Fen Thundersteps Alchemy jug, gifted to him from his mother upon the death of his father. Your father used this jug for many things, he would be proud of you. Old magical markings are imbued upon it. No one has been able to decipher these markings so far, perhaps traveling will reveal more information?
Combat Information;
d1 |
Honey |
You take a swig of your Alchemy Jug. You gain 1d4 temporary hit points. + your level. #These temporary hit points can stack on temporary hit points. (Intill Long Rest). |
d2 |
Poison |
You coat your weapon, or ammunition, in poison for 1d4 poison damage. The DC is equal to your Spell Save DC. The damage increases by 1d4 at level 5 (2d4), and another time at level 10 (3d4). (Lasts 3 rounds, blade remains coated even if the user has hit a creature with the weapon intill the round is finished) |
d3 |
Beer |
You take a swig of your Alchemy Jug. You gain advantage on attack rolls and + damage equal to your proficiency bonus. You however at the same time, suffer disadvantage on wisdom saving throws and checks. (Lasts 3 Rounds) |
d4 |
Grease |
You splash grease in a 15-foot cone, forcing creatures to make a dexterity saving throw or risk falling prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone. (Grease stays on the ground, effects are similar to the spell known as Grease). |
d5 |
Magical Light |
You pull out a tube inside of the jug, aim and fire. Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible. (Lasts 1 minute, does not require concentration. The effects are similar to the spell known as Faerie Fire). |
d6 |
Acid |
You pull out a tube inside of the jug, aim and fire. Make a spell attack roll (20 feet away). On a hit, the creature takes 1d4 + Your Charisma Modifier in magical Acid Damage. Also, the creature or object must succeed in a CON save (Your Spell Save DC) or suffer a –2 to AC as the armor or object is melted through. (Effect is permeant unless mended). |
General Information;
This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.
You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.
Once the jug starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the next dawn.
Liquid | Max Amount |
---|---|
Acid | 8 ounces |
Basic poison | 1/2 ounce |
Beer | 4 gallons |
Honey | 1 gallon |
Mayonnaise | 2 gallons |
Oil | quart |
Vinegar | 2 gallons |
Water, fresh | 8 gallons |
Water, salt | 12 gallons |
Wine | 1 gallon |
Notes: Attunement by one of the Thunderstep Bloodline. , Utility
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