From b69b6283c5346ba857a0ed2df310c75042a442fd Mon Sep 17 00:00:00 2001 From: Merith-TK Date: Mon, 27 Jan 2025 21:13:57 +0000 Subject: [PATCH 1/5] rework the aegis --- DND/Characters/Kybr/Equipment/Colossus Aegis.md | 16 ++++++++++------ 1 file changed, 10 insertions(+), 6 deletions(-) diff --git a/DND/Characters/Kybr/Equipment/Colossus Aegis.md b/DND/Characters/Kybr/Equipment/Colossus Aegis.md index 69c406b..449b23f 100644 --- a/DND/Characters/Kybr/Equipment/Colossus Aegis.md +++ b/DND/Characters/Kybr/Equipment/Colossus Aegis.md @@ -13,28 +13,30 @@ - **Dormant Form**: - **Energy Absorption**: As a Reaction when the wielder is hit by an attack that deals force, lightning, or radiant damage, the shield absorbs part of the energy, granting the wielder the option to gain either **temporary hit points** or **shield energy** equal to half the damage taken (rounded down). - - **Force Repulsion**: As a reaction, when the wielder is hit by an attack that deals force, lightning, or radiant damage, the wielder can release the stored energy, dealing force damage equal to the amount of damage absorbed. The target must make a Strength saving throw (DC 15) or take the full damage, or half damage on a successful save. + - **Force Repulsion**: As a reaction, when the wielder is hit by an attack that deals force, lightning, or radiant damage, the wielder can release the stored energy, dealing force damage equal to half the amount of damage absorbed. The target must make a Strength saving throw (DC 15) or take the full damage, or half damage on a successful save. - **Awakened Form**: - **Energy Absorption Improved**: The shield now absorbs up to 40 points of force, lightning, or radiant damage per long rest. The temporary hit points granted by energy absorption are now equal to the full amount of damage absorbed. + - TODO: clearify wording to define Damage delt to weilder and clearify wording around absorbed points. + - Enhances Previous Teir - **Force Repulsion Enhanced**: When the wielder uses the Force Repulsion ability, the damage increases to the total amount of energy absorbed rather than just half. The target must now make a Strength saving throw (DC 17) to avoid the damage, or take full damage on a failed save. - - **Cover Creation**: As a bonus action, the wielder can expend an amount of absorbed energy (up to 20 points) to create a line of force energy extending 10 feet in a direction of their choice. This line of energy creates a barrier that grants total cover to any creature behind it for 1 minute. The barrier dissipates early if it takes damage equal to the energy spent to create it. Creatures within 10 feet of the line must make a Strength saving throw (DC 17) or be pushed back 5 feet. + - **Cover Creation**: As a bonus action, the wielder can expend any amount of energy up to 40 points to create a barrier of force energy, extending up to 15 feet out, and 10 feet up. The Barrier has an AC of Zero, and an HP of the points used to create it. This energy creates a barrier that grants total cover to any creature behind it for 1 minute. The barrier dissipates early if it takes damage equal to the energy spent to create it. Any Creature that come in contact with the barrier must make a Strength saving throw (DC 17) or be pushed back 5 feet. + - TODO: Add into wording for shield size to allow for resizing the shield to be smaller, with a potential roll - - **Shared Protection**: As a reaction, when an ally within 30 feet of the wielder takes damage, the wielder can choose to absorb half of that damage. The shield grants the wielder temporary hit points equal to half of the damage the ally would take, reducing the damage dealt to the ally by the same amount. This ability can be used once per long rest. + - **Shared Protection**: As a reaction, when an ally within 30 feet of the wielder takes damage, the wielder can choose to absorb half of that damage. The shield grants the wielder temporary hit points equal of the damage absorbed, reducing the damage dealt to the ally by the same amount. This ability can be used three times per long rest. - **Exalted Form**: - **Energy Absorption Mastery**: The shield can absorb up to 100 points of force, lightning, or radiant damage per long rest. It can also absorb other types of energy, such as necrotic or acid, if the wielder chooses, though this damage is absorbed at half its value. - - **Force Repulsion Unleashed**: The damage dealt by Force Repulsion now increases to 3 times the amount of absorbed energy (instead of the full amount). Targets must make a Strength saving throw (DC 19) to avoid taking the full damage, or half on a success. - - **Cover Creation Enhanced**: As a bonus action, the wielder can create a 10-foot line of force energy (spending up to 30 points of absorbed energy). This line now creates a wall of force 10 feet tall and 10 feet wide that grants full cover. The wall lasts for 1 minute, or until it takes damage equal to the energy expended to create it. Once per day, the wielder can create an impenetrable dome of force (20-foot radius) for 10 minutes by expending 50 points of absorbed energy. Creatures within the dome must make a Strength saving throw (DC 19) or be knocked prone if they attempt to move through it. - **Shared Protection Mastery**: The wielder can now use the **Shared Protection** ability an additional time per long rest. Furthermore, when absorbing damage for an ally, the wielder can now absorb up to the full amount of damage that the ally would take, reducing the damage dealt to the ally by the same amount. This enhanced ability can be used once per short rest. - - **Aegis Cannon**: When the wielder has at least absorbed 50 points of damage, it can be released in a 20-foot cone. Targets must make a saving throw (SpellDC + 3) or take full damage, with those who succeed taking half damage and being forcefully disarmed. + - **Aegis Cannon**: When the wielder has at least absorbed 50 points of damage, it can be released in a 20-foot cone. Targets within the cone must make a Strength saving throw (SpellDC + 3) or take full damage, with those who succeed taking half damage, those who fail take full damage and are forcefully disarmed. + - Replaces Force Repulsion - **Attunement**: Yes This item requires attunement to unlock its full powers. @@ -43,6 +45,8 @@ - While in its dormant form, the shield only provides limited energy absorption and force repulsion abilities. - The shield’s energy absorption and force repulsion powers scale with attunement to its awakened and exalted forms. + - The Shield Barrier cannot harm the weilder, if it is in a position in which it can, it immediately dissapates + - Energy Points Stack and can only be used by the shield's ability. - Energy Points Reset when the weilder takes a long rest. - The **Aegis Cannon** requires the wielder to have absorbed at least 50 points of damage before it can be used. From fd24eb987c1aa41bb0e04065afffffff3e089ac1 Mon Sep 17 00:00:00 2001 From: Merith-TK Date: Mon, 27 Jan 2025 21:19:28 +0000 Subject: [PATCH 2/5] finish rework --- DND/Characters/Kybr/Equipment/Colossus Aegis.md | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/DND/Characters/Kybr/Equipment/Colossus Aegis.md b/DND/Characters/Kybr/Equipment/Colossus Aegis.md index 449b23f..66f705c 100644 --- a/DND/Characters/Kybr/Equipment/Colossus Aegis.md +++ b/DND/Characters/Kybr/Equipment/Colossus Aegis.md @@ -17,13 +17,13 @@ - **Awakened Form**: - **Energy Absorption Improved**: The shield now absorbs up to 40 points of force, lightning, or radiant damage per long rest. The temporary hit points granted by energy absorption are now equal to the full amount of damage absorbed. - - TODO: clearify wording to define Damage delt to weilder and clearify wording around absorbed points. - - Enhances Previous Teir - **Force Repulsion Enhanced**: When the wielder uses the Force Repulsion ability, the damage increases to the total amount of energy absorbed rather than just half. The target must now make a Strength saving throw (DC 17) to avoid the damage, or take full damage on a failed save. - - **Cover Creation**: As a bonus action, the wielder can expend any amount of energy up to 40 points to create a barrier of force energy, extending up to 15 feet out, and 10 feet up. The Barrier has an AC of Zero, and an HP of the points used to create it. This energy creates a barrier that grants total cover to any creature behind it for 1 minute. The barrier dissipates early if it takes damage equal to the energy spent to create it. Any Creature that come in contact with the barrier must make a Strength saving throw (DC 17) or be pushed back 5 feet. - - TODO: Add into wording for shield size to allow for resizing the shield to be smaller, with a potential roll + - **Cover Creation**: As a bonus action, the wielder can expend any amount of energy up to 40 points to create a barrier of force energy, extending up to 15 feet out, and 10 feet up. The Barrier has an AC of Zero, and an HP equal to the points used to create it. This energy creates a barrier that grants total cover to any creature behind it for 1 minute. The barrier dissipates early if it takes damage equal to the energy spent to create it. Any creature that comes in contact with the barrier must make a Strength saving throw (DC 17) or be pushed back 5 feet. + + Additionally, the wielder can adjust the size of the barrier, reducing its dimensions down to a minimum of 5 feet in either direction. To determine the adjusted size, the wielder makes a Perception check (DC 15). On a success, the barrier can be resized to the desired dimensions within the allowed range, without compromising its integrity. + - **Shared Protection**: As a reaction, when an ally within 30 feet of the wielder takes damage, the wielder can choose to absorb half of that damage. The shield grants the wielder temporary hit points equal of the damage absorbed, reducing the damage dealt to the ally by the same amount. This ability can be used three times per long rest. From 3e7f01c2d37079503d32bb0cdc34b69e8558ba04 Mon Sep 17 00:00:00 2001 From: Merith-TK Date: Mon, 27 Jan 2025 22:03:57 +0000 Subject: [PATCH 3/5] Add crafting rules to Augmentation --- DND/Characters/Kybr/Equipment/Colossus Aegis.md | 5 ++--- DND/TheVault/Feats/Enhanced Augmentation.md | 10 +++++++++- 2 files changed, 11 insertions(+), 4 deletions(-) diff --git a/DND/Characters/Kybr/Equipment/Colossus Aegis.md b/DND/Characters/Kybr/Equipment/Colossus Aegis.md index 66f705c..14afc95 100644 --- a/DND/Characters/Kybr/Equipment/Colossus Aegis.md +++ b/DND/Characters/Kybr/Equipment/Colossus Aegis.md @@ -20,10 +20,9 @@ - **Force Repulsion Enhanced**: When the wielder uses the Force Repulsion ability, the damage increases to the total amount of energy absorbed rather than just half. The target must now make a Strength saving throw (DC 17) to avoid the damage, or take full damage on a failed save. - - **Cover Creation**: As a bonus action, the wielder can expend any amount of energy up to 40 points to create a barrier of force energy, extending up to 15 feet out, and 10 feet up. The Barrier has an AC of Zero, and an HP equal to the points used to create it. This energy creates a barrier that grants total cover to any creature behind it for 1 minute. The barrier dissipates early if it takes damage equal to the energy spent to create it. Any creature that comes in contact with the barrier must make a Strength saving throw (DC 17) or be pushed back 5 feet. - - Additionally, the wielder can adjust the size of the barrier, reducing its dimensions down to a minimum of 5 feet in either direction. To determine the adjusted size, the wielder makes a Perception check (DC 15). On a success, the barrier can be resized to the desired dimensions within the allowed range, without compromising its integrity. + - **Cover Creation**: As a bonus action, the wielder can expend any amount of energy up to 40 points to create a barrier of force energy, extending up to 15 feet out, and 10 feet up. The Barrier has an AC of Zero, and an HP equal to the points used to create it. This energy creates a barrier that grants total cover to any creature behind it for 1 minute. The barrier dissipates early if it takes damage equal to the energy spent to create it. Any creature that comes in contact with the barrier must make a Strength saving throw (DC 17) or be pushed back 5 feet. Creatures cannot move through the barrier. + Additionally, the wielder can adjust the size of the barrier, reducing its dimensions down to a minimum of 5 feet in either direction. To determine the adjusted size, the wielder makes a Perception check (DC 15). On a success, the barrier can be resized to the desired dimensions within the allowed range, without compromising its integrity. - **Shared Protection**: As a reaction, when an ally within 30 feet of the wielder takes damage, the wielder can choose to absorb half of that damage. The shield grants the wielder temporary hit points equal of the damage absorbed, reducing the damage dealt to the ally by the same amount. This ability can be used three times per long rest. diff --git a/DND/TheVault/Feats/Enhanced Augmentation.md b/DND/TheVault/Feats/Enhanced Augmentation.md index 1698f3b..c9130a8 100644 --- a/DND/TheVault/Feats/Enhanced Augmentation.md +++ b/DND/TheVault/Feats/Enhanced Augmentation.md @@ -8,6 +8,14 @@ Enhanced Augmentations represent the pinnacle of Kybr’s ingenuity and resource > Note: Artificers may either have **1 Greater Augment** OR **2 Lesser Augments** for balancing purposes until a proper crafting system can be implemented for these augments +## Crafting Rules + +- Quality is determined by a Dexterity Check + - Critical Failure: Augmentation Fails to craft. If perfroming maintence the item is destroyed. + - Standard Roll: DC determined by the DM based off the bond between the Crafter and the creature the augment is intended for. + - Base DC of 15, however can be altered at DM Discression + - Critical Success: Augmentation is at its strongest state and persists indefinately, not requiring recreation or maintnence. + ## **Basic Augmentations** Basic Augmentations are simple yet essential creations, designed to act as flexible tools or stepping stones for more advanced augmentations. They are quick to assemble, requiring minimal resources and effort, and can serve as placeholders or fulfill specific minor functions. @@ -99,4 +107,4 @@ Basic Augmentations are simple yet essential creations, designed to act as flexi - **Mechanics**: - **Effect**: The artificer stores a cantrip they know into this device. Any creature can activate it as an action, casting the cantrip as though the artificer cast it. - **Limitations**: The Spell Capacitor can only hold one cantrip and is destroyed when used. - - **Extra**: If the artificer has the Spell Storing Item feature, they may expend a use to forgo the short rest requirement when creating this item \ No newline at end of file + - **Extra**: If the artificer has the Spell Storing Item feature, they may expend a use to forgo the short rest requirement when creating this item. \ No newline at end of file From 8acc7ef38bd6fba11baa9fab8d61f1253c5e217a Mon Sep 17 00:00:00 2001 From: Merith-TK Date: Fri, 21 Feb 2025 03:07:14 +0000 Subject: [PATCH 4/5] Obsidian Level 4 --- DND/Characters/Obsidian/Character.md | 203 +++++++++++++++++++++++++++ 1 file changed, 203 insertions(+) create mode 100644 DND/Characters/Obsidian/Character.md diff --git a/DND/Characters/Obsidian/Character.md b/DND/Characters/Obsidian/Character.md new file mode 100644 index 0000000..f89402c --- /dev/null +++ b/DND/Characters/Obsidian/Character.md @@ -0,0 +1,203 @@ +# Obsidian + +## Basic Information + +- **Name**: Obsidian +- **Level**: [Artificer](https://dnd5e.wikidot.com/artificer) 3 +- **Race**: [Nightwing](../../TheVault/Race/WingsOfFire/Nightwing.md) +- **Alignment**: Neutral +- **Background**: Undefined + +## Appearance + + + +[Brief description of character’s appearance] + + + +## Personality Traits + +- **Trait 1**: [Description of personality trait] +- **Trait 2**: [Description of personality trait] + +## Brewed Traits + +- **[Trait Name](URL to trait)**: [Trait description, if applicable] + +## Racial Traits + +**Ability Score Increase:** + +- Your Strength score decreases by 3. +- Your Constitution scores each decrease by 3. +- Your Intelligence score increases by 4. +- Your Wisdom score increases by 3. +- Your Charisma score increases by 3. + +- **Size**: Large + +**Speed:** + +- Walking speed: 30 feet. +- Flying speed: 60 feet. + + + + +- **Racial Abilities**: + - **Claws:** + Your claws deal 2d6 + your Strength modifier slashing damage. You are proficient with your claws. + - **Diseased Bite:** + Your bite deals 2d8 + your Strength modifier piercing damage. You are proficient with your bite. Once per turn, your bite can infect a creature with sewer plague. NightWings are immune to this disease. + - **Darkvision and Blindsight:** + You have darkvision out to 30 feet and blindsight out to 15 feet. + - **Fire Resistance:** + You have resistance to fire damage. + - **Breath Weapon (Recharge 6):** + You can exhale fire in a 40-by-10-foot line. Creatures in the area must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Intelligence or Constitution modifier). On a failed save, they take 2d4 fire damage, or half as much on a success. This damage increases at levels 5 (4d4), 11 (6d4), and 20 (8d4). + - **Scholarly Research:** + You are proficient in Arcana and History, and your proficiency bonus is doubled for both. + +- **Languages:** + You can speak, read, and write Draconic and Scholar. + - Scholar uses complex technical jargon, making it incomprehensible to those unfamiliar with academic terminology. Conveying complex ideas takes half the time, but casual conversation takes four times as long. + +## Ability Scores + +| Ability | Base | Total | Bonus | +|------------------|------|-------|--------------------| +| **Strength** | 15 | **12** | `-3 (racial)` | +| **Dexterity** | 15 | **15** | `+0 (racial)` | +| **Constitution** | 20 | **17** | `-3 (racial)` | +| **Intelligence** | 20 | **24** | `+4 (racial)` | +| **Wisdom** | 10 | **13** | `+3 (racial)` | +| **Charisma** | 10 | **13** | `+3 (racial)` | + + + +### Hit Points + + + +- **Hit Points by Level**: + - Level 1: 8 + - Level 2: 13 + - Level 3: 18 + - Level 4: 23 +- **Total Hit Points**: 23 +- **Hit Dice**: 4d8 + +## Features + +### Class-Specific Features + +- 1st-level + - **Magical Tinkering**: + At 1st level, you've learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice: + - The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet. + - Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long. + - The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away. + - A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like. + +- 3rd-level Alchemist + - **Alchemist Spells**: You always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare. + + | Level | Spell | + |:-------:|-------| + | 3rd | healing word, ray of sickness | + | 5th | Flaming sphere, Melf’s acid arrow | + | 9th | gaseous form, mass healing word | + | 13th | blight, death ward | + | 17th | cloudkill, raise dead | + + - **Expiremental Elixir**: + 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. As an action, a creature can drink the elixir or administer it to an incapacitated creature. + + You can create additional experimental elixirs by expending a spell slot of 1st level or higher 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’s 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. + + | d6 | Effect | + |:--:|--------| + | 1 | Healing. The drinker regains a number of hit points equal to 2d4 + your Intelligence modifier. | + | 2 | Swiftness. The drinker’s walking speed increases by 10 feet for 1 hour. | + | 3 | Resilience. The drinker gains a +1 bonus to AC for 10 minutes. | + | 4 | 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. | + | 5 | Flight. The drinker gains a *extra* flying speed of 10 feet for 10 minutes. | + | 6 | 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. | + + + +## Proficiencies & Skills + +- **Proficiencies**: + - **Skills**: Investigation, Slight of Hand + - **Armor**: Light armor, medium armor, shields + - **Weapons**: Simple weapons + - **Tools**: Thieves' tools, tinker's tools, Alchemist Supplies + - **Saving Throws**: Constitution, Intelligence + + + +--- + +## Level Progression + +### Level 1 + +- **Proficiencies**: Investigation, Slight of Hand, Alchemist Supplies + +### Level 2 + +- **Infusions**: + - LV2: Returning Weapon + - LV2: To Be Decided + - LV2: To Be Decided + - LV2: To Be Decided2 + +### Level 3 + +- **Artificer Specialist**: + - [Alchemist](https://dnd5e.wikidot.com/artificer:alchemist) + +- **Tool Proficiency** + - Brewer's Supplies + +### Level 4 + +- **Ability Score Improvement:** Increase one ability score by 2 or two scores by 1 (max 20). + - **Chosen Increase:** Dexterity +1, Constitution +1 + + +### [Continue through each level as needed] + +--- From 210c3ea7f2f382f1c09ff5fca9409b81456b727c Mon Sep 17 00:00:00 2001 From: Merith-TK Date: Fri, 21 Feb 2025 03:27:00 +0000 Subject: [PATCH 5/5] simplify and link --- DND/Characters/Obsidian/Character.md | 77 +++++++++++----------------- 1 file changed, 31 insertions(+), 46 deletions(-) diff --git a/DND/Characters/Obsidian/Character.md b/DND/Characters/Obsidian/Character.md index f89402c..e5f0186 100644 --- a/DND/Characters/Obsidian/Character.md +++ b/DND/Characters/Obsidian/Character.md @@ -109,42 +109,35 @@ at Level 1 and add the average or rolled values for each subsequent level. ### Class-Specific Features -- 1st-level - - **Magical Tinkering**: - At 1st level, you've learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice: - - The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet. - - Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long. - - The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away. - - A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like. +#### 1st-level -- 3rd-level Alchemist - - **Alchemist Spells**: You always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare. +- [**Magical Tinkering**](https://dnd5e.wikidot.com/artificer): Allows you to imbue small objects with magical properties. + +#### 3rd-level Alchemist + +- [**Alchemist Spells**](https://dnd5e.wikidot.com/artificer:alchemist): You always have certain spells prepared: | Level | Spell | |:-------:|-------| - | 3rd | healing word, ray of sickness | - | 5th | Flaming sphere, Melf’s acid arrow | - | 9th | gaseous form, mass healing word | - | 13th | blight, death ward | - | 17th | cloudkill, raise dead | + | 3rd | [Healing Word](https://dnd5e.wikidot.com/spell:healing-word), [Ray of Sickness](https://dnd5e.wikidot.com/spell:ray-of-sickness) | + | 5th | [Flaming Sphere](https://dnd5e.wikidot.com/spell:flaming-sphere), [Melf’s Acid Arrow](https://dnd5e.wikidot.com/spell:melfs-acid-arrow) | + | 9th | [Gaseous Form](https://dnd5e.wikidot.com/spell:gaseous-form), [Mass Healing Word](https://dnd5e.wikidot.com/spell:mass-healing-word) | + | 13th | [Blight](https://dnd5e.wikidot.com/spell:blight), [Death Ward](https://dnd5e.wikidot.com/spell:death-ward) | + | 17th | [Cloudkill](https://dnd5e.wikidot.com/spell:cloudkill), [Raise Dead](https://dnd5e.wikidot.com/spell:raise-dead) | - - **Expiremental Elixir**: - 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. As an action, a creature can drink the elixir or administer it to an incapacitated creature. +- [**Experimental Elixir**](https://dnd5e.wikidot.com/artificer:alchemist): + At the end of a long rest, you can create a magical elixir in an empty flask you touch. Roll on the table below to determine its effect. The elixir is consumed as an action and lasts until drunk or until your next long rest. + + You can also create additional elixirs by expending a 1st-level or higher spell slot, choosing the effect instead of rolling. At 6th level, you create two elixirs per long rest, and at 15th level, you create three. Each elixir requires a separate flask. - You can create additional experimental elixirs by expending a spell slot of 1st level or higher 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’s 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. - - | d6 | Effect | - |:--:|--------| - | 1 | Healing. The drinker regains a number of hit points equal to 2d4 + your Intelligence modifier. | - | 2 | Swiftness. The drinker’s walking speed increases by 10 feet for 1 hour. | - | 3 | Resilience. The drinker gains a +1 bonus to AC for 10 minutes. | - | 4 | 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. | - | 5 | Flight. The drinker gains a *extra* flying speed of 10 feet for 10 minutes. | - | 6 | 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. | + | d6 | Effect | | + |:--:|-------------------:|------| + | 1 | **Healing** | Restores 2d4 + your Intelligence modifier HP. | + | 2 | **Swiftness** | Increases walking speed by 10 ft. for 1 hour. | + | 3 | **Resilience** | Grants +1 AC for 10 minutes. | + | 4 | **Boldness** | Adds 1d4 to all attack rolls and saving throws for 1 minute. | + | 5 | **Flight** | Grants a additional 10 ft. flying speed for 10 minutes. | + | 6 | **Transformation** | Functions as *Alter Self* for 10 minutes. | - -### [Continue through each level as needed] - ----