Potion, artifact (requires attunement by a an Artificer, a Fighter or a Rogue)

Description:

An extremely beautiful bottle made of brass and high pressurized glass. An ever-swirling liquid with everchanging colors inside the vial looks like a small galaxy inside of the bottle. The cork, made of gold and brass, splendidly shining because of its quality can be uncorked. The second the cork is retired, the liquid takes one specific color and becomes tangible and sharp, like a blade. Its powers and effects depend on which color it chose to come out with.


 

 

Infused. The wielder has a +1/2*/3* bonus to attack and damage rolls made with this magic weapon. They also become proficient with a shortsword. 

Alchemist's knowledge. While attuned to this potion, the user becomes proficient with Alchemist's supplies and gains advantage on any checks regarding Alchemy.
Also, this potion can be worked on with Alchemist's Supplies with a success on the DC.
For 1000gp and DM-selected ingredients, upgrade Infused from +1 to +2*, DC 20 (d20 + proficiency modifier).
For another 2000gp and DM-selected ingredients, upgrade infuse from +2* to +3*, which requires beating a DC 25 (d20 + proficiency modifier).
On a failure below 10, the opposite happens and the weapon decreases or simply fails to update. (From +2* to +1, from trying to go up to +2* to stay +1)

A galaxy of effects.  When the user uncorks this potion, they have to roll 1d10, the bonus effect and type of damages depend on the result. This effect lasts 15 minutes and can be used up to three (3) times per day. Refreshes and refills the bottle full of liquid at dawn.

  1. Red.  The weapon deals 1d6+1/2*/3* fire damage. Burning an endless flame, If the target wears fabric or leather, the damages become 2d6+2 fire damage. The blade can ignite everything that can be ignited in the vicinity of the swing.

  2. Cyan. The weapon deals 1d6+1/2*/3* cold damage. As crystals of ice recover the blade, the target must succeed on a Constitution saving throw (DC 12 + proficiency bonus) or have their movement halved until the end of their turn. On a successful save, they ignore this effect and can't be affected by it for the next 24 hours.

  3. Lime.  The weapon deals 1d6+1/2*/3* poison damage. As the blade oozes putrefying and stinky substance, when hit, the target must succeed on a Constitution saving throw (DC 12 + proficiency bonus) or suffer the status poisoned for 1d4 rounds. On a successful save, they ignore this effect and can't be affected by it for the next 24 hours.

  4. Dark. The weapon deals 1d6+1/2*/3* necrotic damage.  The user steals the life essence of their target, healing half the amount of damage dealt with by this attack. The third time on the same target automatically renders them [Tooltip Not Found] of the user.

  5. Blue. The weapon deals 1d6+1/2*/3* lightning damage. As lighting strikes the target, If they are considered wet or are wearing metal armor, the damage becomes 2d6+2 lightning damage instead. If it hits a pool of water, the pool of water becomes electrified for 1d4 rounds, dealing 1d8 damage to everyone walking or standing in it.

  6. Yellow. The weapon deals 1d6+1/2*/3* radiant damage. The pure light flashes into the target eyes and they must succeed on a Constitution saving throw (DC 12 + proficiency bonus) or they are blinded until the end of their next turn. On a successful save, they ignore this effect and can't be affected by it for the next 24 hours

  7. White.  The weapon deals 1d6+1/2*/3* thunder damage. As the thunder hurls, the target must succeed on a Constitution saving throw (DC 14 + proficiency bonus) or end up deafened until the end of their next turn.

  8. Green. The weapon deals 1d6+1/2*/3* acid damage. The acid pierces the target's armor and shield giving them a minus 2 on their AC until the end of their turn. Any shield or armor not magical is affected by the corrosion. Three (3) hits on a corroded shield or armor break it and it won't be usable until repaired. Corrosion can't be dispelled and needs to be fixed at a forge.

  9. Magenta. The weapon deals 1d6+1/2*/3* psychic damage. Using the power of the abyssal galaxy inside of the vial, the target must succeed on a Constitution (DC 12 + proficiency bonus) saving throw or be stunned until the end of their turn.

  10. On a 10, roll 2d10, and for the rest of the duration, the liquid will take two colors instead of one for the next attack. Once it's done, the user must roll 1d6; 1-3 = first color rolled, 4-6 = 2nd color rolled. Rolling another 10 with this ability equals a fail and the only non-10 score will be taken in count. Rolling two (2) 10 makes the user able to manually choose the colors they want.

 

 

 

 


"This magical flask is not what it seems,

All those powers are like magical dreams.

But some people are so fascinated they are mindlessly led,

To steal, to uncork and drink, not knowing they will end up dead."



Extract from the Poem "Potion of deadly wonders", from "A collection of mysterious poems" by The Black Salander.

 

 

Notes: Damage: Necrotic, Damage: Acid, Damage: Cold, Damage: Fire, Damage: Psychic, Damage: Lightning, Damage: Radiant, Damage: Thunder, Damage: Poison, No matter the time in another plane, it is bound it its primal plane, and as such, will always refresh at its prime plane's dawn., an Artificer, a Fighter or a Rogue, Damage, Utility, Combat

Item Tags: Damage Utility Combat

Rivorse

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