Due to the abundance of magically reactive components in the Fractured Skies, Alchemical effects using base reagents tend to have a little more pop then they do in other D&D worlds. You can choose to use these additional rules in addition to the base Experimental Elixir feature.
When you create an experimental elixir it maintains its effect for a number of days equal to half your Artificer level (rounded down).
Additionally, when you spend spell slots to produce additional experimental elixirs, you gain 1 additional elixir when you spend a 3rd or 4th level spell slot, and 2 additional elixirs when you spend a 5th level spell slot. You are unable to choose the effects of these additional potions, and must roll for each on the New Effects Table.
1d20 |
New Effect |
1 |
Healing. The drinker regains a number of hit points equal to 2d4 + your Intelligence Modifier |
2 |
Swiftness. The drinker's walking speed increases by 10 feet for 1 hour. |
3 |
Resilience. The drinker gains a +1 bonus to AC for 10 minutes. |
4 |
Boldness. The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute. |
5 |
Flight. The drinker gains a flying speed of 10 feet for 10 minutes. |
6 |
Transformation. The drinker's body is transformed as if by the Alter Self spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes. |
7 |
Grease. The drinker can cast the Grease spell once, but the grease produced is projectile vomit. |
8 |
Troll Blood. The drinker gains 2 temporary hit points at the end of each of their turns for a number of turns equal to your Intelligence modifier. These temporary hit points last for 10 minutes. |
9 |
Tongues. The drinker gains the benefits of the Comprehend Languages for 10 minutes. |
10 |
Unhealing. The drinker loses a number of hit points equal to 2d4 and cannot regain hit points for a number of rounds equal to your proficiency bonus. The potion looks indistinguishable from a healing potion. |
11 |
Gas Ball. Throw this vial at a space within 60 ft. Everyone in a 10 ft circle from the point of impact must make a Constitution saving throw against your Spell Save DC or become poisoned for 1d6 turns. |
12 |
Laughing Gas. Throw this vial at a space within 30 ft. Everyone in a 10 ft circle from the point of impact must make a Wisdom saving throw or suffer the effects of Tasha’s Hideous Laughter for 30 seconds. |
13 |
Enhance Constitution. The drinker gains a temporary 1d3 bonus to their Constitution modifier for 1 minute. Adjust their hit points with their new Constitution total. |
14 |
Enhance Dexterity. The drinker gains a temporary 1d3 bonus to their Dexterity modifier for 1 minute. Adjust their Initiative, to hit bonus, damage bonus, and AC with their new Dexterity total. |
15 |
Enhance Strength. The drinker gains a temporary 1d3 bonus to their Strength modifier for 1 minute. Adjust their carrying capacity, to hit bonus, and damage bonus with their new Strength total. |
16 |
Roids. The drinker gains the effect of Enlarge from the Enlarge/Reduce spell or a number of rounds equal to your Intelligence modifier multiplied by 2. |
17 |
Smoke bombs. Throw this vial at a space within 30 ft. At the point of impact an effect similar to a 1st level cast of Fog Cloud manifests. This cloud lasts for 30 minutes. |
18 |
Carpet Bomb. Throw this vial at a creature or 5 foot space within 30 ft of you, magical fire clings to their body. Until they take an action to smother the flames, they take 1d4 + your Intelligence modifier at the end of each of their turns. |
19 |
Bugs, Bugs Everywhere. Throw this vial at a creature within 30 ft. The target must succeed on a Dex saving throw against your Spell Save DC, or it moves 15 feet in a direction of your choice if it can move and its speed is at least 15 feet. If the direction is blocked, the target doesn’t move. |
20 |
Glue Bomb. Throw this vial at a space within 30 ft. In a 15 ft diameter centered on the area thrown creatures need to make a Dex save or be grappled and movement set to zero breaking out of grapple. The gule leaves an area of difficult terrain for 1 minute. |
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