remainder of the day. The hair at the drinker's temple becomes an lime green.
4: The drinker gains an additional +2 to perception or investigation checks. Roll 1d4, on a 1-2 it is perception, on a 3-4 it is investigation. The drinker becomes hypersensitive or slightly paranoid respectively.
5: The drinker's movement speed, jump distance, and jump height are all increased by 5ft for the rest of the day. The drinker develops rapid onset alopecia. 
6: The drinker's armour class becomes a base 13 + their dex or con modifier for the day. The drinker's skin becomes like grey scale that flakes easily.
7: The drinker becomes able to spit 1d6 of acid damage using a ranged attack with your proficiency modifier a maximum of 3 times for the duration of the day. The drinker's skin takes on a grey-green shade and their throat inflates.
8: The drinker have 1 use of advantage on initiative for the rest of the day. The drinker has difficulty focusing.
9: The drinker suffers 3d6 poison damage and is considered poisoned. The drinker can make a Constitution save against your DC = 8+ your Intelligence modifier + your proficiency modifier, to take half damage but it does not repel the poison condition.
10: The drinker becomes charmed by you for the rest of the day. They become aware of the charm effect after it wears off.
11: The drinker gains the amphibious trait for the rest of the day. They all become extremely flatulent.
12: The drinker becomes straight up high as balls, in addition to gaining the ability to see into the astral realm for the rest of the day.

Alchemy Initiate Image

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