Whenever you finish a long rest, you can produce two experimental elixirs in two empty flasks. Roll twice on the Experimental Elixir table for the elixir's effect, which is triggered when someone drinks the elixir. As an action, a creature can drink the elixir or administer it to a creature. Identical elixir effects do not stack.
Instead of Rolling twice, you can choose one elixir to create from the list below.
Creating an experimental elixir requires you to have alchemist supplies on you, and any elixir you create with this feature lasts until you complete a long rest. In any case, any Elixir loses its potency with the end of the current adventure. You can not give elixirs to other characters for adventures where you are not participating.
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Experimental Elixir |
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d8 |
Effect |
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1 |
Healing. The drinker regains a number of hit points equal to 2d4 + your Proficiency bonus |
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2 |
Swiftness. The drinker's walking speed increases by 10 feet for 1 hour. |
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3 |
Resilience. The drinker gains a +1 bonus to AC for 10 minutes. |
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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 minute. |
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5 |
Invisibility. The drinker gains the effect of an “Invisibility” spell for a number of minutes equal to your Proficiency bonus. |
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6 |
Transformation. The drinker's body is transformed as if by the Alter Self spell. You determine the transformation caused by the spell, the effects of which last for 10 minutes. |
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7 |
Focus. The drinker regains a spell slot of a level equal to half your proficiency bonus rounded down. |
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8 |
Resistance. The drinker gains resistance to a damage type of your choice for a number of rounds equal to your Proficiency bonus. |
Previous Versions
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8/12/2021 5:43:57 AM
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4
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