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Experimental Elixirs

The following options are for Alchemical Elixirs, special highly volatile solutions that can be added to Alchemy, Herbalism, and Poisons to pair with the affect. When you first gain this trait, you can pick a number of options equal to your Intelligence modifier +1. You can pick from the Beginner List, at 5th level you can also select from Intermediate List, and at 9th level you can select from the Advanced List.
 
Beginner Elixir
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.
Breathing: You choose acid, cold, fire, lightning, or poison when you make this elixir. The drinker the creature can use an action to exhale energy of the chosen type in a 15-foot cone for the next minute. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one.
Enhancement: You must pick Strength, Dexterity, Constitution, Wisdom, Intelligence, or Charisma when you make this elixir. The drinker gains advantage on all ability checks related to that attribute for the next hour, as per the Enhance Ability spell.
Enlarging: The drinker's size doubles in all dimensions, and its weight is multiplied by eight for the next minute. This growth increases its size by one category - from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. The target also has advantage on Strength checks and Strength saving throws, and deals an extra 1d4 damage.
Healing: The drinker regains a number of hit points equal to 2d4 + your Intelligence modifier. This increases to 2d6 at level 5, 2d8 at level 11, and 2d10 at level 17.
Heroism: The drinker is immune to being Frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns for the next minute.
Influence: The drinker is Charmed by you for the next hour.
Invisibility: The drinker is Invisible for one hour. This affect ends if the drinker attacks or casts a spell.
Madness: The drinker perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall Prone, becoming Incapacitated and unable to stand up for the next minute. At the end of each of its turns, and each time it takes damage, the drinker can make another Wisdom saving throw. The drinker has advantage on the saving throw if it’s triggered by damage. On a success, the effect ends.
Reduction: The drinker's size is halved in all dimensions, and its weight is reduced to one-eighth of normal for the next minute. This reduction decreases its size by one category - from Medium to Small, for example. Until the spell ends, the target also has advantage on Dexterity saving throws.
Resilience: The drinker gains a +1 bonus to AC for 10 minutes. This increases to +2 at level 11.
Safety: The drinker is protected by fate for the next minute, any attacker must roll against your Spellcasting DC or redirect their attack to another. If they cannot pick anyone else their attack is wasted. This ability stops functioning if they attack or cause another creature to make a saving throw.
Swiftness: The drinker’s walking speed increases by 10 feet for 1 hour. This increases to 20 feet at level 11.
Traction: The drinker gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.
Transformation: The drinker’s body is transformed as if by the Alter Self Self spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes. This increases to 1 hour at level 11.
 
Intermediate Elixir
Animating: You can pour this substance on a collection of small rocks, coal or natural material. The rocks become magically animated for the next hour and under your control. Use the Fiendish Portal stats for the elementals statistics and abilities. They gain any additional benefits of the substance poured on them.
Befuddlement: The drinker must succeed on a Wisdom saving throw, or suffers from the affects of rolling a 1 from the Confusion spell for the next minute.
Comprehension: The drinker can understand and speak all languages it can hear for the next hour.
Delving: The drinker gains the benefits of Meld into Stone for the next hour. This increases to 8 hours at level 15.
Flight: The drinker gains a flying speed of 30 feet for 10 minutes. This increases to 60 feet at level 15.
Loitering: The tincture, potion or poison's affects are delayed. Roll 2d6, the results of the sustance affect the creature only after that many seconds have passed. At level 9 you can choose to have the affect happen in minutes instead of seconds. At level 15, you can choose for it to be hours instead of minutes or seconds.
Psychosis: The drinker must succeed on an Intelligence saving throw against your spell save DC or lose the ability to distinguish friend from foe for the next minute. The target can retake the saving throw each time they take damage.
Seance: The drinker gains a semblance of life and intelligence, allowing it to answer five questions you pose. The corpse must still have a jaw, throat and can’t be undead. The spell fails if the corpse was the target of this elixir or the Speak with Dead spell in the last ten days.
Sight: The drinker's darkvision is increased by 60ft for the next hour and they can cast Detect Magic for the first minute of the spell.
Warding: The drinker is protected by death for a short while. They benefit as if the Death Ward spell was cast on them.
 
Advanced Experimental Elixir
Absorption: You gain the ability to absorb elemental energy. You are under the affect of Consume Flame until the end of your next turn.
Hardness: Resistance to weapon bludgeoning, piercing and slashing damage for 1 minute.
Juliet: The drinker must make a Constitution saving throw or fall unconscious for 1 hour. The creature can choose to fail this saving throw. While unconscious the target appears to be dead to all forms of divination of mundane medicinal examination. All diseases, poisons, or ongoing damage cease while in this state.
Revisionary: The drinker must succeed on a Constitution saving throw or be affected by the Modify Memory spell. Their memories are altered by whomever is talking to them when the elixers effects kick in.
Solvency: You gain the ability to put two lesser elixir affects into the single drink. Both of these affects must be Intermediate level or lower.

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Falme.

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