Better Elixirs! (for the 5e Alchemist Artificer)

by Arizonaranger

Search GM Binder Visit User Profile

(Optional) Subclass feature: Better Elixir's

This 3rd level alchemist feature feature replaces the alchemist artificer's Experimental Elixir, any reference towards Elixirs in the subclass now refer's to their "Better Elixir's" counterpart:

Beginning at 3rd level, whenever you finish a long rest, 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 the elixir. When you create the Elixir without expending a spell slot you can create one corresponding to a spell slot equal to half your proficiency bonus. As an action a creature can drink the elixir or administer it to another creature that it can see.

You can create additional experimental elixirs by expending a spell slot of up to 5th level for each one. When you do so, you use your action to create the elixir in an empty flask you touch, and you choose the elixir's effect from the Experimental Elixir table.

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 until the end of your next long rest.

When you reach certain levels in this class, you can make more elixirs at the end of a long rest: two at 6th level and three at 15th level. Roll for each elixir's effect separately. Each elixir requires its own flask.


Better Elixirs
d6 Effects
1 The drinker regains a number of hit points equal to 2d4 per spell slot expended + your Artificer Level.
2 The Drinkers movement speed Increases by 10 feet per spell slot expended for 1 hour.
3 The Drinker gains a +1 bonus to AC per spell slot expended for 10 minutes.
4 The Creature gains a flying speed of 10 x the spell slot expended for 10 minutes.
5 The Drinker can roll a d4 and add it to any attack roll and saving throw it makes for the next minute.
6 The creature transforms as if by the alter self spell. The effect lasts for a number of minutes equal to 10 x the spell slot expended

(Optional) Subclass Feature: Skilled Practitioner

Starting at 5th level in addition to your Alchemical Savant feature you gain the ability to on your turn to drink or administer an Experimental Elixir to a creature (including yourself) as a bonus action in addition to your normal action however when you do this you cannot administer more than one potion to a single creature in a given turn.

Credits

Written by: Mjoyze/Anunqualifiedhuman

Criticism/Suggestions/Edits:

Special Thanks to: Raspilicious.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.