Alchymist
Carefully turning the vial, a dwarf slips a drop of dark sludge into a bubbling flask on the table. The violent brew settles into a warm amber solution. Quickly stoppering the flask, he grins. This batch will surely leave a mark on those goblin pests up the river. The log was heavy to turn over, but with a bit of leverage and solid footing, a young elf was able to shift it slightly. Carefully brushing away the dirt underneath the newly exposed bark, a few wisps of mold still clung to the tree. Pulling out his clippers, the elf carefully removes only the whitest of these stalks; thin as angel hair. Wrapping them in a damp cloth and stowing them in his pack, he runs back to town as fast as his feet will carry him. As the last drop fell from the flask to her tongue, the gnome begins to shift and change; her skin turning red and scaly, her jaw extending into a snout, and her long golden hair falling out and brushing past her new and still growing tail. Exploring that dragon’s den should be a cinch in her new form; one of it's Kobold worshippers.Alchymists are scholars much like wizards, but take a more tactile approach to their research. By studying the properties and interactions of elements around them, an alchymist is able to determine formulas that harness the power of alchymy. Using this power, they are able to create transformative draughts, powerful remedies, deadly toxins, and explosive concoctions.
A Formula For Power
Powerful and elusive, complex and structured, the power of alchemy attracts those seeking to understand the order amid the chaos. Though they do not wield hefting swords or earth-shaking magic, an alchymist is no less powerful. By understanding the underlying principles that govern the multiverse, many seek truths that would yield god-like power. Through a particular process of blending and manipulating elements and materials, a modicum of the innate potential of the multiverse is revealed; sometimes taking years or lifetimes to uncover. Alchemists cling to these truths as they do their own lives, learning as they experiment and grow in experience.Secrets Untold
Alchymists have daily lives that are an adventure all on their own. The experiments they perform often have unexpected results, though occasionally a discovery will be made. The closest they are likely to come to an ordinary life is working as an herbalist or craftsman. Other alchemists spend their time in the halls of academia, where they discuss their findings and theories, serve as medics or bombardiers in military services, or pursue more unsavory lifestyles. But the lure of undiscovered knowledge, unexplained phenomena, and rare essences often calls even the most timid out of the safety of their laboratories and workshops to explore dark caverns and ancient ruins. Most alchemists believe that by experiencing the world first-hand and by experimenting with the rarest of ingredients, they might discover an essence combination that could lead to a new age of alchymy.Creating an Alchymist
As you create an Alchymist character, consider the nature of their study. Were you apprenticed to an established alchymist on the fringe of society? Did you attend a college of study where your experiments were scoffed at by traditional wizards until you had your one big breakthrough? What grand mystery or urgent need drew you away from the familiar laboratories and bookshelves of your studious life? Was it legends of creatures with unique power, the promise of pioneering ancient ruins for lost knowledge, or a desire to put your theories to the test amid the dangers of the land?Quick Build
You can make an alchymist quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. Second, choose the sage background. Lastly, take a quarterstaff and explorer’s pack as your equipment.Class Features
As an alchymist, you gain the following features.Hit Points
Hit Dice: 1d8 per alchymist levelHit Points at 1st Level: d8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per alchymist level after 1st
Proficiencies
Armor: Light armorWeapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Constitution, Intelligence
Skills: Choose two from History, Investigation, Medicine, and Nature
Equipment
You start with the following equipment, in addition to the equipment granted by your background:• (a) a quarterstaff or (b) a dagger
• (a) a scholar’s pack or (b) an explorer's pack
• A component pouch
• Leather armor
Alchymy
As a student of alchymical science, your ingenuity and skill as a craftsman drive your power. The power of alchymy is not derived from magic, but from the underlying structures and principles that govern the multiverse. Using these principles, you combine components of the world into alchymical creations. Your alchymical creations are nonmagical. You are proficient with any attacks made as part of using an alchymical creation. You can also make use of alchymical provisions as well as how to make unstable brews.Alchymical Provisions
Using your ingenuity and skill, you can break down the world around you into basic elements required for your alchymy. By spending a Reactant Point immediately following a short or long rest, you can create a temporary component pouch to fuel your alchymy. The component pouch created through this feature holds no monetary value but will suffice for your basic alchymical needs until the end of your next long rest.Unstable Brew
By combining a particular reactant with ingredients from your admixtures, you've found the resulting contents to be quite dangerous. You may spend a reactant point as an action to create a flask bubbling with a volatile solution, then throw the flask up to 20 feet, shattering it on impact. Choose an object, creature, or surface within range as your target. A 10-foot cube originating from the target becomes engulfed in a caustic spray as the contents of the flask erupt. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 acid, 1d6 fire, and 1d6 necrotic damage or half as much of each on a successful one.Admixtures
At 1st level, you know how to create four admixtures from the alchymical creations list. You can combine components into an admixture you know as an action or bonus action on your turn. An admixture lasts for 1 minute, after which time, an unused creation becomes inert and as harmless as dirty water. During this minute, you or anyone else may use the creation as it is described in the Admixtures, Advanced Compounds & Amalgams Descriptions section below.Admixtures
• Flask of Fire
• Flask of Fumes
• Flask of Resilience
• Flask of Talent
Component Pouch
A component pouch (found in Chapter 5 of the Player’s Handbook) is required for your alchymy and supplies all of the necessary materials for your creations. Losing your component pouch means losing the ability to create alchymical items.Alchymical Ability
Intelligence is your alchymical ability for your alchymist features, since you learn your abilities through dedicated study and memorization. You use your Intelligence whenever a feature refers to your alchymical ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an alchymist feature or alchymical creation.Alchymy save DC = 8 + your proficiency bonus + your Intelligence modifier
Experimentation
At 1st level, you have learned to always keep a collection of special components on hand for tweaking your alchymical creations. This collection is represented by reactant points, which allow you to improvise and modify your alchymy. From these you may combine alchymical effects, work to develop new breakthroughs, and eventually manufacture even more advanced creations.Combining Alchymical Effects
The effects of different alchymical creations add together while the duration of those effects overlap. Repeated exposure to the same creation multiple times won't combine, however, instead, the most potent effect, such as the highest bonus, from those compounds applies while their durations overlap. For example, if a character imbibes a Flask of Talent twice, that character gains the admixtures benefit only once; he or she doesn’t get to roll two bonus die.Reactant Points
You have 1 reactant point, and you gain more as you reach higher levels, as shown in the Reactant Points column of the Alchymist table. You can never have more reactant points than shown on the table for your level. You regain all spent reactant points when you finish a long rest.Alchymical Breakthroughs
In your study of components and formulas, you have made some alchymical breakthroughs; products of continued experimentation that afford you additional flexibility and power. At 2nd level, you gain two alchymical breakthroughs of your choice. Your breakthrough options are detailed at the end of the class description. When you gain certain alchymist levels, you gain additional breakthroughs of your choice, as shown in the Breakthroughs Known column of the Alchymist table. You can take a breakthrough only once, unless otherwise noted.Scientific Academy
At 2nd level, you have dedicated a significant portion of your study to an academy of your choice: Chemistry, Medicine, Mutagenics, or Toxicology, each of which is detailed later in the class description. Your choice grants you a feature at 2nd, 6th, 10th, and 14th level.Advanced Compositions
When you reach 3rd level, your continued study of all forms of alchymy has revealed a new set of alchymical creations. You learn four advanced compositions. You can create an advanced composition you know as an action up to twice per short rest. An advanced composition becomes inert and loses its function if not used within an hour of creation. During this hour, you or anyone else may use the creation as it is described in the Admixtures, Advanced Compounds & Amalgams Descriptions section below.Advanced Compounds
• Disabling Extract
• Herbal Embrocation
• Phosphorescent Flask
• Rapid Root
• Shifting Serum
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.Amalgams
When you reach 13th level, your understanding of alchymy has become extensive. You gain the knowledge of one amalgam. You can create an amalgam you know once per long rest as an action. Once created, an amalgam becomes inert and loses its function after an hour. During this hour, you or anyone else may use the creation as it is described in the Admixtures, Advanced Compounds & Amalgams Descriptions section below. Amalgams• Aeronautic Serum
• Alkahest
• Calcifying Agent
• Regenerative Serum
Alchymical Ingenuity
When you reach 20th level, your continued experimentation has brought about great efficiencies in the use of your components. Choose two advanced compositions you know. When you create one of the chosen advanced compositions it does not count toward your normal creation limit. Also, after a short rest you may exchange any of your chosen advanced compositions with different ones that you know.Scientific Academies
The study of alchymia, or alchymy, is a relatively new concept of rediscovering and understanding The Great Work, it has only a few academies dedicated to its complex study. Though some of the effects might be called magical, the process of alchymy is quite different from spellcasting. This makes collaboration and cooperation difficult with certain scholars of the arcane arts, although there are some forward thinking exceptions, who view rock, minerals, and physical materials to somehow be less powerful then their more essoteric and spiritual energies. In some places these academies are literally academies, like the generations of Netheran's at the Academy of Sciences overlooking Lyceum in Nethlore beyond the northern mountain range in Ethigoviel who are known to man some of the best-defended structures in the world thanks to their studies.An alchymist might study toxicology at a renowned university while another studies across town at a school of medicine. In other institutions, the academies are more like departments, with rival faculties competing for students and funding, often with discontent from rival wizards. Still others may study the craft outside of these establishments, though their focus of study nearly always falls within the realm of one traditional scientific academy or other. Alchymia has traditionally been divided into four major studies of The Great Work or “Magnum Opus”, also represented as stages and colors;
Academy
Studies
Color
Stage
Chemistry
Citrinitas
Yellow
Xanthosis
Medicine
Albedo
White
Leucosis
Mutagenicss
Rubedo
Red & Purple
Iosis
Toxicology
Nigredo
Black
Melanosis
Academy of Medicine
The Academy of Medicine, or the study of Albedo, focuses on combining plants, minerals, and other natural agents into various forms meant to aid themselves and others. Medicinal creations can heal wounds, guard against infection, neutralize poisons, and generally alleviate a number of harmful effects.Remedial Studies
When you choose this archetype at 2nd level, you gain proficiency with the Herbalism Kit.Cataplasm
Starting when you take this archetype at 2nd level, you can create a special herbal remedy that can be applied to a creature as a healing agent. You are almost always carrying a stock of cataplasm, replenishing it during each long rest. With your cataplasm stock, you can heal a number of hit points equal to you alchymist level x 3. As an action, you can apply your cataplasm to a creature and reduce your stock to restore a number of hit points to that creature, up to the maximum amount remaining in your stock. Alternatively, you can expend 5 hit points from your cataplasm stock to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single application of cataplasm, expending hit points separately for each one. Cataplasm has no effect on undead and constructs.Residual Healing
At 6th level, your familiarity with wound tending and medicinal practice allows you to expedite the recovery process in yourself and others. At the end of a short rest, when you spend a Hit Die to recover hit points by tending to your wounds, you may also tend to a number of humanoids up to your Intelligence modifier (minimum 1). The humanoids you tend to recover additional hit points equal to your own recovery. Also, when you make an alchymical creation from the academy of medicine you gain temporary hit points equal to 2 + your Intelligence modifier (minimum 1)Perfected Cataplasm
At 14th level, you can expend 10 hit points from your cataplasm stock to remove the blinded, deafened, or paralyzed conditions from a target. You may also expend 20 hit points from your cataplasm stock to remove 1 level of exhaustion or the paralyzed condition from a target. In addition, you may expend 35 hit points from your cataplasm and apply it to a creature that has died within the last minute. That creature returns to life with 1 hit point. You can't return to life a creature that has died of old age, nor can it restore any missing body parts.Academy of Toxicology
The Academy of Toxicology, the study of Nigredo is sometimes referred to by those who do not fully understand what they do as The Poisoner’s School, focuses not on the fabrication of toxic substances for the purpose of killing but in order to study of adverse effects that occur in living organisms by observing and reporting symptoms, mechanisms, detection and treatment use of toxic substances. Combining this knowledge a trained toxicologist understands how much of a given substance is safe, which effects can be combined, and what should not be used together or how much is deadly.Venomous Collection
When you choose this archetype at 2nd level you gain proficiency with a poisoner’s kit.Harvesting Unique Reagents
While exploring the world the astute Alchymyst may encounter monsters, flora, and fauna that the aspiring crafter may wish to harvest for future use. To successfully harvest these as reagents a Harvest DC check needs to be performed. Harvest DC= Creature CR or Poison Base DC ( see table below) This check is used only to harvest the material as a reagent. If successful the bonus augment die may be added to any creation it is used in to add to its overall potence. Optionally if the poison harvested is not to be used as a reagent, or to craft poisons using the rules in the DMG (p258), then the Alchymyst may attempt an Intelligence (Nature) check as an action, adding their proficiency with the poisoner's kit to harvest enough poison for a single dose of poison. If this check ends up succeeding by more than 5 then two doses are harvested, and any success of 10 or more allows five doses to be retrieved. On a failed check, the character is unable to extract any poison. If the character fails the check by 5 or more, the character is subjected to the creature's poison. Monster CR
Poison Base DC
Augment Die
1/8th-5
5
1d4
6-10
10
1d6
11-15
15
1d8
16-20
20
1d12
21-25
25
1d20
26-30
30
1d100
Toxicological Reagents
Starting when you take this archetype at 2nd level, you have researched a number of substances to use as the base reagent when crafting a poison. You can create a poison as an action once per short or long rest. When you create a poison, choose one reagent from the Base Reagents category on the Reagents table below. All Basic Reagents are considered part of the materials in your component pouch. A reagent may only be selected once per category. A poison produced this way becomes inert and grants no further effect after an hour. Base Reagents come in four types each with their own unique delivery.Type/Effect Reagents
At 6th level, you may now add one additive reagent from among the Type/Effect Reagents in addition to your Base Reagent when creating a poison.Augment Reagents
At 10th level, you may now add one additive from among the Augment Reagents category in addition to your Type/Effect Reagent and Base Reagent when creating a poison.Efficacy Reagents
At 14th level, you may now add one additive from among the Efficacy Reagents or Augment Reagents category in addition to your other options when creating a poison to allow half damage on successful saves, increasing the save difficulty, and even bypassing poison resistance or immunity.Base Reagents
Type/Effect Reagents
Augment Reagents
Efficacy Reagents
Academy of Mutagenics
The Academy of Mutagenics or Mutagenesis, the study of Rubedo, focuses on combining alchymical agents into a stable and ingestible mutagen. These mutagens bring forth powers and potential in the alchymist by enhancing, changing, or adding to their physical structure. Some products of mutagenesis may even change a subject into something else entirely.Stimulating Supplies
When you choose this archetype at 2nd level you gain proficiency with artisan’s tools: alchymist’s supplies.Novice Mutagens
Starting when you take this archetype at 2nd level, you have researched a number of formulas that transform you into a powerful being. You can create a mutagen as an action once per short or long rest. When you create a mutagen, choose two mutations from the Least Mutations category on the Mutations table below. A mutation may only be selected once. A mutagen becomes inert and grants no effect after an hour. The mutagen formula is designed specifically for you. If your mutagen is imbibed by anyone other than you, they must succeed on a Constitution save or be poisoned for 1 minute. You can drink a mutagen as a bonus action. When you do, you change shape, twisting into a physically powerful form; gaining the benefits of your selected mutations and losing the benefits of any previously ingested mutagen. You stay transformed for 1 minute. You then revert to your normal form. You automatically revert if you fall unconscious, drop to 0 hit points, or die. While transformed, the following rules apply: -When you transform your hit points are equal to twice your alchymist level + your Intelligence modifier. When you revert to your normal form, you lose all mutation benefits and return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. -You can’t cast spells or perform alchymy, though you can still make use of spells and alchymical creations in place or created prior to the transformation. Transforming breaks your concentration unless you pass a DC 10 Constitution saving throw. -You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. -You choose whether your equipment falls to the ground in your space, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the form’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must fall to the ground.Adept Mutagens
At 6th level, you may now add one mutation from the Lesser or Least Mutations categories in addition to your other options when creating a mutagen.Expert Mutagens
At 10th level, you may now add one mutation from the Greater, Lesser, or Least Mutations categories in addition to your other options when creating a mutagen.Master Mutagens
At 14th level, you may now add one mutation from the Grand, Greater, Lesser, or Least Mutations categories in addition to your other options when creating a mutagen.Least Mutations
Lesser Mutations
Greater Mutations
Grand Mutations
Academy of Chemistry
Alchymy began as a quest to know the world around us; its composition as well as our own. That quest for knowledge required an understanding of chemical processes, sometimes called “the central science” because it connects natural sciences like physics, geology, and biology, and leads to environmental, industrial, and medical applications. The Academy of Chemistry, or the study of Citrinitas, focuses on isolating specific components and developing new compounds to increase knowledge of the world, wealth, health, and longevity, perhaps eventually producing immortality. They do this through use of elixirs, mixtures, and compounds which can be applied directly for various effects.Mobile Laboratory
When you choose this archetype at 2nd level you gain proficiency with artisan’s tools: alchymist’s supplies.Basic Elixirs & Compounds
Starting when you take this archetype at 2nd level, you have researched a number of formulas to create an elixir or compound as an action once per short or long rest. When created, choose two additives from the Basic Synergisms category on the Synergistic Additives table below. A single additive may only be selected once. The elixirs and compounds created this way become inert and grant no effect after an hour unless otherwise specified in the description. The formula is not designed for ingestion and if it is they must make a Constitution save or be poisoned for 1 hour, even on a successful save the nature of the mixture causes a level of exhaustion to those who do not have resistance to poisons.Adept Elixirs & Compounds
At 6th level, you may now add one additive from among the Lesser, or Least Synergisms categories in addition to your other options when creating a elixir or compound.Expert Elixirs & Compounds
At 10th level, you may now add one additive from among the Greater, Lesser, or Least Synergisms categories in addition to your other options when creating a elixir or compound.Master Elixirs & Compounds
At 14th level, you may now add one additive from among the Grand, Greater, Lesser, or Least Synergisms categories in addition to your other options when creating a elixir or compound.Least Synergisms
Lesser Synergisms
Greater Synergisms
Grand Synergisms
--Phosphorus Burst::When thrown, this compound explodes on impact into a brilliant flash as intense as sunlight in a 30-foot radius. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded. Undead and oozes have disadvantage on this saving throw. A creature blinded by this compound makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded. Although a natural effect the burst will still dispel any darkness in its area that was created by a spell.-- --Incendiary Bomb::A swirling cloud of smoke shot through with white-hot embers appears in a 20 foot-radius sphere centered on a point struck within throwing range of this compound. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the area for the first time on a turn or ends its turn there. The cloud moves 10 feet directly away from you in the direction that you threw it at the start of each of your turns.--Alchymical Breakthroughs
If an alchymical breakthrough has prerequisites, you must meet them to gain it. You can gain the breakthrough at the same time that you meet its prerequisites.Agreeable Scent
Prerequisite: 5th level You’ve developed a unique blend of perfume that incorporates toxins that make people more receptive in social situations. When making a social check against a creature within five feet of you, you may spend 1 reactant point to roll a d6 and add the number to the result. You may only spend one reactant point this way per social check. You do not gain this benefit during interactions with creatures immune to poison or who do not breathe.Continual Glow
Prerequisite: Phosphorescent Flask alchymical creation By spending 2 reactant points when you create a Phosphorescent Flask, you may choose the light’s color and the creation becomes permanent. The flask sheds bright light in a 20 foot radius and dim light an additional 20 feet. The flask loses its glow when the container is opened or broken.Directed Delivery
You may spend 1 reactant point to exclude parts of an area of effect caused by one of your alchymical creations. You may exclude a number of 5 foot cubes equal to your Intelligence modifier (minimum 1). The remaining affected area of the alchymical creation must still include the point of origin and must be continuous.Extended Mutagen
Prerequisite: Academy of Mutagenics When you create a mutagen, you may have it last for 1 + 1d10 minutes, determined when imbibed. The mutation ends early as described under the Novice Mutagens feature. After returning to normal form, you gain one level of exhaustion.Extended Shift
Prerequisite: Shifting Serum alchymical creation When creating a Shifting Serum, you can spend reactant points during the creation of the serum to extend the duration by 10 minutes per point.Large Batch
When you use your Action to create an admixture, you may create up to three flasks of the admixture instead of one. You still create one flask when otherwise creating an admixture.Minor Transmutation
You can alter the physical properties of one nonmagical object, changing it from one form into another. You perform a special alchymical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different item composed of the same materials and of similar size. You must have seen the desired item before. For each reactant point you spend performing the procedure, you can transmute up to 1 cubic foot of material. The process takes 10 minutes for each reactant point spent this way. The created item lasts for 24 hours, after which time it crumbles to dust and can’t be transmuted through this feature again.Poultice
Prerequisite: Academy of Medicine You may spend 1 reactant point and some of your cataplasm stock as an action to create a poultice that anyone can apply. Choose the hit points and effects of the cataplasm as though applying your cataplasm normally. The chosen effects will take place when the poultice is applied. The poultice expires when you replenish your cataplasm stock.Prismatic Brew
You may spend 2 reactant points when creating an Unstable Brew to have all the damage (3d6) be of the same type of your choice from: acid, fire, necrotic, poison, radiant, or thunder.Quick Toss
You may spend 2 reactant points to throw an alchymical creation as a bonus action.Sanitize
By spending ten minutes and 1 reactant point, you may determine whether up to 30 pounds of food or 20 gallons of water is poisonous or will cause disease. If poisonous, you may render the commodities free of poison and disease during the process.Trained Toss
You may now throw your alchymical creations with range of 20 feet as far as 60 feet.Alchymical Creations
This section describes the most common alchymical creations commonly used by many alchymists. The section begins with a list of creations organized by power followed by their respective descriptions presented in alphabetical order.Admixtures, Advanced Compounds & Amalgams Descriptions
The creations are presented in alphabetical order.Aeronautic Serum
Transmutation amalgamA creature who drinks the frothy orange contents of this flask grow powerful wings. If the growth would be prohibited by worn or carried equipment, that equipment falls to the ground. For the next minute, you gain the following benefits:
• When targeted by a ranged weapon attack, you may use your reaction to impose disadvantage on the attack roll.
• You gain a flying speed of 60 feet. If you are still flying when the effect ends, you fall, unless you can somehow prevent it.
• You can use your action to beat your wings and create a 30-foot cone of swirling wind originating from you. Each creature in the area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 15 feet away from you. In addition, until the start of your next turn, moving toward you through that area is considered difficult terrain.
Alkahest
Chemistry amalgamThe contents of this dual-compartment flask are extremely dangerous, as when combined, they form a universal solvent.
As an action, the flask can be thrown up to 20 feet, shattering it on impact. Choose an object, creature, or point on a surface within range as your target. A targeted creature must succeed on a Dexterity saving throw or take 18d6 acid damage. A target reduced to 0 hit points by this damage is dissolved.
A dissolved creature and everything it is wearing and carrying, except magic items, are reduced to a semitransparent puddle. The creature can be restored to life only by means of a true resurrection or a wish spell.
The solvent automatically dissolves a Large or smaller nonmagical object or creation of magical force. If the target is a Huge or larger object or creation of force, this alchymical creation disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this alchymical creation.
Calcifying Agent
Toxicology amalgamThe powder in this flask looks like chalk dust. You may throw the powder, affecting a cone with a range of 20 feet. Each creature in the area must make a Constitution save.
On a failed save, the target is restrained. It must then make a Constitution saving throw at the end of each of its turns.
If it successfully saves three times, it is no longer affected.
If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind.
Disabling Extract
Advanced toxicology compoundThis flask contains a clear fluid with ash-white flakes floating near the top.
As an action, the flask can be thrown up to 20 feet, shattering it on impact. Choose an object, creature, or point on a surface within range as your target. A 15 foot radius sphere originating from the target is clouded in fine white powder that seems to fade and disappear just after touching a surface. Each creature in the area at time of impact must make a Constitution saving throw. Creatures immune to poison automatically succeed on this save. On a failed save, a creature is incapacitated for up to five rounds. The effect ends for a creature if they take damage.
Flask of Fire
Chemistry admixtureThis thin, black fluid has faint silver-white flecks floating within.
As an action, the flask can be thrown up to 20 feet, shattering it on impact. Choose an object, creature, or point on a surface within range as your target. A 5 foot cube originating from the target becomes engulfed in flames as the contents of the flask ignite. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 1d8 fire damage. Flammable objects within the area ignite if they aren't being worn or carried. The damage on a failed save increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Flask of Fumes
Toxicology admixture The lime-green contents of this flask don’t slosh or bubble, but seems more like a dense fog than a liquid. As an action, the flask can be thrown up to 20 feet, shattering it on impact. Choose an object, creature, or point on a surface within range as your target. A 5 foot cube originating from the target becomes enveloped in a cloud of green vapors. The gas spreads around corners. Creatures in the area must make a Constitution saving throw. Creatures immune to poison or that do not need to breathe automatically succeed on their saving throws. On a failure, a creature’s speed is reduced by 10 feet as it reels from the noxious gas, and it has disadvantage on the first attack roll it makes before the end of your next turn. The dimensions of the cube increases by 5 feet at 5th level (10 feet), 11th level (15 feet) and 17th level (20 feet).Flask of Resilience
Medicine admixtureA creature who drinks the purple fluid in this flask is able to combat certain effects more easily. Once before the end of their next turn, the creature may roll a d4 as part of making a saving throw and add the number rolled to the result. Alternatively, the flask may be administered to a dying creature to stabilize them. Drinking or administering this admixture takes an action. The contents have no effect on undead or constructs. The time limit to use the die is extended to 1 minute at 5th level, 10 minutes at 11th level, and 1 hour at 17th level.
Flask of Talent
Transmutation admixtureAfter drinking this mustard-colored elixir, the imbiber becomes more keenly attuned to their body and senses, even increasing their ability to communicate clearly and process information. In general, they find tasks easier to perform. Once before the end of their next turn, they may roll a d4 as part of making an ability check or attack roll and add the number rolled to the result. Drinking this admixture takes an action. The contents have no effect on undead and constructs. The time limit to use the die is extended to 1 minute at 5th level, 10 minutes at 11th level, and 1 hour at 17th level.
Herbal Embrocation
Advanced medicine compoundThe oil in this flask could easily be mistaken for warm maple syrup though it is composed of various flora extracts. The oil can be applied to your body as an action, bringing vitality to your muscles and numbing aches and pains. When you do, you gain temporary hit points equal to 1d8 + your Intelligence modifier. The oil can be applied a number of times equal to your intelligence modifier (minimum 1).
Phosphorescent Flask
Advanced chemistry compoundThis shimmering golden dust sheds dim yellow light in a 20 foot radius while in its clear flask. As an action, the flask can be thrown up to 20 feet, shattering it on impact. Choose an object, creature, or point on a surface within range as your target. Each object and creature in a 10-foot cube originating at the target is covered in the glowing golden dust as it clouds and settles in the area. A creature can avoid the dust initially by succeeding on a Dexterity save or brush it off with a DC 12 Dexterity check as an action. Creatures and objects covered in the dust shed dim light in a 5-foot radius. An affected creature or object can’t benefit from being invisible and creatures have advantage on Wisdom (Perception) checks to see them.
Rapid Root
Advanced medicine compoundThis seemingly ordinary vine root has been saturated with explosive growth potential. As an action, you may add the final catalyst to the root and throw it up to 40 feet. Choose a point on a solid surface within range as your target. The vine takes root there and bursts forth, growing along connected surfaces within a 20 foot radius sphere with thick, overgrown vines. A creature moving along such a surface must spend 4 feet of movement for every 1 foot it moves.
At creation, you may spend 2 reactant points to cause the root to grow as a bramble with thorns, causing a creature moving into or within the area to take 1d4 piercing damage for every 5 feet it travels.
Regenerative Serum
Medicine amalgamA creature who drinks the gritty brown contents of this flask gains powerful recuperative abilities. They regain 7d8 hit points. For the next 10 minutes, the creature regains 1 hit point at the start of each of its turns (10 hit points each minute). The creature’s severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If they have the severed part and hold it to the stump, the serum instantaneously causes the limb to knit to the stump. This serum has no effect on undead or constructs.
Shifting Serum
Advanced transmutation compoundA creature who drinks the translucent blue contents of this flask transform their appearance. They decide what they look like, including height, weight, facial features, sound of their voice, hair length, coloration, and distinguishing characteristics, if any. They can make themselves appear as a member of another race, though none of their statistics change. They also don’t appear as a creature of a different size, and their basic shape stays the same; if they're bipedal, they can’t use this serum to become quadrupedal, for instance. These changes do not affect the creature’s equipment, only the appearance of their person. The changes last for 10 minutes.
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