A roughly 8oz. glass container that contains 10 small, roughly spherical, edible pieces. The pieces come in a variety of bright colors, and each piece is squishy, seeming to be filled with a softer, more liquid interior. A messy, poorly-handwritten label on their container reads:
Alchemist’s Roulette (assorted fruit flavors). consume at your own risk.
Please handle with care- these contents may be volatile!
As a bonus action, you may open the container and remove a piece, choosing to either consume it or throw it with a range of up to 20 feet.
When a piece is consumed or thrown, consult the table below.
Experimental Elixir
| d6 | Effect |
|---|---|
|
1 |
Healing. The drinker regains a number of hit points equal to 2d4 + your Intelligence modifier. |
|
2 |
Swiftness. The drinker’s walking speed increases by 10 feet for 1 hour. |
|
3 |
Resilience. The drinker gains a +1 bonus to AC for 10 minutes. |
|
4 |
Boldness. The drinker can roll 1d4 and add the number rolled to every attack roll and saving throw they make for the next minute. |
|
5 |
Flight. The drinker gains a flying speed of 10 feet for 10 minutes. |
|
6 |
Transformation. The drinker’s body is transformed as if by the Alter Self spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes. |
Confusion Effects
| d10 | Behavior |
|---|---|
| 1 | The creature uses all its movement to move in a random direction. To determine the direction, roll 1d8 and assign a direction to each die face. The creature doesn't take an action this turn. |
| 2-6 | The creature doesn't move or take actions this turn. |
| 7-8 | The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. |
| 9-10 | The creature can act and move normally. |
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