Aerostatics 101 | Element 133 Class Feature | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Aerostatics 101 - 8400 AXP

TIER THREE FEATURE: Aerostatics 101

    • AXP: 8400
    • Pre-Requisites: Selected Chemist as base class
    • Grants Access To: None

Your handling of dangerous chemicals has made you more reflexive in dangerous situations, so you now have proficiency in Dexterity saving throws. In addition, you have learned how to include noble gasses in your alchemy. You may now forage for the following ingredients, craft the following essenses and you learn new recipes.

Additional Ingredients

Ingredient Rarity # on find Location Purchase Craft
Gasoline Uncommon 2 Trader, Mines, Gas Station, Abandoned Vehicles Value: 5 N/A
Distilled Water Uncommon 5 Trader, Brewery, Doctor, Selfmade Value: 2 Brewer's Tools (DC 10)
Natural Gas Rare 1 Trader, Mines, Caves, Selfmade Value: 10 Alchemist's Supplies (DC 16)

Additional Essenses

Essence Name DC # Ingredient 1 Ingredient 2 Ingredient 3 Ingredient 4 Ingredient 5
NOBLE I A 10 1 5x Distilled Water 5x Salt
NOBLE I B 10 2 5x Distilled Water 3x Swampweed
NOBLE I C 15 4 1x Noble Gas 1x Distilled Water
NOBLE II A 20 2 5x Distilled Water 2x Nitre
NOBLE II B 25 2 1x Gasoline 1x Sulfur

Additional Recipes

Anti-Poison

Elixir Ingestible, Applicable

Ingredients: POISON + CALM + 1x Distilled Water

Risk DC: 5

Recommended Tier: 3

Effect:

When you drink or administer this elixir, any ongoing effects caused by poison are halted, and the target does not suffer from the poisoned condition. Damage or instantaneous effects (such as blindness) already caused by the poison are not cured. Applying a drop of this elixir to food or weaponry nulifies any poisons that are contained within. Each elixir contains 3 drops.

Dry Ice

Other (Compound) Special

Ingredients: NOBLE II + CHILL I + 3x Distilled Water

Risk DC: 16

Recommended Tier: 5

Effect:

This alchemy crafts a block of Dry Ice. If it's placed on the ground, it will extinguish and prevent any fires from happening within 10 feet of it. Any creature close to the ground inside the radius risks suffocation. It will freeze any liquids it comes in contact with.

Alternatively, can be formed in the shape of shards, which can then be fired at a target using a ranged weapon in a range of 60 feet. When the shards hit the target, they deal 2d8 cold damage, and reduces its speed by 10 feet until the start of its next turn.

This attack scales up by 1d8 when you reach 5th tier (3d8), 7th tier (4d8), 9th tier (5d8), and 10th tier (6d8).

Elixir of Mending

Elixir Applicable

Ingredients: SOFTNENER + HARDENER

Risk DC: 5

Recommended Tier: 3

Effect:

This elixir repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 6 inches in any dimension, you mend it, leaving no trace of the former damage.

Endothermic Concoction

Elixir Applicable to Weapon

Ingredients: CHILL I + 1x Goblinberry

Risk DC: 8

Recommended Tier: 3

Effect:

As an action you may apply the Endothermic Concoction to any melee weapon to add 1d8 cold damage to that weapons damage for one hour.

Noble Potion

Potion Special

Ingredients: NOBLE I

Risk DC: 2

Recommended Tier: 1

Effect:

As an action you may shake this potion and excite the gasses within the potion. The potion gives off a steady bright neon light. Lights up an immediate area of 20 feet and with dim light for an additional 20 feet outwards. This reaction lasts for 30 minutes before dimming. The same potion may be shaken again up to 3 more times to the same effect before loosing its use.

Smoke Bomb I

Bomb Throwable

Ingredients: INCINDIARY + 2x Charcoal

Risk DC: 9

Recommended Tier: 3

Effect:

Smoke Bomb I can be thrown as an improvised weapon. After impact the bomb emits a cloud of smoke in a 30 ft. radius that lingers for 30 Seconds. Every creature that starts its turn within this area must succeed a Constitution Saving Throw against your Chemist save DC or be blinded for two rounds. Any creatures entering the cloud must make the same save. The smoke may be blown away by a strong wind at a rate of 10 feet per round.

Sulfuric Vapor

Bomb Throwable

Ingredients: NOBLE I + 2x Sulfur

Risk DC: 12

Recommended Tier: 3

Effect:

Sulfuric Vapor can be thrown as an improvised weapon. After impact the bomb emits a yellowish, acrid smelling vapor in a 10 ft. radius that lingers for 30 Seconds. Every creature that starts its turn within this area must succeed a Constitution Saving Throw against your Chemist save DC or have disadvantage on attack rolls for their next turn. Additionally, the acrid smell lingers on their clothes and equipment for 24 hours, giving them disadvantage on Stealth checks for the duration.

Toxic Concoction II

Elixir Applicable to Weapon, Ingestible

Ingredients: 2x POISON + 2x Charcoal

Risk DC: 14

Recommended Tier: 6

Effect:

Toxic Concoction II may be drunk, administered or applied to a weapon or a single piece of ammunition. If a weapon is treated with the poison and hits a creature that creature gains the poisoned condition and takes 1d8+INT poison damage. While under the poisoned condition the creature can make a Constitution Saving Throw at the start of it's turn against your Chemist Save DC to end this condition on success. If the creature fails, it takes 1d8+INT poison damage. The Toxic Concoction II may be improved when choosing the School of the Venomist. After application to a weapon Toxic Concoction II loses it's potentcy after 30 minutes.

Water Bomb

Bomb Throwable

Ingredients: 2x NOBLE I + INCINDIARY

Risk DC: 12

Recommended Tier: 3

Effect:

Water Bomb may be thrown as a ranged weapon attack. Upon impact all creatures within 5ft take 1d4 fire damage. Imediately afterward 10 gallons of water are created centered on the same location.


 

Created by

BreePeterson.

Statblock Type

Element 133 Class Feature

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