Alchemist v1.5.0 #
Experimental Elixir (3) #
- You can administer an Elixir using the same rules that you would use to administer a healing potion.
- As a Bonus Action on your turn you can create an Experimental Elixir of your choice from the list, you can do so a number of times equal to twice your proficiency bonus per long rest.
- When you spend a spell slot to create an Experimental Elixir on your turn it does not cost your action to do so, however you can only create an Elixir in this way once per turn.
- When creating additional Experimental Elixirs on your turn, if you use a spell slot higher than 1st level you gain a number of your chosen elixir equal to the spell slots level, to a maximum of 5.
- Healing. The drinker regains a number of hit points equal to 4d6 + your Intelligence modifier.
- Swiftness. The drinker’s walking speed increases by 20 feet for 1 hour.
- Resilience. The drinker gains a +2 bonus to AC for 10 minutes.
- Boldness. The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for 10 minute.
- Flight. The drinker gains a flying speed of 15 feet for 10 minutes.
- 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.
Alchemical Savant (5) #
- The bonus to healing or damage effects applies to your Experimental Elixirs as well.
- While using alchemist’s supplies as a focus, even if the spell does not have material components otherwise applicable spells gain the benefit of this feature.
- Additionally, you can cause one Experimental Elixir you’ve created to overflow. As an Action or Bonus Action you can throw an overflowing Elixir at a Creature you can see within 30 feet, this Creature - and an additional number of Creatures up to your Proficiency Bonus within 5 feet of them - then gain the benefits of the Elixir as if they had drank it. You can use this feature a number of times equal to your Intelligence Modifier per Short Rest.
Restorative Reagents (9) #
- The cost for you to create items via alchemy such as potions, and alchemist fire is halved.
Chemical Mastery (15) #
- Additionally, your existing options for your Experimental Elixirs become more powerful, reflecting your mastery over alchemy.
- Healing. The drinker regains a number of hit points equal to 6d8 + your Intelligence modifier.
- Swiftness. The drinker’s walking speed increases by 45 feet for 1 hour.
- Resilience. The drinker gains a +4 bonus to AC for 10 minutes.
- Boldness. The drinker can roll a 2d4 and add the number rolled to every attack roll and saving throw they make for 10 minute.
- Flight. The drinker gains a flying speed of 35 feet for 10 minutes.
- Transformation. The drinker’s body is transformed as if by the polymorph spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes or until the drinker dismisses it at will.