Magic Items
Comments from the Finger: I’ve been working constantly for the last two weeks to rework our Alchemist class for our Patreon. It’s looking awesome so far! The new version provides potions much earlier, reworks and simplifies the way bombs work, makes bomb formulae more consistent and balanced across the board, and removes all of the underpowered discovery options. As a part of that, we’ve removed all the discoveries that should have been potions in their own right, which I’ve detailed below:
Potions
Alchemists are masters of all manner of potions and transmutive concoctions. Indeed, nearly all of the universal solvents and potions of invisibility found in dungeons and crypts originated in an alchemist’s lab. The following potions might be brewed by an alchemist or found as treasure.
Aqua Fortis
Potion, rare
This transparent acid constantly bubbles within its sealed vial. As an action, you can throw the vial up to 20 feet, shattering it on impact. Make a ranged attack, treating the vial as an improvised weapon.
If the target is an object that isn’t being worn or carried, the acid dissolves a 1-foot cube of the object. If splashed on a suit of armor or a shield, the object takes a permanent and cumulative −1 penalty to the AC it offers. A suit of armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If splashed on a weapon, it takes a permanent and cumulative −1 penalty to damage rolls. A weapon reduced to a −5 penalty is destroyed. It has no effect on magic items and objects made of gold, glass, stone, or adamantine.
If the target is a creature, it takes 3d6 acid damage, followed by an extra 2d6 acid damage at the end of its next turn and another 1d6 acid damage at the end of the turn after that. The acid can be washed off with one gallon of water, ending the effect early.
Chameleon Concoction
Potion, uncommon
When you drink this potion, your skin camouflages to match the color and texture of your surroundings, granting you advantage on Dexterity (Stealth) checks you make to avoid being seen for 1 hour. This liquid’s hue rapidly shifts to match whatever material it is nearest to.
Cure-All
Potion, uncommon
The cure-all contains 1d4 + 1 doses of potent medicine. As an action, you can drink a dose, curing you of any disease, ending your poisoning, and causing you to be immune to the poisoned condition for 1 hour. A complex swirl of red liquid in the potion’s center resembles a snake on a pole. Shaking the bottle fails to mix the potion’s contents.
Necromantic Draught
Potion, rare
Pouring this potion on a Medium or Small Humanoid corpse causes the effect of the animate dead spell for 24 hours. You command Undead animated in this way. This brightly glowing neon-yellow goo is repelled away from living things which touch its container.
Sandstone Solution
Potion, rare
You can pour this substance on the ground as an action. If poured onto stone, a 10-foot deep, 10-foot radius portion of the stone becomes mud for 1 hour.
When poured into mud, sand, or quicksand, a 10-foot deep, 10-foot-radius region of the material become solid stone for 1 hour. The stone has AC 17, 75 HP, and immunity to psychic and poison damage. Any creature inside it when it becomes stone must make a DC 14 Dexterity saving throw or be restrained. The restrained creature can break free by succeeding on a DC 20 Strength check or by dealing 25 damage to the stone. This sandlike substance flows about its container like a fluid.