You have studied the very basics of alchemy and can create a variety of concoctions. You gain the following benefits:

  • Increase your Constitution or Intelligence score by 1, to a maximum of 20.
  • You gain proficiency with Alchemist’s Supplies. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
  • As an action, you can inspect a potion within 5 feet of you and learn what the potion is, provided you can either see the contents or smell the aroma.

Lastly, during a long rest, you can craft a concoctions to help you your your companions remain invigorated or being harm to your enemies, provided you have suitable components, alchemist’s supplies, and an empty container to store the crafted concoction within.

If you choose to do so you must select a concoction that you will attempt to create then roll a d20 + your Alchemists Supplies bonus. You must make this roll three times. On a success the potion is successfully created and is stored within your available container with each subsequent success increases the concoction’s effectiveness. This concoction retains potency for 24 hours and any saving throw that is forced from a concoction you craft has a DC of 12 + your Proficiency bonus. Concoctions that you are able to create are listed below:


DC 9 – Volatile Concoction

As an action this concoction can be thrown up to 60 feet. All creatures within 5 feet of where the concoction landed must make a Dexterity saving throw, taking 2d12 acid damage on a failed save, or half as much on a successful one.

On each subsequent Success: The acid damage done is increased by 1d12.


DC 12 – Speedy Concoction

As an action this concoction can be drunk. The drinking creature becomes hyper fast and quick, but only for their legs. Whenever the creature takes the Dash action on its turn, it can choose increase its movement by 10 feet, and no longer provokes attacks of opportunity. If it chooses to do so it must make a Dexterity saving throw. On a failed save the creature falls prone at the end of its turn. This effect lasts for 1 minute.

On each subsequent Success: The movement bonus is increased by 10 feet.


DC 13 – Dissolving Concoction

As an action this concoction can be thrown up to 60 feet, covering a 5 foot radius area from the point of contact with a powerful terrain dissolving acid. Any difficult terrain in the area will become normal terrain. Any spell effects which create a ground effect or wall in the area is removed, but only the parts of the effect that is within the area of this concoction.

On each subsequent Success: The radius of this concoction is increased by 5 feet.


DC 16 – Sticky Concoction

As an action this concoction can be thrown up to 60 feet, covering a 5 foot radius area from the point of contact with a thick and sticky glue. Whenever a creature first enters the area or begins its turn within the area it must succeed a Strength saving throw or have its movement reduced to 0 until the beginning of its next turn. A creature that is prone has disadvantage on this saving throw.

On each subsequent Success: The DC for the saving throw inflicted by this concoction is increased by 2.


DC 19 – Barraging Concoction

As an action this concoction can be drunk. The drinking creature gains a increased strength and vigor that takes over their arms. Whenever the creature takes the Attack action on its turn, it can choose to make an additional weapon attack rolls as part of the attack action. If it chooses to do so it must make a Strength saving throw. On a failed save the creature drops anything it is holding and falls prone at the end of its turn. This effect lasts for 1 minute.

On each subsequent Success: The saving throw DC is reduced by 2.


DC 22 – Corrosive Concoction

As an action this concoction can be thrown up to 60 feet. All creatures within 5 feet of where the concoction landed must make a Dexterity saving throw. On a failed save any non-magical metal armor worn by the creature provides 2 less AC and any non-magical metal weapons wielded by the creature suffer a -1 penalty to attack and damage rolls made with it. These effects remain until the mending spell is cast on the items or a blacksmith repairs the damage.

On each subsequent Success: The DC for the saving throw inflicted by this concoction is decreased by 2.


DC 25 – Transmogrification Concoction

As an action this concoction can be drunk. The drinking creature suddenly shifts and changes into an abominable form which lasts for 1 minute (10 rounds). While in this form the creature gains the following changes:

  • The creature is unable to wield weapons, shields or use items.
  • The creature is unable to cast any spells while in the form.
  • The creatures AC can not go below 19, regardless of what armor they are wearing.
  • The creature’s strength becomes equal to its Intelligence, Wisdom, or Charisma (The creatures choice).
  • The creature’s unarmed attacks deal 1d8 slashing damage; the creature is proficient with this attack.
  • The creature can use a bonus action to make one unarmed weapon attack.
  • When the creature takes the attack action on it’s turn it makes 3 weapon attacks, unless it can normally do more.

On each subsequent Success: The following changes occur.

  • The creatures minimum AC is increased by 1.
  • The damage of the creatures unarmed attacks deal an additional 1 slashing damage.

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1 person thought this was flavorful
Revision: 1
Guest Review Flavorful!4 / 5 Shields
You have the Tag for INTELIGENCE but its missing in descriptionPlease fix the description, im giving this to a wizard player of mine with Int because you guys have the Int tag in it, but its missing that on the text.
Suggested Improvementsadd int to the text

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