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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.|