Wondrous Item, legendary

Alchemist’s Facility

This small workbench is full of useful items for an alchemist, such as flasks, burners and eldritch components. As part of a short or long rest, you can create a number of alchemical concoctions equal to your Intelligence modifier. These creations can be part of one of the next four categories (your choice): Explosive, Ointment, Potion or Vapor. The concoctions keep their potent effects until the end of your next long rest.

When you create a concoction, you roll on the appropriate table to determine the result. If you rolled a 1 on any table, the concoction blows up and you take 3d6 force damage. Anytime a saving throw is required, the DC is equal to 8 + your Proficiency Bonus + your Dexterity modifier.

  • An Explosive can be thrown up to 30 feet as an action and has a 10-foot radius blasting zone.
  • An Ointment can be applied as an action.
  • A Potion can be drunk as an action.
  • A Vapor can be released as an action and has a 10-foot radius area of effect centered on the releasing point. It must be released by a creature.

Explosive

d100

Result

2 – 25

A small explosive made of smokepowder. Each creature in the area must make a Dexterity saving throw, taking 2d6 fire damage and 2d6 thunder damage and being pushed 15 feet away from the center of the area on a failed save or half the damage on a successful one and not being pushed.

26 – 45

A powerful explosive made to deafen enemies. Each creature in the area must make a Constitution saving throw, taking 3d8 thunder damage and being deafened for 1d4 rounds on a failed save or half the damage on a successful one and not being deafened.

46 – 60

A dazzling explosive made to blind enemies. Each creature in the area must make a Dexterity saving throw, taking 3d8 radiant damage and being blinded for 1d4 rounds on a failed save or half the damage on a successful one and not being blinded.

61 – 75

A hazardous explosive made from elemental components. Each creature in the area must make a Dexterity saving throw, taking 5d6 of various damages on a failed save or half the damage on a successful one. The damages are determined by the number on each dice : 1 = acid, 2 = cold, 3 = fire, 4 = lightning, 5 = poison, 6 = thunder.

76 – 85

A meticulously formed explosive made to immobilize creatures. Each creature in the area must make a Strength saving throw, taking 2d4 magical bludgeoning damage and being restrained for 1d4 rounds on a failed save or half the damage on a successful one and not being restrained.

86 – 95

A gloom explosive made of necrotic components. The creatures in the area must make a Constitution saving throw, taking 8d4 necrotic damage and having their maximum hit points reduced by that amount on a failed save or half the damage on a successful one and not having any reduction to their hit points.

96 – 100

A devastating explosive made of pure magical energy. Each creature in the area must make a Constitution saving throw, taking 6d6 force damage and being stunned for 1d4 round on a failed save or half the damage on a successful one and not being stunned.

 

Ointment

d100

Result

2 – 25

A sticky ointment made of protective agents. When applied, a creature gains 5d4 temporary hit points.

26 – 45

A smooth ointment made from restorative plants and fungi. When applied, a creature gains 3d6 hit points.

46 – 60

A magical and potent ointment. When applied on a weapon its becomes a magical weapon for 1 minute.

61 – 75

A sloppy ointment made from the juices of agile insects. When applied, a creature cannot be grappled, has advantage on all Dexterity checks and Saving Throw and can jump three time their normal jump distance. This ointment lasts for 1 minute.

76 – 85

A devilish ointment made from components from the Lower Planes. When applied, a creature deals 2d6 fire damage each time they get hit by a melee attack. The ointment lasts for 1 minute.

86 – 96

A hard and smelly ointment made from special mud. When applied, a creature gains resistance to bludgeoning, piercing and slashing damage for 1 minute.

97 – 100

A transformative ointment made from unnatural components. When applied, a creature can breathe in any environment, gains truesight out to a range of 60 feet and has a flying speed of 30 feet for 1 minute.

 

Potion

d100

Result

2 – 25

A weird bubbling potion made from the waters of the Nine Hells. A creature drinking this potion can breathe fire in a 15-foot cone as a bonus action, forcing all creatures in the range to make a Dexterity saving throw. On a failed save, a creature takes 2d4 fire damage or half that damage on a successful one. This potion lasts for 1 minute.

26 – 45

A green and slimy potion made from ooze breeding farm products. A creature drinking this potion becomes resistant to bludgeoning damage, but vulnerable to slashing damage. They can fit through narrow holes as small as 1-inch wide and don’t require air, food or water. This potion lasts for 1 hour.

46 – 60

This transparent blue potion is made from dead water elementals. A creature drinking this potion can breathe underwater, gains a swimming speed equal to their walking speed and is resistant to acid damage. This potion lasts for 1 hour.

61 – 75

This light potion is made from evaporated liquids distilled in careful ways. A creature drinking this potion gains a flying speed of 60 feet and cannot take damage from falling. This potion lasts for 1 hour.

76 – 85

This purple and green potion is made from infused fungi with psychic abilities. A creature drinking this potion gains the ability to talk telepathically to anyone, as long as the target speaks at least one language, and gains resistant to psychic damage. This potion lasts for 8 hours.

86 – 96

This potent potion is made from the magical components able to infuse the power of the Weave into a creature. A creature drinking this potion becomes able to cast a random 3 level spell of the sorcerer spell list. This potion lasts for 8 hours.

97 – 100

This extremely powerful potion is made from an unknown combination of potent components from around many worlds. A creature drinking this potion can speak and understand all languages, has the ability to climb walls and can teleport to a distance up to 30 feet. This potion lasts for 1 hour.

 

Vapor

d100

Result

2 – 25

This black and opaque vapor is made from the smoke of Shadowfell trees. Creatures inhaling this vapor gain darkvision out to a range of 60 feet and can see through magical darkness. This vapor lasts for 8 hours.

26 – 45

This dark yellow vapor is made from fungi with numerous effects. Creatures inhaling this vapor gain resistance to 1d3 of the following damages (your choice when releasing the vapor): acid, cold, fire, lightning, poison or psychic. This vapor lasts for 10 minutes.

46 – 60

This light blue vapor is made with the vapor of the clouds from the Upper Planes. Creatures inhaling this vapor regain 1d4 hit points at the start of each of their turn. This vapor lasts for 1 minute.

61 – 75

This transparent vapor with a light touch of white is made from the few items physically present in the Ethereal Plane. Creatures inhaling this vapor can teleport between the Ethereal and Material Plane as an action. This potion lasts for 10 minutes.

76 – 85

This brown and smelly vapor is made from the dust of Feywild trees. Creatures inhaling cannot recall inhaling it and are friendly towards the creator of this vapor and will do anything to help them. Creatures immune to the charm condition are not affected by this vapor. This vapor lasts for 1 hour.

86 – 96

This light pink vapor is created with the smoked organs of powerful beasts and monstrosities. Creatures inhaling this vapor gain 3d6 temporary hit points, become immune to the frightened condition and have all their speeds increased by 15 feet.

97 – 100

This grey vapor is made from the most potent psychotropics possible. Creatures inhaling this vapor gain resistance to all damages and can take a second action on each of their turn. This vapor lasts for 1d4 rounds.

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