This tome contains recipes for potions that alter your physical body for 1 hour. When you find the tome, it contains 1d6 completed recipes and 1d4 incomplete recipes. The first role will be for recipe numbers 1-6 and the second role will be for the four recipe numbers following the first role. For example, if the first role is 4 and the second role is 3, you have a completed recipe for numbers 1-4 and an incomplete recipe for numbers 5-7.
Incomplete recipes can only be completed if you are proficient in the alchemist's kit or herbalism kit and require 1 hour of time plus a DC 20 intelligence check. On a failed check, you must wait until next dawn before attempting again for any incomplete potion recipe.
1. Horns: Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 +3, instead of the bludgeoning damage normal for an unarmed strike.
2. Fins: You gain a swim speed of 40 feet and have advantage of dexterity saving throws while in water.
3. Gills: You become amphibious and can breathe air and water.
4. Eyes of the Underdark: You gain darkvision of 120ft.
5. Eyes of Fey: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
6. Four Eyes: You grow eyes on the back of your head. You can't be surprised while you are conscious. Other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you. You have advantage of perception checks.
7. Four legs: You grow an additional set of legs as your body extends and begin walking on all fours. Your base walking speed is doubled. In addition, if you move at least 20 feet straight toward a creature and then hit it with a melee attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, you can make an additional melee attack against it as a bonus action.
8. Eyes of the Ninja: If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
9. Four Arms: You grow another pair of arms. You have advantage on Strength checks and Strength saving throws. You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one. You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren’t light. You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand. You gain 1 additional attack even if you already have one.
10. Polymorph: You can create a potion which has the same effect as the spell polymorph.
Each morning you can spend ten minutes to brew 2 potions that have a completed recipe. You decide what the potions are. The tome fulfills any material components you would have needed without it and it must be on your person. Any potions brewed this way last for 24 hours after which they become null.
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