You have honed your proficiency with alchemy, granting you the following benefits:
- Increase your intelligence by 1, to a maximum of 20.
- You gain proficiency with Alchemist's Supplies.
- Once per long rest you can use 50gp of materials to create a potion with one of the following effects. Roll 1d12 to determine what type of potion it is. The potion must be used once before you can create another one.
- One ability score increases by 1 to a maximum of 20.The ability score that is increased is determined by rolling 1d6. This lasts until the next long rest.
- Heal 4d4+2 hit points.
- Gain darkvision up to 30ft. If the drinker already has darkvision, their darkvision is extended by 20ft. This lasts until the next long rest.
- You are under the effect of the comprehend languages spell, allowing you to understand every language that you hear and see. This lasts until the next long rest.
- Heal 2d4+2 hit points.
- You can exhale a frost breath in a 15 feet cone. Each creature in the area must make a DC13 Constitution save, or take 3d6 cold damage, and half on a success. This takes an action.
- Gain 2d4+4 temporary hit points.
- Transform its drinker into a cabbage. Roll a 1d20, thats how many days the person stays a cabbage, on a 20 they permanently become a cabbage. Potion includes telepathy for the cabbage.
- Gain resistance to a random damage type until the next long rest. Roll 1d10 to determine the type of damage. In numerical order: Necrotic (1), Radiant (2), Thunder (3), Acid (4), Psychic (5), Poison (6), Cold (7), Fire (8), Lightning (9), Force (10).
- Gain advantage to use on any attack roll, ability check, or saving throw. This is lost when used or until the next long rest. You must state you are using the advantage before making the roll.
- Remove 1 effect removable by the lesser restoration spell.
- Roll on the wild magic table.
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