Wizard
Base Class: Wizard

A wizard subclass focused on crafting a variety of damage, utility, healing, and may more types of potions, as well as creating magical and often surprising concoctions or mixtures. 

***Credit to ChalupaXIII and ChaseKirkwood for the majority of the content, I just adjusted the alchemy table, modified some of the features and fixed some bugs***

Alchemy Wiz

When you select this sub-class at 2nd level, you gain proficiency with Alchemy tools and one other toolset of your choice.

Chemistry

Use your action to haphazardly mix chemicals together in a flash. Roll on the chemistry table to see what concoction you’ve brewed up. The mixtures are very unstable and should be consumed within 1 minute. After 1 minute the potion dilutes into a foul tasting liquid with no additional effects. If you spend your action to mix a potion you may use your bonus action to toss it or feed it to a teammate on the same turn. 

Each mixture takes 10 gold’s worth of ingredients that can be purchased anywhere alchemy supplies are sold. Alternatively you may spend 2 hours in nature to harvest enough ingredients for 1 mixture. 

1

OOPS!- You cause a chemical explosion around you dealing 3d6 poison damage to all targets (including you) within 10 feet of you. Halved damage on a successful DEX save (DC 10 + INT modifier).

51

Healing Potion- You create a common healing potion. This potion does not expire after a minute. 

2

Mana- Drink this to regain 1 spell slot 7th level or lower.

52

Understanding- Drink this to comprehend all languages for the next 10 minutes.

3

Alchemist’s Fire- On hit the target takes 1d4 fire damage at the start of each of it’s turns. A creature can end this damage by using its action to make a DC 10 DEX save.

53

Acid- On a hit, the target takes 2d6 acid damage.

4

Bottled Luck- Drinking this allows the user to reroll 1 of their rolls within the next minute.

54

Noxious Fumes- Upon impact it creates an area of gas in a 5ft area. Targets that end their turn in the gas take 2d12 poison damage.

5

Hallucinogen- The target makes a CON saving throw (DC 10 + INT modifier). On a failure they are distracted by the visions and gain disadvantage on attacks while attackers have advantage. Every turn they may attempt to break free of the visions with the same save.

55

Shrinking- The target shrinks to 1 size smaller for 10 minutes.

6

Concussive Blast- Targets within 10ft are hit by this potion and take 1d10 Thunder damage, and are knocked back 5ft away from the point of impact.

56

Ooze Armor- Applies a living ooze to the target which acts as a gooey suit of armor. The target gains 4 + INT modifier temporary hit points.

7

Herbal Cleanse- Cleanses 1 negative status effect that is curable without a restoration spell. (Not allowed: blinded, deafened, paralyzed, poisoned, effects that charmed or petrified the target, curses, including the target's attunement to a cursed magic item, any reduction to one of the target's ability scores, or one effect reducing the target's hit point maximum)

57

Delayed Reaction- This explosive does 4d10 fire damage and only explodes after 1d4 hours. The DM rolls for the time in secret.

8

Snail Smoke- Upon impact, it emits a poison that disrupts a target's reaction time. The target's movement is halved and they cannot make bonus actions or reactions. The target may shake off the poison with a CON save (DC 10 + INT modifier).

58

Corrosive Ooze- When placed on an object or surface, it begins to eat through and dissolve whatever it touches slowly, at the DM’s discretion. Touching this for more than 10 seconds causes 1d4 acid damage.

9

Truth Serum- Consuming this forces you to tell the truth for 10 minutes. You may still dodge questions but you cannot lie.

59

Lightning in a Bottle- Drinking this gives you an aura of static electricity making your hair stand on end. Any melee attacks that hit you within the next minute force the attacker to take 1d6 lightning damage.

10

Adhesive Slime- On a hit, slime bursts out and restrains the target until they take damage or are broken free by an ally.

60

Love Potion- The target is charmed by the first person they see after taking the potion for 1d6 days.

11

Dragonscale- Upon drinking this, your skin becomes hard and scaly. The drinker gains resistance to slashing and bludgeoning damage. Lasts 10 minutes.

61

Font of Health- When thrown it spreads across a 5 foot area. Anyone ending their turn in the sweet smelling gas can breathe in 1d6 healing. The font only lasts 10 minutes and can only heal a maximum of 4 times your alchemy level before losing its potentness.

12

Smoke Bomb- Upon impact it creates a thick fog in a 20ft cube. Vision is brought down to 5ft and any attacks made in this fog are made at disadvantage.

62

Red Dragon- The drinker gains resistance to fire damage for 10 minutes and 1 charge of fire breath. Every creature in a 15ft cone of you is hit by this and must make a DEX save (DC 8 + CON modifier + PB) or take 2d6 fire damage, halved on a successful save. A creature can only make 1 breath attack per long rest.

13

Increased Density- You become extremely dense, increasing your weight by 5 times. Moving requires a successful DC 20 Strength check. Anything flying is immediately grounded. Lasts 1 minute.

63

Smelling Salts- Allows the user to revive an unconscious creature with 1 hit die worth of health returned. If the target does not have any hit die, then use a d6.

14

Instant Hero- You gain an immunity to being frightened and temporary hit points equal to the Alchemist’s INT modifier at the beginning of each of your turns. Lasts 1 minute.

64

Growth- The target grows 1 size larger for 10 minutes.

15

Oil Slick- Creates a non-flammable oil that can be spread in a 15 ft line. Anyone trying to walk over the oil must make a Dex save (DC 10 + INT modifier) or be knocked prone.

65

False Death- Puts the user into a death-like slumber that would fool even the finest physician. Lasts 1 hour. An unwilling creature must make a CON save (DC 10). Getting damaged wakes the user.

16

Green Dragon- Gain resistance to poison damage for 10 minutes and 1 charge of poison breath. Every creature in a 15ft cone is hit by this and must make a CON save (DC 8 + INT modifier + PB) or take 2d6 poison damage, halved on a successful save. A creature can only make 1 breath attack per long rest.

66

Spelljam- This sour jelly prevents all casting of spells and other magical abilities of the target upon impact if they fail a CON saving throw (DC 10 + INT modifier), which lasts for 1 minute.

17

Hover- You hover 1 inch above the ground allowing you to effortlessly skate along the floor. Your movement increases by 10 feet for 1 hour.

67

Featherweight- You become light as a feather and fall very gently. Watch out for windy days! Lasts 1 minute.

18

Fear Gas- The target must make a CON save (DC 10 + INT modifier). On a failure the target sees their greatest fear and the Frightened status is applied to them.

68

Quickness- Grants advantage on initiative rolls and DEX saves while increasing AC by 1.

19

Enhanced Senses- You become extremely alert. You have advantage on Perception checks, your Passive Perception is increased by your INT modifier + WIS modifier (minimum of 1), and gain Blindsight of 20 feet

69

Sludge Bomb- A particularly gross potion. When thrown it explodes dealing 3d6 necrotic damage to all targets in a 10 ft radius. Halved damage on a DEX save (DC 10 + INT modifier).

20

Booze- This special concoction of your own design makes users feel more confident. They get a +2 bonus to their CHA checks and saving throws for 1 hour.

70

Steroid- Anyone consuming this gets a +3 bonus to all Strength checks and melee weapon damage. They must also subtract 6 from their INT and WIS scores (minimum if 1). Lasts 1 hour.

21

Blue Dragon- Gain resistance to lightning damage for 10 minutes and 1 charge of lightning breath. Every creature in a 5ft wide by 30ft long line is hit by this and must make a DEX save with (DC 8 + CON modifier + PB) or take 2d6 lightning damage, halved damage on a successful save. A creature can only make 1 breath attack per long rest.

71

Stoneskin- You become grey and your skin hardens. Raises AC by 2 for 1 minute.

22

Water Breathing- User can now breathe underwater for 1 hour.

72

Vial of Light- Creates a liquid that glows brighter than any flame. Grants bright light up to 120ft away.

23

Dry Ice- On hit, the target takes 1d12 cold damage.

73

Stupify- The target must make a CON save (DC 10 + INT modifier). On a failure, the target has disadvantage on all Wisdom and Intelligence checks for 10 minutes

24

Flash Bang- Blinds and deafens targets with a 10ft sphere on hit for 1 minute

74

White Dragon- You gain resistance to cold damage for 10 minutes and 1 charge of cold breath. Every creature in a 15ft cone is hit by this and must make a CON save (DC 8 + CON modifier + PB) or take 2d6 cold damage, halved on a successful save. A creature can only make 1 breath attack per long rest.

25

Necrotic Resistance- Gain resistance to necrotic damage for 10 minutes. Halts the decay of the target's flesh, extending time for resurrection spells.

75

Philosopher’s Stone- Pour on a small or medium inanimate object to bring it to life for 10 minutes. The object obeys your commands and you may issue it a verbal command every turn as a free action. The object only responds to basic commands such as "go here" "attack that" "don't move". The target’s abilities and attacks are determined by the DM.

 

26

Three-In-One- Roll three more times, rerolling for any repeated numbers or on a roll of 26. The potion has all three properties of the rolled numbers, and can only be drunk. 

76

Shield- Upon consuming this potion, a spectral shield appears and hovers around you for the next minute, granting you a +2 bonus to AC and immunity to magic missile.

27

Seek- For the next minute, the user can see any invisible creature if you have line of sight to it.

77

Sobriety- You are immune to being intoxicated by alcohol for the next 5d6 days.

28

Paralyzation- On hit, the target must make a CON saving throw (DC 15). On a failed save, the target is restrained and begins to turn to stone. While restrained in this way, the target must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts for 1 minute, or until it is freed by the greater restoration spell or similar magic.

78

Baldness- Whoever drinks this has their hair fall out, but it grows back within 24 hours.

29

Explosion- A fireball spell is cast as a 3rd-level spell centered on the point of impact.

79

Fiery Midas- For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame.

30

Animated Darts- Upon impact, magic missile is cast as a 5th-level spell, targeting the nearest creature in sight.

80

Recharge- You regain expended spell slots with a total level equal to your wizard level. 

31

Vertical Change- Roll a d10. The target’s height changes by a number of inches equal to the roll. If the roll is odd, they shrink. If the roll is even, they grow.

81

Forced Speech- For the next minute, you must either shout, sing, rhyme, or only mimic others when you speak (DM’s choice).

32

Stun- The confusion spell is cast centered on the point of impact.

82

Death Wish- On hit, the target must make a Wisdom saving throw (DC 8 + INT modifier + PB). On a failed save, the target loses interest in everything else and must try to pull off a highly dangerous and spectacular stunt or feat as soon as possible, and will try until either accomplishing the task, or if another creature succeeds on a Charisma (Persuasion) check against the target’s Wisdom (Insight) check to persuade them to stop. The DM decides what the stunt is. 

33

Regeneration- For the next minute, you regain 5 hit points at the start of each of your turns.

83

Thunder God- The three creatures closest to the point of impact within 60ft are struck by lightning and take 4d10 lightning damage. This only works if the sky is visible from the point of impact.

34

Feather Beard- You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.

84

Flora- Leaves grow from the nearest target upon impact. If you drink the potion, leaves sprout from you instead. Unless they are picked off, the leaves turn brown and fall off after 24 hours.

35

Grease- The grease spell is cast centered on the point of impact.

85

Marco Polo- Each creature within 30 feet of the user becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.

36

Arcana Boost- Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.

86

Tough- You gain resistance to all damage for the next minute.

37

Faerie Glow- On hit, the target is covered in a magical blue glow that shines 5ft of bright light and 5ft of dim light. All attacks have advantage against the target, and the target cannot Hide. A remove curse spell can end this effect.

87

Radiation- A random creature within 60 feet of the point of impact becomes poisoned for 1d4 hours.

38

Third Eye- An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight, and can speak telepathically, as well as can move Tiny objects with their mind. 

88

Faerie Radiance- You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.

39

Arcane Master- For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.

89

Change- The polymorph spell is cast yourself. If you fail the Wisdom saving throw (DC 12), you turn into a sheep for the spell’s duration.

40

Teleport- The user teleports up to 60 feet to an unoccupied space of their choice that they can see.

90

Serenity- on hit, the target sees illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute. The target loses any hostility and attempts to chase the butterflies. This does not affect any creature with an Intelligence of 4 or lower.

41

Mastermind- The drinker’s Intelligence score increases by 10 for 10 minutes, to a maximum of 30, and you instantly learn all abilities, attacks, scores, vulnerabilities, resistances, immunities, and hit point amount of any creature or object for the duration. The drinker must also decrease their Charisma score by 10, to a minimum of 1.

91

Haste- You can take one additional action immediately.

42

Focused Arcane- Maximize the damage of the next damaging spell the user casts within the next minute.

92

Vampiric Vortex- Each creature within 30 feet of the user takes 1d10 necrotic damage. The user regains hit points equal to the sum of the necrotic damage dealt.

43

Chronology Shift- Roll a d10. The drinker’s age changes by a number of years equal to the roll. If the roll is odd, the user gets younger (minimum 1 year old). If the roll is even, the user gets older.

93

Duplication- Upon consumption, the mirror image spell is cast as if the user had cast it. 

44

Fever Dream- 1d6 flumphs controlled by the DM appear in random unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute.

94

Flight- On hit, the fly spell is cast on the target, regardless of if they are willing or not. Can also be drunk.

45

Ghost Party- On impact, all creatures within 60ft are transported to the Ethereal Plane for 1 minute. If instead drunk, all creatures around them in a 90ft radius (excluding the drinker) are sent to the Ethereal Plane for 1 minute. 

95

Hide- You become invisible for the next minute. During that time, other creatures can’t hear you. The invisibility ends if you attack or cast a spell.

46

Disguise- You turn into an inanimate object of your choice of size Large or smaller, which lasts until you choose to revert, to a maximum time of 1 hour. As an inanimate object, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts, and you take any remaining excess damage. The DM determines your stats, properties and health as an inanimate object.

96

Revive- If the drinker is dead or dies within the next minute, they immediately come back to life as if by the reincarnate spell.

47

Warp- For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.

97

Psychic- The drinker casts detect thoughts on a target you chose within range. If this was thrown instead, any target that was hit takes 1d6 psychic damage.

48

Overgrowth- Grass grows on the ground in a 60ft radius centered on the point of impact. If grass is already there, it grows to ten times its normal size and remains overgrown for 1 minute.

98

Weakening- On impact, you and all creatures within 30 feet of the point of impact to gain vulnerability to piercing damage for the next minute.

49

Horned Horse- This bottle emanates a distinct sweet aroma, which attracts a unicorn that appears in a space within 5 feet of you after 1d4 turns, then disappears 1 minute later. It is controlled by the DM.

99

Orchestra- Drinking this will surround you with faint, ethereal music for the next minute, causing the drinker to gain the charmed effect.

50

Speech Bubbles- Whoever is hit by this or drinks this can’t speak for the next minute. Whenever they try, pink bubbles float out of your mouth.

100

Creativity- You regain all expended Bright Ideas.

 

Bright Ideas

With a stroke of genius you quickly create the exact substance you were searching for. You may spend 1 Bright Idea to select what you want off of the Chemistry table in place of rolling for it. You start with 3 Bright Ideas at Level 2, and you gain 1 Bright Idea every 5 Alchemist levels (Level 5 = 4 Bright Ideas, Level 10 = 5 Bright Ideas, etc.). New Bright Ideas come to you after a long rest.

Master Mixer

Creating mixtures with an alchemy kit takes half the normal time. Potions created by you add your proficiency bonus to their damage and healing. You have advantage when trying to identify the chemical makeup of an object.

 

 

Waste Not, Want Not

You know the exact amount of components required to create substances down to the milligram. Mixing potions now takes half of the materials it usually does. Additionally you can salvage the ingredients of unused potions to mix again after they've lost their effectiveness.

Potent

Your mixtures have an extra kick to them. On any mixture that requires you to roll dice you may now roll an additional die.

R&D

You wished for a way to administer potions from long range so you created one! Mixtures can reliably be fired from a crossbow allowing you to administer aid and pain from a distance. Potions that once needed to be consumed may be shot with a dart that administers the fluids. Gain proficiency in crossbows, darts, and blowguns. 

Extreme Toxicity

Your mixtures now do double damage or double healing.

Previous Versions

Name Date Modified Views Adds Version Actions
11/17/2021 10:06:30 PM
1
1
1
Coming Soon
11/17/2021 10:17:41 PM
1
1
2
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes