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Expanded Elixirs

Changes to Experimental Elixir:

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.  

New Effect 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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