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Elwyn

Eternal Chaos


Equipment

Spear: Dexterity, Heavy Piercing, 1D8+9, Versatile, Reach, 2

Dagger: Dexterity, Light Piercing, 1D6+9, Quick, Melee, 1

Potion gun: You may target 1 ally within 21 meters once per turn and apply a potion effect of one of your potions.

Shortbow: Dexterity, Light Piercing, D6+9, 60/120, 2

Quick: You may perform one addition attack action each turn without the penalty applied from multible attacks and this may only be used once per turn.

Versatile: You may wield this weapon in 1 hand or 2 hands. when weilding in 2 hands roll the damage dice twice and use that for the damage of this weapon when attacking.

Armor

Leather +1

Misc

5 days of rations, basic clothing, and a basic bag, Alchemy kit, book on herbs and plant life, 5 viles, 1L vile of oil, cloak, tinder box, map of the realm, Journal, Sleeping kit, canteen, 3 silver.


Feats

Plant talker: you can talk to plants.

Darkvision: 9 meters

Elven grace

Improved hearing: due to your large ears you hear better than most. Gain a +10 on all perception checks related to hearing.

Incapable of Lying: you are incapable of lying, as such you will fail all depiction checks you attempt to roll, but when you take this feature you gain a +2 to your charisma roll.

Paranoia: you have an innate fear of the unknown and believe something is after you, causing you to see things that don’t exist and causing you great worry. Whenever you roll perception or insight you gain a -5 to the roll due to your paranoia affecting your roll.

Gullible: you are unable to tell those who are lying from those telling the truth. Upon taking this feature you will fail all rolls to discern if someone is lying.

Potion craft: You are able to create potions that heal or cure diseases, and you may only have a number of potions equal to your proficiency level at any given time, each potion takes 1 hour to make, and you must determine the effect upon creation and only apply when fully drunk. -Heal potion: These potions heal 2 points of damage. -Cure Potion:cures a creature from minor diseases, or one minor effect a creature is inflicted.

Improved healing potion craft: All healing potions you create apply a healing over time effect in which they will heal an additional 1 hitpoint every turn for 1 minute upon use.

Potionteer: You are able to create a minor potion. This potion takes 30 minutes to make and heals 1 hitpoint when drunk. You may only have a number of potions equal to your favorite stat at any given time.

Potion brewer: You may half the time it takes for you to make any given potion.

Explosive potion craft: You are able to create a potion that explodes on impact. You may only have a number of potions equal to your proficiency bonus per long rest, and each potion takes 1 hour to create and the effect must be determined during creation. -Explodes on impact, where when it comes into an impact it will explode where all creatures within a 5 meter radius will need to make a dexterity saving throw against your favorite stat. On fail save you roll an attack roll for 1d20 bludgeoning damage. -Ignites when in contact with air. In which a creature that comes in contact with this fluid must make a constitution saving throw against your favorite stat. On fail save you do an attack roll for 1d10 fire damage each minimum of a minor wound, each turn for one minute from the period the liquid had made contact with the air with a radius of 1d10 meters.

Potion improvement: You may spend an hour to improve a potion, made by you or someone else, this potion must not have been previously improved by your prior to this. Doing so allows you to add one of the following effects. -Increase its base healing by +1. -Increase damage it would deal if it deals damage by 1 minor wound. -Increase the area it expands to by 1.5 meters if it has an area of effect.

Healing area potion: You are able to craft a potion witch when thrown explodes healing all creatures in its mist. These potions take 2 hours to make, and you may only have a number of them equal to your proficiency bonus, at a time. When this potion is thrown it will explode on impact applying a AOE healing effect. All creatures in this area heal 1 hitpoint at the end of their turn if they are in the area at the end of their turn. The area of the AOE effect is equal to 1d10 times 1.5 meters and lasts for a number of turns equal to your favorite stat.

Poison Vial potion: You are able to create poison potions that when consumed will poison their target. You may only make a number of these potions equal to your proficiency bonus at any given time and it takes 1 hour to create 1 potion. You may apply this effect on a weapon or by having the target consume the potion. The effect is that the targeted creature must roll a Constitution saving throw against your favorite stat+10+proficiency bonus, and if they fail they become poisoned for 1d4 hours.

Smoke Bomb potion: You may make a potion that creates smoke. Upon being thrown creates a large gas cloud that obscures vision. You may only have a number of these potions equal to your proficiency bonus at any given time, and these potions take 30 minutes to make each. When thrown, they explode on impact creating a smoke cloud equal to 1d10 times 1.5 meters. This smoke cloud is dense and cannot be seen through by normal means and lasts for 1d10 turns.

Potion manipulation: Any time a potion would have you roll, you would be allowed to change the result rolled by up to 3 by increasing or decreasing the roll.

Improved brew time: It takes half the time it would normally, for you to make a potion.

Alchemy: The ability to effectively create concoctions and improve upon them when necessary. You have knowledge of various chemicals and what combining them will result in, as well how to infuse mana into concoctions allowing you to make potions. With this feature you gain the ability to make potions.

Elemental Infusion: You have learnt to harness the power of the elements. To use this feature you will need the Alchemy feature. You are able to spend 1 hour modifying up to 1 liter of liquid. This modified liquid poured onto a weapon makes all attacks with that weapon deal an additional fire, frost, or lightning damage, doing an additional 1d6 of the damage type in addition to your attack roll. You may only make a number of these liquids up to your proficiency bonus per day, and said liquid loses the effect after 24 hours.

Healing Draught: This will cause potions you make that would have the healing properties to heal an additional hitpoint.

Enhanced Healing: Must have Vitality Concoction feature, when making a Vitality Concoction you are able to double its potency increasing the benefits by double of what they were normally.

Valor touched: You have the touch of valor in you. Permanently increase one of the following when you pick this feature: your health by your favorite stat and increase your wound threshold by your favorite stat.

Healing Salve: You must have the alchemy feature, You can create a salve that heals 1d4 hit points and removes one condition (disease or poison) from an ally. It takes 1 hour to make this salve and you may only have a number of healing salves up to your proficiency bonus available. You may also only create one healing salve per long rest. to use the healing salve it takes 2 actions.

Poison Weapon: You are experienced in using poisons to assist in combat. Prior to an attack action you may coat your weapon in a poison you have on hand. doing so causes the next attack you make to also apply the effect of the poison you used.

Extend Elixir: Your elixirs are even more potent. When using potions or elixirs you are able to double their potency, by doing one of the following, you may double the time that the effect lasts or double the boost that the potion or elixir produces.

Hit points:14

Damage threshhold
Minor/1Moderate/2Major/4
2+4+6+

Favoured stat:DEX


Proficiency bonus:+4

Movement speed

W,SS,SF,S
630

Personal info
RaceElf
LineageAshwillow
HistoryAlchemist
ClassAlchemist(10)

Basic system
Alchemist (4)(Potion maker)
Proficenties

Alchemy, Chemistry, Tinkering, Gardening, Matchmaking

Languages

Common, Faelien, Sylvan


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