Experimental Elixir Adjustment

by Admiralflapplak

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Experimental Elixir

Beginning at 3rd level, by spending your action and your movement, you can magically produce an experimental elixir in an empty flask you touch. Roll on the Experimental Elixir table for the elixir's effect, which is triggered when someone drinks or throws the elixir. As an action, a creature can drink the elixir, administer it to an incapacitated creature or throw it.

Experimental elixirs have a range of 60 feet, and any creature within a 5 ft radius of the attack must make a dexterity save or suffer the effects of the elixir. If the elixirs effect does damage that damage increases by 1d8 at 5th, 11th and 17th level.

Creating an experimental elixir requires you to have alchemist supplies on your person, and any elixir you create with this feature lasts until it is drunk or thrown. You may have a number of experimental elixirs active equal to your Intelligence modifier. The number of experimental elixirs you can produce in a day equals you Intelligence modifier + your proficiency bonus, this number resets after a long rest.

If you expend a spell slot of 1st level or higher during the creation of the experimental elixir you may choose the elixir's effect from the Experimental Elixir table.

Experimental Elixir

d6 Effect: Drink / Throw
1 Healing. The drinker regains a number of hit points equal to 2d4 + your Intelligence modifier.
Healing. Any creature within a 5ft radius regains a number of hit points equal to your Intelligence modifier.
2 Swiftness. The drinker's walking speed increases by 10 feet for 1 hour.
Slowness. Any creature in a 5ft radius has their speed reduced to 5 feet until the start your next turn.
3 Resilience. The drinker gains a +1 bonus to AC for 10 minutes.
Breach. Any creature in a 5ft radius takes 1d8 thunder damage, any objects in a 5ft radius take 2d8 + your Intelligence modifier in thunder damage.
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.
Fire. Any creature in a 5ft radius takes 2d8 fire damage.
5 Flight. The drinker gains a flying speed of 10 feet for 10 minutes.
Smoke Screen. A cloud appears in a 5ft radius around the impact. Any creature attacking in, into, or out of the cloud has disadvantage on their attack rolls.
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.
Glow. Any creature in a 5ft radius is covered in glowing goo, any attack made against them until the start of your next turn has advantage.
 

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