Base Class: Artificer
Walking the razor-thin edge of ingenuity and taboo, Extractors are Artificers who see power not as something created, but as something taken. Their macabre invention—the Extractor—harvests Arcane-Life Essence (ALE) from creatures, alive or dead, transforming it into an extraordinary fuel for their dark innovations. Masters of crafting and adaptation, these inventors wield the ALE to reshape their reality, albeit at great ethical cost.
| Level | Prepared Spells |
|---|---|
| 3rd | Inflict Wounds, Detect Magic, Absorb Elements, Tasha’s Caustic Brew |
| 5th | Blindness/Deafness, Mirror Image, Lesser Restoration, Heat Metal |
| 9th | Dispel Magic, Vampiric Touch, Greater Invisibility, Animate Dead |
| 15th | Wall of Force, Cloudkill, Awaken, Contingency |
Level 3: The Extractor
Tool Proficiency: Gain proficiency with alchemist’s supplies if you don’t already have it.
Crafting the Extractor: To craft the Extractor, succeed on a DC 15 Arcana check using alchemist's supplies and the following materials:
A needle-like knife
A small piece of platinum
A drop of your blood Failure wastes the materials and requires 8 hours of downtime before retrying.
Signature Weapon: The Extractor is a melee weapon, with a 5ft reach.
Attack: 1d6 + Dexterity modifier piercing damage.
Arcana-Life Extraction: When you hit a creature, it must make a Constitution saving throw (DC = 10 + your Artificer level + Intelligence modifier). On a failed save:
Gains 1 level of Exhaustion.
Suffers a permanent reduction of 1d10 hit points.
Gains permanent disadvantage on saving throws. The curse can only be lifted by a blessing from a holy individual.
Harvesting ALE: Successfully Extracted ALE is Raw Arcana-Life Essence, which must be stored in jars, rubies, sapphires, or clear crystals.
Crafting Requirement for Refined ALE: Refining ALE requires specific material components, a DC 12–18 Arcana check, and 2 hours of downtime per material type.
Raw ALE Injection:
Injecting Raw ALE into yourself causes a random positive effect (d100 roll on the chart below).
|
Roll (d100) |
Effect |
|
1 |
Gain a temporary +2 to Strength for 1 hour. |
|
2 |
Gain a climbing speed equal to your walking speed for 1d6 hours. |
|
3 |
Your unarmed strikes deal 1d8 bludgeoning damage for 1 hour. |
|
4 |
Gain a +10 bonus to your movement speed for 2 hours. |
|
5 |
Advantage on Strength (Athletics) checks for 1d12 hours. |
|
6 |
Gain darkvision (60 ft.) for 8 hours. |
|
7 |
Resistance to bludgeoning damage for 1 hour. |
|
8 |
Gain the ability to breathe underwater for 24 hours. |
|
9 |
Gain immunity to poison damage for 1 hour. |
|
10 |
You grow temporary claws, dealing 1d6 slashing damage per attack for 1 hour. |
|
11 |
Resistance to cold damage for 1d4 hours. |
|
12 |
Gain temporary hit points equal to 1d20 + your Artificer level. |
|
13 |
Your jump height and distance are doubled for 2 hours. |
|
14 |
You can Dash as a bonus action for 1d4 hours. |
|
15 |
Your carrying capacity is tripled for 1d6 hours. |
|
16 |
Gain immunity to exhaustion for 8 hours. |
|
17 |
You glow faintly, shedding bright light in a 10-ft. radius for 1d6 hours. |
|
18 |
Regain hit points equal to 2d10 immediately upon injection. |
|
19 |
Your skin hardens; gain temporary AC +2 for 1d6 hours. |
|
20 |
Resistance to fire damage for 1 hour. |
|
21 |
Gain truesight (30 ft.) for 1 hour. |
|
22 |
You are immune to being restrained for 1 hour. |
|
23 |
Your melee weapon attacks deal an additional 1d8 radiant damage for 2 hours. |
|
24 |
Gain immunity to disease for 24 hours. |
|
25 |
You emit an aura of vitality; allies within 10 ft. gain +2 to AC for 1d8 minutes. |
|
26 |
Gain a temporary +2 to Intelligence for 1 hour. |
|
27 |
Advantage on Intelligence (Arcana) checks for 8 hours. |
|
28 |
You can read and write in any language for 1d12 hours. |
|
29 |
Gain the ability to telepathically communicate with creatures within 30 ft. for 1 hour. |
|
30 |
Advantage on saving throws against being charmed for 24 hours. |
|
31 |
You gain proficiency in one skill of your choice for 1d4 hours. |
|
32 |
You perfectly recall everything you’ve seen or heard in the past 24 hours for 2 hours. |
|
33 |
You gain the ability to cast Detect Magic at will for 1 hour. |
|
34 |
Gain temporary resistance to psychic damage for 8 hours. |
|
35 |
Gain a +1 bonus to saving throws for 24 hours. |
|
36 |
You can sense the emotions of creatures within 20 ft. for 1d4 hours. |
|
37 |
Gain advantage on Wisdom (Insight) checks for 8 hours. |
|
38 |
Your mind is shielded; immunity to mind-reading for 24 hours. |
|
39 |
You gain the ability to cast Identify without materials for 1 hour. |
|
40 |
Gain a temporary +2 to Wisdom for 1 hour. |
|
41 |
You have advantage on Intelligence (Investigation) checks for 1d4 hours. |
|
42 |
You can instantly recall any spell you have cast within the last day for free (1 time). |
|
43 |
Gain immunity to being frightened for 1 hour. |
|
44 |
You understand the surface thoughts of any creature you see for 1 hour. |
|
45 |
Gain advantage on concentration checks for 2 hours. |
|
46 |
Gain a temporary +2 to Charisma for 1 hour. |
|
47 |
Your voice becomes magically persuasive; advantage on Charisma (Persuasion) checks for 8 hours. |
|
48 |
You gain proficiency in saving throws against being stunned for 1 hour. |
|
49 |
You emit an aura of calm; creatures within 20 ft. are immune to fear effects for 1d6 minutes. |
|
50 |
Gain the ability to cast Comprehend Languages at will for 2 hours. |
|
51 |
You gain resistance to acid damage for 1d4 hours. |
|
52 |
You become immune to environmental hazards caused by extreme heat for 24 hours. |
|
53 |
You gain immunity to environmental cold for 8 hours. |
|
54 |
Gain a burrowing speed of 20 ft. for 1 hour. |
|
55 |
You can see invisible creatures for 1 hour. |
|
56 |
You gain advantage on Dexterity (Stealth) checks for 1d6 hours. |
|
57 |
Resistance to thunder damage for 1 hour. |
|
58 |
You are immune to being knocked prone for 1d12 hours. |
|
59 |
You gain tremorsense (30 ft.) for 1 hour. |
|
60 |
You sprout temporary fins and gills, gaining a swim speed of 60 ft. for 2 hours. |
|
61 |
You are immune to difficult terrain caused by magical effects for 1d4 hours. |
|
62 |
Your vision extends up to 120 ft. in darkness for 2 hours. |
|
63 |
You gain immunity to being paralyzed for 1 hour. |
|
64 |
Advantage on saving throws against environmental hazards (like quicksand or lava) for 8 hours. |
|
65 |
You gain resistance to lightning damage for 1d6 hours. |
|
66 |
You sprout temporary wings, granting you a flying speed of 30 ft. for 1 minute. |
|
67 |
You can climb walls and ceilings as if under the effects of Spider Climb for 1 hour. |
|
68 |
You ignore all penalties for moving through difficult terrain for 2 hours. |
|
69 |
You can hold your breath indefinitely for 24 hours. |
|
70 |
You gain immunity to magical sleep effects for 24 hours. |
|
71 |
You are immune to deafening effects for 1 hour. |
|
72 |
You emit a protective barrier; ranged attacks have disadvantage against you for 1d8 turns. |
|
73 |
You become invisible while in darkness for 1d4 hours. |
|
74 |
You gain immunity to falling damage for 24 hours. |
|
75 |
You are immune to being grappled for 1 hour. |
|
76 |
You gain the ability to cast Misty Step (1/day). |
|
77 |
You can summon an unseen servant for 8 hours. |
|
78 |
Gain the ability to cast Feather Fall once within the next 24 hours. |
|
79 |
Your weapon becomes magical, bypassing resistance and immunity to nonmagical damage for 1 hour. |
|
80 |
You gain resistance to damage from nonmagical weapons for 1 hour. |
|
81 |
Gain the ability to cast Shield (1/day). |
|
82 |
You emit an aura that automatically stabilizes dying allies within 10 ft. for 1d6 hours. |
|
83 |
You can cast Guidance at will for 8 hours. |
|
84 |
Gain the ability to cast Absorb Elements once within the next 24 hours. |
|
85 |
You radiate an aura of protection; allies within 10 ft. gain a +1 bonus to saving throws for 1d4 hours. |
|
86 |
Gain resistance to radiant damage for 1 hour. |
|
87 |
You can summon a spectral hand (as per Mage Hand) for 24 hours. |
|
88 |
Your attacks bypass resistance to force damage for 1d4 |
|
Roll (d100) - Continued |
Effect - Continued |
|
88 |
Your attacks bypass resistance to force damage for 1d4 hours. |
|
89 |
You emit a faint hum; once per hour, you can generate a 10-ft. cone of harmless light. |
|
90 |
You can dispel minor illusions in a 10-ft. radius for 1d6 hours. |
|
91 |
You gain the ability to cast Detect Evil and Good at will for 2 hours. |
|
92 |
You can teleport 30 ft. once per hour for 8 hours. |
|
93 |
You become immune to magic missiles for 2 hours. |
|
94 |
You radiate an aura of clarity; illusion magic has no effect on you for 1d6 hours. |
|
95 |
Gain immunity to the frightened condition caused by dragons for 1 hour. |
|
96 |
You gain a single spell slot of 1st level, usable for 1 hour. |
|
97 |
Your weapon strikes gain the ability to deal force damage instead of their normal type for 1 hour. |
|
98 |
Gain advantage on dispel magic attempts for 1d12 hours. |
|
99 |
You can sense the presence of planar portals within 1 mile for 1d6 hours. |
|
100 |
Your spells ignore half-cover and three-quarters cover for 1d8 minutes. |
Forcibly injecting Raw ALE into another creature causes a random negative effect (d100 roll on the chart below):
|
Roll (d100) |
Effect |
|
1 |
Suffer a temporary -2 penalty to Strength for 1 hour. |
|
2 |
Your walking speed is halved for 1d6 hours. |
|
3 |
Your unarmed strikes deal only 1 damage for 1 hour. |
|
4 |
Suffer disadvantage on all Strength (Athletics) checks for 1d12 hours. |
|
5 |
Gain vulnerability to bludgeoning damage for 1 hour. |
|
6 |
You are blinded for 1d6 rounds. |
|
7 |
Lose resistance to poison damage (if any) for 24 hours. |
|
8 |
Disadvantage on Dexterity saving throws for 1 hour. |
|
9 |
You become poisoned for 1d4 hours. |
|
10 |
Your hands tremble uncontrollably, causing disadvantage on attack rolls for 1 hour. |
|
11 |
Suffer vulnerability to cold damage for 1 hour. |
|
12 |
Lose 1d10 maximum hit points permanently (can be restored by a Greater Restoration spell). |
|
13 |
Your movement speed is reduced by 10 ft. for 2 hours. |
|
14 |
You cannot take reactions for 1d4 hours. |
|
15 |
You become encumbered regardless of your carrying capacity for 1d6 hours. |
|
16 |
Gain 1 level of exhaustion. |
|
17 |
You glow faintly, shedding bright light in a 10-ft. radius, making stealth impossible for 1d6 hours. |
|
18 |
Take 2d10 psychic damage immediately. |
|
19 |
Your skin becomes sensitive; disadvantage on Constitution saving throws for 1d6 hours. |
|
20 |
Vulnerability to fire damage for 1 hour. |
|
21 |
You lose darkvision (if any) for 8 hours. |
|
22 |
You are restrained for 1d6 rounds unless you succeed on a DC 15 Strength saving throw. |
|
23 |
Your melee attacks deal half damage for 1 hour. |
|
24 |
Suffer disadvantage on all saving throws for 1d4 rounds. |
|
25 |
You emit an aura of despair; allies within 10 ft. take a -1 penalty to AC for 1d8 minutes. |
|
26 |
Lose 2 Intelligence points temporarily for 1 hour. |
|
27 |
Disadvantage on Intelligence (Arcana) checks for 8 hours. |
|
28 |
You cannot read or write for 1d12 hours. |
|
29 |
Lose the ability to speak for 1 hour. |
|
30 |
Disadvantage on saving throws against being charmed for 24 hours. |
|
31 |
Disadvantage on all skill checks for 1d4 hours. |
|
32 |
You forget everything that happened in the last 24 hours for 2 hours. |
|
33 |
You become unable to sense magical auras for 1 hour. |
|
34 |
Gain vulnerability to psychic damage for 8 hours. |
|
35 |
Suffer a -1 penalty to saving throws for 24 hours. |
|
36 |
You feel overwhelming emotions, making decision-making difficult for 1d4 hours. |
|
37 |
Disadvantage on Wisdom (Insight) checks for 8 hours. |
|
38 |
Your thoughts are muddled; immunity to mind-reading is lost for 24 hours. |
|
39 |
You must succeed on a DC 15 Intelligence saving throw or forget how to cast spells for 1 hour. |
|
40 |
Temporarily lose 2 Wisdom points for 1 hour. |
|
41 |
Disadvantage on Intelligence (Investigation) checks for 1d4 hours. |
|
42 |
One of your prepared spells becomes unusable for the next 24 hours. |
|
43 |
Gain the frightened condition when encountering undead for 1 hour. |
|
44 |
You misunderstand the emotions of creatures around you for 1 hour. |
|
45 |
Disadvantage on concentration checks for 2 hours. |
|
46 |
Temporarily lose 2 Charisma points for 1 hour. |
|
47 |
Your voice becomes raspy; disadvantage on Charisma (Persuasion) checks for 8 hours. |
|
48 |
You gain no proficiency bonuses for 1 hour. |
|
49 |
Creatures within 20 ft. of you are uneasy; they have advantage on Insight checks against you for 1d6 minutes. |
|
50 |
You are unable to comprehend any language for 2 hours. |
|
51 |
Gain vulnerability to acid damage for 1d4 hours. |
|
52 |
You suffer extreme heat sensitivity, taking 1 fire damage every minute in warm environments for 24 hours. |
|
53 |
You feel overwhelmingly cold, taking 1 cold damage every minute in cold environments for 8 hours. |
|
54 |
You gain a burrowing phobia; disadvantage on all checks underground for 1 hour. |
|
55 |
You cannot see invisible creatures for 1 hour. |
|
56 |
Disadvantage on Dexterity (Stealth) checks for 1d6 hours. |
|
57 |
Gain vulnerability to thunder damage for 1 hour. |
|
58 |
You are knocked prone every time you take damage for 1d12 hours. |
|
59 |
You lose tremorsense (if any) for 1 hour. |
|
60 |
You sprout unnatural fins; disadvantage on land movement for 2 hours. |
|
61 |
Difficult terrain affects you as if it were impassable for 1d4 hours. |
|
62 |
Your vision is reduced to 30 ft. for 2 hours. |
|
63 |
You are paralyzed for 1 round unless you succeed on a DC 15 Constitution saving throw. |
|
64 |
Environmental hazards (e.g., lava, acid pools) deal double damage to you for 8 hours. |
|
65 |
Gain vulnerability to lightning damage for 1d6 hours. |
|
66 |
You sprout temporary wings that are nonfunctional, making you top-heavy; disadvantage on Dexterity saving throws for 1 minute. |
|
67 |
You can’t climb walls or ceilings for 1 hour, even with magical abilities. |
|
68 |
You are slowed; your movement speed is halved for 2 hours. |
|
69 |
You cannot hold your breath longer than 30 seconds for 24 hours. |
|
70 |
Magical sleep effects automatically affect you for 24 hours. |
|
71 |
You are deafened for 1d6 rounds. |
|
72 |
Ranged attacks automatically hit you for the next 1d8 rounds. |
|
73 |
You are permanently visible in darkness, shedding dim light for 1d4 hours. |
|
74 |
Falling damage deals double damage to you for 24 hours. |
|
75 |
You cannot escape grapples for 1 hour. |
|
76 |
You are unable to cast Misty Step for 1d12 hours, even if you normally can. |
|
77 |
You cannot summon your unseen servant for 8 hours. |
|
78 |
Feather Fall effects do not work on you for the next 24 hours. |
|
79 |
Your weapon becomes nonmagical for 1 hour. |
|
80 |
Gain vulnerability to nonmagical weapon damage for 1 hour. |
|
81 |
You cannot cast Shield for 24 hours, even if normally able. |
|
82 |
Allies within 10 ft. of you cannot benefit from stabilization effects for 1d6 hours. |
|
83 |
You cannot cast Guidance for 8 hours. |
|
84 |
Absorb Elements fails when cast within the next 24 hours. |
|
85 |
Allies within 10 ft. take a -1 penalty to saving throws for 1d4 hours. |
|
86 |
Gain vulnerability to radiant damage for 1 hour. |
|
87 |
Mage Hand effects fail for 24 hours. |
|
88 |
Your attacks bypass resistance but fail to deal force damage for 1d4 hours. |
|
Roll (d100) - Continued |
Effect - Continued |
|
88 |
Your attacks bypass resistance but fail to deal force damage for 1d4 hours. |
|
89 |
You emit a faint hum that attracts enemies within a 30-ft. radius for 1d6 minutes. |
|
90 |
Minor illusions appear randomly around you, causing confusion for 1d4 hours. |
|
91 |
You can no longer detect creatures affected by Detect Evil and Good for 2 hours. |
|
92 |
Teleporting causes a 1d6 chance of appearing 10 ft. from your intended destination for 8 hours. |
|
93 |
You are vulnerable to magic missiles for 2 hours. |
|
94 |
Illusions appear as real objects to you for 1d6 hours, causing difficulty distinguishing between them. |
|
95 |
You are automatically frightened when encountering dragons for 1 hour. |
|
96 |
Lose access to one spell slot of 1st level for 1 hour. |
|
97 |
Your weapon strikes deal half damage for 1 hour. |
|
98 |
Disadvantage on attempts to dispel magic for 1d12 hours. |
|
99 |
You cannot sense planar portals within 1 mile for 1d6 hours. |
|
100 |
Your spells automatically fail when targeting enemies behind half-cover or three-quarters cover for 1d8 minutes. |
Crafting Recipes for Refined ALE
Injecting Refined ALE into another Ally or to yourself causes a Positive effect (See chart below):
Forcibly injecting Refined ALE into another creature causes an adverse effect (See chart below):
Here’s an expanded list of Refined ALE types, their materials, and effects:
|
Refined ALE Type |
Material Components |
Crafting DC |
Effects (2d12 Hours) |
Adverse Effects (2d12 Hours) |
|
Infernal ALE |
Charred bone, obsidian dust, ruby shard |
DC 14 |
Fire Immunity, add 1d20 fire damage to weapon attacks. |
Fire Vulnerability. |
|
Earthen ALE |
Stone heart (elemental core), powdered iron |
DC 12 |
Bludgeoning Resistance, advantage on Strength checks. |
Disadvantage on Strength checks and saves. |
|
Celestial ALE |
Angel feather, holy water, diamond dust |
DC 16 |
Healing Aura (2 HP per turn), Radiant Immunity. |
Radiant Damage Vulnerability. |
|
Necrotic ALE |
Grave dirt, withered flower petals, onyx dust |
DC 14 |
Necrotic Immunity, add 1d10 necrotic damage to weapon attacks. |
Constant Necrotic Damage Vulnerability. |
|
Aquatic ALE |
Seaweed, pearl fragments, vial of saltwater |
DC 12 |
Water Breathing, Swim Speed (40 ft.). |
Suffers 1d10 psychic damage every time they leave water. |
|
Storm ALE |
Bottled lightning, sapphire shard, powdered quartz |
DC 16 |
Lightning Resistance, add 1d8 lightning damage to weapon attacks, immunity to lightning-based spells. |
Lightning Damage Vulnerability. |
|
Wild ALE |
Fey moss, crystalized nectar, drop of unicorn blood |
DC 18 |
Gain Truesight (60 ft.), add 1d6 psychic damage to weapon attacks. |
Chaotic wild surges (roll on Wild Magic Surge table every 1d6 turns). |
|
Shadow ALE |
Shadow essence, powdered obsidian, spider silk thread |
DC 15 |
Gain advantage on Stealth checks, immunity to being detected by darkvision. |
Blinded while in bright light. |
| Arcane ALE | Arcane crystal dust, silver leaf, spellbook fragment | DC 17 | Recover one expended 1st-level spell slot, Advantage on Arcana checks. | Lose one spell slot (1st level), Disadvantage on Arcana checks. |
| Phantom ALE | Ethereal dust, shadowglass, whisper of a lost soul | DC 15 | See into Ethereal Plane, pass through solid objects (Once per Short Rest). | Must roll DC 15 Wis save every hour or suffer phantom hallucinations. |
| Chaos ALE | Fractured reality shard, elemental essence, trickster blood | DC 19 | Roll a d10 each turn—effects range from temporary flight to short-range teleportation. | Roll a d10 each turn—effects range from paralysis to random teleportation. |
| Frost ALE | Ice shard, mithril dust, glacial flower | DC 16 | Resistance to Cold Damage, add 1d6 cold damage to melee attacks. | Vulnerability to Cold Damage, movement speed reduced by 10 ft. |
| Titan ALE | Golem core, adamantine powder, giant’s blood | DC 21 | Increase Strength score by +4, Resistance to non-magical damage. | Disadvantage on Dex saves, movement speed halved. |
| Venom ALE | Mushroom extract, serpent fang, assassin’s blood | DC 14 | Resistance to Poison Damage, melee attacks inflict 1d8 poison damage. | Poisoned condition (DC 14 Con save per hour to resist). |
| Astral ALE | Star essence, radiant crystal, celestial parchment | DC 18 | Levitate (10 ft), Advantage on Wisdom saves. | Disadvantage on Intelligence saves, sudden teleportation (random location within 60 ft every 1d8 turns). |
| Temporal ALE | Hourglass sand, ancient rune fragments, distilled time essence | DC 18 | Gain Haste (as per the spell) for 1d8 turns, allowing +1 extra action per turn. | Slowed for 1d8 turns after the effect ends (half movement, -2 AC, Disadvantage on Dex saves). |
| Void ALE | Black hole essence, crushed obsidian, dark matter residue | DC 20 | Gain Resistance to Force & Psychic Damage, melee attacks inflict 1d8 force damage. | Must succeed a DC 15 Wis save every hour or suffer a Void Madness effect (random hallucination, confusion, or stat reduction). |
| Titan’s Blood ALE | Blood of a fallen titan, powdered adamantine, celestial forge residue | DC 21 | Increase Strength & Constitution by +2, gain Damage Resistance to all non-magical attacks. | Cannot be healed by magic, and gain Disadvantage on Dexterity saves. |
| Astral Surge ALE | Starmetal dust, radiant crystal, cosmic infused ink | DC 19 | Gain Flight (30 ft) for 1d6 hours, Advantage on Wisdom checks. | At the end of effect, must succeed a DC 14 Con save or suffer Astral Sickness (Disadvantage on Constitution saves for 1d4 hours). |
| Spectral ALE | Ghost essence, faded silk, phantasmal dust | DC 17 | Gain Incorporeal Movement (can pass through objects and creatures for 1d6 turns). | Roll DC 15 Wis save each hour or suffer phantom possession, causing random movements or actions. |
| Entropy ALE | Chaos-infused ore, shattered magic crystal, dimensional instability dust | DC 22 | Gain Resistance to Necrotic, Psychic, & Force Damage, melee attacks cause 1d6 necrotic damage. | Roll 1d10 each turn—random negative effect (aging temporarily, losing ability to speak, random teleportation). |
| Emberstorm ALE | Molten rock shard, dragon’s breath residue, volcanic ash | DC 19 | Fire Resistance, melee attacks cause 1d10 fire damage, and once per short rest, unleash a 10 ft fire burst (2d8 fire damage). | Disadvantage on Dexterity saves, and weak to cold-based magic. |
| Bloodmage ALE | Mage’s lifeblood, runic parchment, enchanted salt | DC 20 | Recover 1 expended spell slot (up to 3rd level), Advantage on Intelligence checks. | Lose 1 spell slot upon expiration, suffer 1d10 necrotic damage. |
| Runebound ALE | Ancient rune stone, magic-infused ink, silver dust | DC 18 | Gain Advantage on Concentration checks, +1 AC, and Magic Resistance (advantage on saves vs spells). | Must roll DC 16 Con save every hour or lose concentration on active spells. |
Level 5: Advanced Extraction
The Extractor can store 2 ALE, and Refined ALE can be placed into separate chambers for simultaneous use.
Level 9: Precision Refinement
The Extractor can store 3 ALE simultaneously, and up to two types of Refined ALE.
Positive effects or special abilities granted by Raw or Refined ALE can now be shared with allies within 30 feet.
Level 15: The Arcane Conduit
The Extractor’s capacity increases to 3 + your Artificer level ALE, and 3 + your Artificer level Refined ALE.
Also, you may choose the specific d100 random effect for Raw ALE injections.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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5/1/2025 1:38:35 AM
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7
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1
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1.0
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Coming Soon
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5/2/2025 1:09:41 AM
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12
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0
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1.0
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Coming Soon
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