“You call throwing random potions a martial art?” “Hey, whatever works, works.”
- Discussion between a monk and an alchemist
Holding your collection of ingredients and bottles open, countless freshly brewed potions fly out, formed from the magic you command. Every target within a 60-foot cone must make a Dexterity saving throw or be struck by 1d6 random potions. These potions are actual potions that exist in the world, and the Dungeon Master can decide what potions strike what targets. Any effects that these potions provide disappear after 1 minute, regardless of what the actual potion’s duration is. Allied creatures will be struck by beneficial potions, and can choose to automatically fail the saving throw. Hostile creatures will be struck by potions that will hinder or damage them, and may also more rarely be struck be substances that should not be able to be held in potion bottles, such as: a large clump of earth that springs out of the broken bottle, a bottle of fresh lava in blatant defiance of the laws of physics or thermodynamics, a bottle of gravity that forces them to the ground, and whatever else the Dungeon Master could possibly think of. It is possible, but very unlikely for an ally to be struck by a detrimental potion, or for an enemy to be struck by a beneficial one.
* - (A large collection of alchemical materials and bottles/flasks)
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