September 28, 2018

Alchemist's Potions

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:

Alchemist's 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 splash the contents of this vial onto a creature or object within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the vial as an improvised weapon.
     If the target is a nonmagical object that isn't being worn or carried, it 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. If splashed on a weapon, it takes a permanent and cumulative -1 penalty to damage rolls. It has no effect on gold, glass, stone, and adamantine objects or magical items.
     If the target is a creature, it takes 3d6 acid damage, followed by an additional 2d6 acid damage at the end of its next turn and another 1d6 acid damage at the end of the turn after that. The aqua fortis can be washed off, ending the effect early, with 1 gallon of water.

Chameleon Concoction
Potion, uncommon
This liquid's hue rapidly shifts to match whatever material it is nearest to. When you drink this potion, your skin camouflages to match the color and texture of your surroundings, granting your advantage on Dexterity (Stealth) checks you make to avoid being seen for 1 hour.

Cure-All
Potion, rare
When you drink this potion, any disease you are afflicted with is ended. Additionally, you are no longer poisoned, if you were before, and you are immune to being poisoned 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 colors.

Necromantic Draught
Potion, very rare
This brightly glowing neon-yellow goo is repelled away from living things which touch its container. Pouring this potion on a humanoid corpse causes the effect of the animate undead spell for 24 hours. You command undead animated in this way.

Sandstone Solution
Potion, rare
This brown, granular substance flows about its container like a fluid, but resembles sand. You can pour this substance on the ground as an action, changing its properties. If poured onto stone, a 10-foot deep, 10-foot radius of the stone becomes soft 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. Any creature inside it when it becomes stone must make a Dexterity saving throw or be restrained by the rock. The restrained creature can break free by succeeding on a DC 20 Strength check or by dealing 25 damage to the stone around it.

8 comments:

  1. So, to wit, the Alchemist rework is going to be Patreon exclusive?

    ReplyDelete
    Replies
    1. For a little while, probably. It'll eventually come to the blog

      Delete
  2. Cool! Those potions are definitely different from anything else.

    The necromantic draught provides an effect weaker than that of animate dead, a 3rd level spell. I don't see why it should be very rare- uncommon, or rare at most, seem more sensible. However, if it's to prevent abuse by an alchemist I guess it makes sense.

    ReplyDelete
    Replies
    1. The very rare thing was a gut call on my part. Potions of flying and speed are both based on 3rd level spells and are very rare. Granted, those are both buffs granted without a concentration cost, which makes them substantially more powerful in potion form, but I was on the fence with this one, since it's no weaker for being a potion.

      Delete
    2. Actually, it is weaker- it's only on one corpse, and doesn't leave the corpse undead after 24 hours. And you can only creature undead with it, not maintain control.

      Heck, most rare Figurines give you creatures stronger than a skeleton/zombie, and more than once.

      Delete
  3. What is the cost (In gp or alchemy points) To craft each of these ? Im just started playing an alchemist today and was wondering for later in the campaign

    ReplyDelete
    Replies
    1. The Alchemist class, in its current iteration, provides a stock of alchemy points every long rest which can be spent to brew potions. You could brew more with an alchemist's kit according to standard crafting rules, and I think MFoV has expanded crafting rules of their own (they certainly have a Craftsman class centered around such mechanics).

      Delete
    2. I was wondering exactly how many points each costs , from what i can gather i think its Uncommon-1 rare-2 very rear-3,but i was asking for what the actual defined costs were

      Delete