alchemist extracts

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Alchemist Extracts Level 1 Extracts Ant Haul Blend Charmer's Charisma Dye Bomb Level 3 Extracts Brain Elixir Battle Trance Breathe of Life Blink Burrow Flight Gaseous Form Lightning Lash Admixture Necromancer’s Touch Prehensile Pilfer Level 4 Extracts Absorbing Inhalation Beast Shape Discern Lies Erupting Quills Exhalation of Slime Polyjuice Level 5 Extracts Posion of Truth Undead Anatomy Nightmare Vision Self-Immolating Elixir Vomit Swarm Level 6 Extracts Dragon's Breath Electrical Storm Elemental Body Elixir of Life Oil of Etherealness Enlarge Person Fire Breath Goodnight Tincture Keen Senses Jump Healing Warmth Negate Aroma Polypurpose Panacea Oil of Slipperiness Stone Fist Tongues Level 2 Extracts Ancestral Memory Clinging Essence Collective Memory Darkvision Defensive Shock Foaming Plaster Erupting Pustules Invisibility Kinetic Reverberation Nauseating Flesh Poison Touch Spider Climb Ossip Wax

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Alchemist Extracts for D&D 5

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Page 1: Alchemist Extracts

Alchemist Extracts

Level 1 Extracts Ant Haul Blend Charmer's Charisma Dye Bomb

Level 3 Extracts Brain Elixir Battle Trance Breathe of Life Blink Burrow Flight Gaseous Form Lightning Lash Admixture Necromancer’s Touch Prehensile Pilfer Level 4 Extracts Absorbing Inhalation Beast Shape Discern Lies Erupting Quills Exhalation of Slime Polyjuice Level 5 Extracts Posion of Truth Undead Anatomy Nightmare Vision Self-Immolating Elixir Vomit Swarm Level 6 Extracts Dragon's Breath Electrical Storm Elemental Body Elixir of Life Oil of Etherealness

Enlarge Person Fire Breath Goodnight Tincture Keen Senses Jump Healing Warmth Negate Aroma Polypurpose Panacea Oil of Slipperiness Stone Fist Tongues Level 2 Extracts Ancestral Memory Clinging Essence Collective Memory Darkvision Defensive Shock Foaming Plaster Erupting Pustules Invisibility Kinetic Reverberation Nauseating Flesh Poison Touch Spider Climb Ossip Wax

Page 2: Alchemist Extracts

Alchemical Extracts

Absorbing Inhalation

4th level extract

Target: Self, cone, see text

Duration: Instantaneous, concentration, see text

You quaff a potion that grant your lungs inhuman strength and capacity, allowing you to harmlessly and

completely inhale one gas, fog, smoke, mist, or similar cloud-like effect. If the targeted cloud is a magical

effect, you must succeed at a check (Intelligence + Proficiency Bonus vs. DC of the spell) to inhale it.

Inhaling the cloud removes it from the area, leaving normal air in its place. If the cloud is too large for

you to affect with a single casting of this spell, you may instead inhale a portion of the cloud, but you

must inhale the portion of the cloud closest to you. This spell has no effect on gaseous creatures. It can

only affect an instantaneous-duration cloud (such as a breath weapon) if you ready an action to cast the

spell in response.

While inhaled, the cloud does not harm you. You may keep the cloud harmlessly contained within you

for concentration plus up to 1 round per level, but you must hold your breath to do so (even if you do

not normally have to breathe). If the cloud has a duration, the time the cloud is contained within you

counts toward that duration. As an action, you may release the stored cloud as a breath weapon, filling

a 60-foot cone (or the cloud's original area, if smaller than a 60-foot cone). Any creature in the breath's

area is subject to its normal effects, making saving throws and spell resistance checks as appropriate

against the cloud's original DC. The exhaled cloud resumes its duration, if any. Exhaling the stored cloud

ends this spell. If you do not exhale the cloud before this spell's duration expires, you suffer the cloud's

effects and automatically fail any saving throw to resist it.

Ancestral Memory

2nd level extract

Target: Self

Duration: 10 minutes

When you consume this extract, you open your mind to the vast experiences of your ancestors in the

hope of learning something pertinent about your current situation. The chance of successfully finding an

ancestral memory that is pertinent is equal to 70% + your alchemist level. Failure indicates you merely

gain advantage on all Intelligence-based skill checks for the duration of the spell. Success indicates that

you not only gain advantage on all Intelligence-based skill checks, but that one of your ancestors came

across a situation or problem similar to one you are currently facing. In this case, the GM provides you

with some specific information to assist you in overcoming your problem. For example, you might

encounter a clay golem deep underground, and finds that you magic weapon seems to be useless

against the creature. You mix and drink an ancestral memory extract, and “remember” the proper type

of weapons and spells that work against such creatures.

Page 3: Alchemist Extracts

Ant Haul 1st level extract

Target: Self, Touch, see text

Duration: 1 hour

You consume an extract that triples your carrying capacity. This does not affect your actual Strength in

any way, merely the amount of material you can carry while benefiting from this extract. It also has no

effect on encumbrance due to armor. If you wear armor you still take the normal penalties for doing so

regardless of how much weight the spell allows you to carry. Before the effect expires you can transfer it

to another willing living creature by touching them. After which the effect stops working on you and

your carrying capacity returns to normal, while the creature’s carrying capacity increases as per the

effect. This does not increase the duration of the effect, so if you keep it for 10 minutes before passing it

off to another they have the effect for 50 minutes.

Battle Trance

3rd level extract

Target: Self

Duration: 1 minute

You are transformed into a single-minded force of destruction. You gain a number of temporary hit

points equal to 1d6 + your alchemist level (maximum +10), and advantage on saving throws against

mind-affecting effects. While this extract lasts if you are knocked to 0 hit points and not killed outright

you do not become unconscious and can continue fighting. You cannot use the withdraw action or

willingly move away from a creature that has attacked you. You also have disadvantage on all

Intelligence or Wisdom based checks (but not saves) and all checks to maintain concentration.

Beast Shape

4th level extract

Target: Self

Duration: 1 minute per level

This extract allows you to transform part of your body into that of a beast gaining a portion of their

abilities (chosen at time you quaff the extract). Choose one of the following transformation effects and

gain the listed benefit:

Hound’s Nose – You transform your nose into the snout of a wolf or dog. You can track by scent

and have advantage on all perception checks to notice invisible creatures.

Spider’s Eyes – Your eyes transform into the multifaceted eyes of a spider. You gain 360 vision

and advantage on all perception checks.

Cat’s Eyes – Your eyes change into the slited pupils of a cat. You gain low-light vision.

Fish’s Fins – Your hands change halfway between fins and your normal hands. You gain

advantage on all swim checks and gain a swim speed equal to your normal speed but you can

still operate weapons and items normally.

Page 4: Alchemist Extracts

Frog’s Legs – You gain advantage on all Strength checks to jump and can add 10 feet to the

distance you can leap.

Blend

1st level extract

Target: Self

Duration: 10 minutes

Once consumed this extract causes your body to emit a small puff of chemicals which change your

coloration and the coloration of your equipment to match that of your surroundings. This grants you

advantage on Stealth checks and allows you to make Stealth checks without cover or concealment, but

only while you move no more than half your base speed or less. If you move more than half your base

speed on your turn, you gain no benefit from this extract until the start of your next turn. If you make an

attack, this spell ends (as invisibility).

Blink

3rd level extract

Target: Self, only if you are not on the Ethereal plane

Duration: 1 minute

This extract has the same effect as the spell of the same name.

Brain Elixir

3rd level extract

Target: Self

Duration: 4 hours

Your Intelligence increases by +2 for the duration and you gain advantage on all Intelligence checks to

recall lore and all Intelligence and Wisdom saves.

Breathe of Life

3rd level extract

Target: Self, 50 feet

Duration: 1 hour or until used, see text

At any time during the next hour after consuming this extract you can breathe out a cloud of life giving

gas as a swift action. When exhaled the cloud fills a 50 foot area. You can choose up to six creatures

within that cloud (including yourself). Each target regains 1d8+2 hit points. The spell has no effect on

undead or constructs. Alternatively you can throw the extract like a bomb into an area (as an action).

This has the same effect as if you exhaled it but affects a sphere up to 50 feet away.

At higher levels: You can create this extract using a slot of 4th level or higher. If you do so the

healing increases by 1d8 for each level above 3rd.

Page 5: Alchemist Extracts

Burrow

3rd level extract

Target: Self

Duration: Concentration, up to 10 minutes

You can burrow at a speed of 15 feet (or 10 feet if you’re medium or heavy armor, or if you carry a

medium or heavy load) through sand, loose soil, or gravel, or at a speed of 5 feet through stone. You

cannot charge or run while burrowing. Loose material collapses behind you 1 round after you leave the

area. This spell does not give you the ability to breathe underground, so when passing through loose

material, you must hold your breath and take only short trips, or else you may suffocate.

Charmer's Charisma

1st level extract

Target: Self

Duration: 1 hour

After drinking this potion you feel more charming and more relaxed. For the duration you have

advantage on all Charisma checks.

Clinging Essence

2nd level extract

Target: One weapon

Duration: 2 hours

When you create this extract you choose acid, cold, fire, lightning or poison. You apply the essence to a

non-magical weapon or up to 20 pieces of ammunition. Until the extract ends the weapon or

ammunition does 1d6 extra damage of the appropriate type.

At higher levels: If you create this extract using a slot of 4th level or higher the bonus increases to 2d6.

If you use a 6th level slot the bonus increases to 3d6.

Collective Memory

2nd level extract

Target: Self

Duration: 1 hour

This extract allows you to tap into the collective memory of other mortal minds. Pick a single Intelligence

skill or tool and tool and for the duration of the extract you can add your proficiency bonus to uses of

that tool or skill.

Darkvision

2nd level extract

Target: Self

Duration: 8 hours

Page 6: Alchemist Extracts

You gain darkvision with a range of 120 feet.

Defensive Shock

2nd level extract

Target: Self

Duration: 1 minute

As you quaff this extract your skin sparks with electricity (at no harm to you). You gain resistance to

lightning damage. In addition, any creature that touches you, grabs you, or makes a melee attack against

you must make a Constitution save or suffer 1d6 + your Intelligence modifier lightning damage or half on

a successful save.

Discern Lies

4th level extract

Target: Self

Duration: Concentration, up to 1 minute

Each round, you concentrate on one target, who must be within range. You know if the target

deliberately and knowingly speaks a lie by discerning disturbances in its aura caused by lying. The extract

does not reveal the truth, uncover unintentional inaccuracies, or necessarily reveal evasions.

Dragon's Breath

6th level extract

Target: Self, varies, see text

Duration: Concentration, Up to 1 minute, Instantaneous

After ingesting this extract you gain the ability to breathe out a blast of energy. You can hold it in for up

to 1 minute and can exhale it at any time as an swift action. Creatures in the affected area take 1d6

points of energy damage per alchemist level (maximum of 12d6). A successful Dex save results in half

damage. The spell's effect and energy type depend on the type of dragon scale used:

Black dragon: 60-foot line of acid.

Blue or bronze dragon: 60-foot line of electricity.

Green dragon: 30-foot cone of acid.

Gold or red dragon: 30-foot cone of fire.

Silver or white dragon: 30-foot cone of cold.

Brass dragon: 60-foot line of fire.

Copper dragon: 60-foot line of acid.

Dye Bomb

1st level extract

Target: 50 feet

Duration: 1 minute

Page 7: Alchemist Extracts

You throw this extract at any spot within the listed range. Upon striking that spot the extract bursts

open showering the area in a luminescent dye that (your choice of color) that emits dim light in the

radius for the duration. Any creature in the area must make a Dex saving throw. On a failed save they

get hit with the dye and are outlined in light. Any attack roll against an affected creature or object has

advantage if the creature can see it, and the creature or object cannot benefit from turning invisible.

Electrical Storm

6th level extract

Target: Self, varies, see text

Duration: Concentration, Up to 1 minute, Instantaneous, see text

As you drink the extract your eyes glow with electrical current. As a swift action you can fire off

lightning to attack a target (object or creature) up to 50 feet away. You can three such bolts before the

extract expires. With each bolt the target must make a Dex saving throw or take 10d6 damage or half as

much on a failed save.

Elemental Body

6th level extract

Target: Self, varies, see text

Duration: Concentration, up to 1 minute per level

When use this extract, you transform into an elemental being, air, earth, fire or water. The abilities you

gain depend upon the type of elemental into which you change. Elemental abilities based on size, such

as burn, vortex, and whirlwind, use the size of the elemental you transform into to determine their

effect.

Air elemental: You gain a +2 bonus to your Dexterity. You also gain fly 60 feet (perfect),

darkvision 60 feet, and the whirlwind attack ability.

o Whirlwind Attack: (reach 5ft, 1 creature). Dex + Proficiency bonus vs. AC. Hit: The target

takes 2d6 + Dex Modifier in bludgeoning damage and must make a Con save (if it is your

size or smaller). On a failed save the target is pulled into your space and engulfed. While

engulfed its pulled into your space and takes 2d6 damage at the start of each of its turns

until it escapes. The target can escape by making a DC 11 Strength check. In all other

ways this works like the air elemental ability of the same name.

Earth elemental: If the form you take is that of an elemental, you gain a +2 bonus to your

Strength and a +2 AC. You also gain darkvision 60 feet and the earth glide ability.

o Earth Glide: You can move through stone, dirt or rock (except metal) as if that element

weren’t there leaving no sign of your passage.

Fire elemental: If the form you take is that of a fire elemental, you gain a +2 size bonus to your

Dexterity. You gain darkvision 60 feet, immunity to fire, vulnerability to cold, and the burn

attack ability.

Page 8: Alchemist Extracts

o Burn Attack: (reach 5ft, 1 creature). Dex + Proficiency bonus vs. AC. Hit: The target

takes 3d6 fire damage and must make a Dex save. On a failed save the target takes 1d6

fire damage at the start of each of its turns until it takes an action to put out the fire.

Water elemental: If the form you take is that of a water elemental, you gain a +2 size bonus to

your Constitution. You also gain swim 60 feet, darkvision 60 feet, the ability to breathe water

and the vortex attack special ability.

o Vortex Attack: (reach 5ft, 1 creature). Con + Proficiency bonus vs. AC. Hit: The target

takes 2d6 + Dex Modifier in bludgeoning damage and must make a Con save (if it is your

size or smaller). On a failed save the target is pulled into your space and engulfed. While

engulfed its pulled into your space and takes 2d6 damage at the start of each of its turns

until it escapes. The target can escape by making a DC 11 Strength check. In all other

ways this works like the engulf water elemental ability.

Elixir of Life

6th level extract

Target: Self, varies, see text

Duration: 24 hours

Upon drinking this elixir you are filled with a supernatural lifeforce. At any point within the next 24

hours you can touch a single creature that has died in the last 10 days and bring them back to life as per

the raise dead spell (this works in all ways as raise dead). If instead you are killed while this elixir is in

effect the elixir works on you, automatically raising you from the dead, as per the spell.

Enlarge/Reduce

1st level extract

Target: Self

Duration: 1 minute per level

This extract causes you to immediately grow larger or smaller for the duration. Everything you are

wearing and carrying changes size with you. Any item you drop returns to normal size at once.

Enlarge: Your size doubles in all dimensions and your weight is multiplied by eight. Your size category

increases by one category – from small to medium or from medium to large. If there isn’t enough room

for you to double your size you attain the maximum possible size in the space available. Until the effect

ends you have advantage on Strength checks and Strength saving throws. Your weapon’s also grow to

match your new size. While these weapons are enlarged your attacks with them deal 1d4 extra damage.

Reduce: Your size is halved in all dimensions and your weight is reduced to one eighth of normal. This

reduction decreases your size by one category. Until the effect ends you have disadvantage on Strength

checks and Strength saving throws. Your weapons shrink to match your new size. While these weapons

are reduced your attacks with them deal 1d4 less damage (this can’t reduce the damage below 1).

Page 9: Alchemist Extracts

Erupting Pustules

2nd level extract

Target: Self, 1 creature, see text

Duration: 10 minutes, 1 round, see text

You gain the ability to cause horrible, rash-like pustules to erupt from a target creature’s body. After you

drink this elixir the next creature you touch (as a swift action) in the next 10 minutes must make a Con

save or have pustules erupt from their skin. The creature takes 3d8 damage and it becomes

overwhelmed trying to itch its skin. It has disadvantage on all attacks and ability checks until the start of

your next turn. On a successful save it takes no damage. Your touch does not affect undead, constructs

or elementals.

Erupting Quills

4th level extract

Target: Self

Duration: 1 hour

You quaff the extract and quills burst from your skin. These spikes do not damage your clothes or armor.

Until the effects of the extract wear off anyone who grabs you takes 3d8 damage and must make a Con

check or immediately let go. Until the effect ends as an action you can launch a single quill at a target up

to 25 feet away with a ranged attack that you are proficient in. On a hit the target takes 1d8 + Dex

damage. Quills lost in this way automatically grow back unless the effect has expired.

Exhalation of Slime

4th level extract

Target: Self

Duration: 1 hour

Upon drinking this extract your body immediately starts producing an oily sweaty excretion that

completely covers you. For the duration (or until you use the exhalation of slime attack) you cannot be

restrained and you can spend 5 feet of movement to automatically escape from any grapple or non-

magical restraints. Until the duration ends you can make an exhalation of slime attack.

Exhalation of Slime: Choose a target point up to 15 feet away. You spit out a stream of slime

that covers a 10 foot square centered on that point. That area becomes difficult terrain as per an oil of

slipperiness. Once you make an exhalation of slime attack the other effects of this elixir end.

Fire Breath

1st level extract

Target: Self

Duration: Instantaneous

You breathe out a 15 foot cone of fire. Each creature in the cone must make a Dex saving throw. A

creature takes 3d6 damage on a failed save and half as much on a successful one. The fire ignites

Page 10: Alchemist Extracts

flammable objects in the area that are being worn or carried.

At Higher Levels: If you create this extract using a higher level slot the damage increases by 1d6

for each level above 1st.

Flight

3rd level extract

Target: Self

Duration: Concentration, up to 1 hour

You gain the ability to fly as per the spell, fly.

Foaming Plaster

2nd level extract

Target: 25 feet

Duration: 1 hour

You toss the extract on the ground, which expands into a blast of foaming plaster, filling an area 10 foot

radius centered on the point you threw the extract. The area becomes difficult terrain. Each creature in

that radius must make a Dex saving throw or be restrained until it breaks free. A creature restrained by

the plaster can make a Strength check (vs. the original saving throw DC) to break free. Creatures who

enter the area (but were not in it when the effect started) are not restrained.

Gaseous Form

3rd level extract

Target: Self

Duration: Concentration, up to 2 minutes

You and all of your gear become insubstantial, misty, and translucent. While effected by this, you cannot

take actions, and cannot be damaged. You gain a fly speed of 20ft and can squeeze through cracks or

openings.

Goodnight Tincture

1st level extract

Target: See text

Duration: 1 hour

You apply the extract to an item of food or drink that you are either holding or adjacent to. The next

creature that consumes the food or drink must make a Con save. On a failed save it falls unconscious for

1 hour or until its subject to an attack or violent motion.

Healing Warmth

1st level extract

Page 11: Alchemist Extracts

Target: Self

Duration: 1 hour or until used, see text

Upon drinking this you gain the ability to heal damage others have suffered. You can heal a total of 12

hit points of damage. You can either use that all up on a single target or spread it out among several, as

long as the total damage healed does not exceed 12 damage. You can use this ability on yourself or any

target you can touch. Touching a target in this way is a swift action. This spell has no effect on undead or

constructs.

At higher levels: When you create this extract using a higher level slot it heals 8 additional hit

points for every level above 1st.

Invisibility

2nd level extract

Target: Self

Duration: 1 hour

This extract works like the spell of the same name.

Jump

1st level extract

Target: Self

Duration: Concentration, up to 1 minute per level

You gain advantage on all Strength checks to jump and can add 10 feet to the distance you can leap.

Keen Senses

1st level extract

Target: Self

Duration: Concentration, up to 1 round per level

You gain advantage on all perception checks.

Kinetic Reverberation

2nd level extract

Target: Self

Duration: Concentration, up to 1 round per level

This extract converts the momentum and force from melee attacks made against you, reflecting them

back upon the attacker’s weapon. After making a successful melee attack against you, an attacker must

make a Constitution saving throw. If the attacker fails the save, it takes damage equal to the damage

rolled against you.

Lightning Lash Admixture

3rd level extract

Page 12: Alchemist Extracts

Target: Self

Duration: 1 round per level

Upon drinking an extract created with this formula, you make a significant change to your magical

reserve that modifies the nature of simple alchemical items you create and throw during this extract’s

duration. When you throw a simple alchemical item that hits a single target, lashes of electrical energy

are released from the item, coalescing on the target and up to three creatures within 10 feet of the

target. Those affected by the electricity must succeed at a Dexterity saving throw or take 1d6 points of

lightning damage each time they move more than 5 feet for the duration of the effect.

Nauseating Flesh

2nd level extract

Target: Self

Duration: 1 round per level

For the duration of this extract your skin does poison damage. Any creature who grapples or touches

you must make a Constitution save or take 2d6 poison damage (half on a successful save). You can touch

one creature a round as a swift action, at which time they are subjected to the effects of your

nauseating touch.

Necromancer’s Touch

3rd level extract

Target: Self

Duration: 1 minute or until used, see text

After imbibing this potion you gain the ability to animate a single corpse or pile of bones as per the spell

Animate Dead. You must touch the corpse or bones in order to use this effect. This ability can only be

used to raise a single corpse and works in all ways like Animate Dead.

At Higher Levels: When you create this extract using a higher level slot. For each spell slot above 4th

you can animate one additional corpse.

Negate Aroma

1st level extract

Target: Self

Duration: 1 hour per level

When you drink this you lose all natural and unnatural odors, including odors emitted by items you are

wearing or carrying. While under the effect of negate aroma you cannot be tracked, located, or

pinpointed by the scent special quality. In addition, this extract prevents you from using the stench

special ability and similar odor-based abilities (such as those possessed by troglodytes). Negate aroma

does not prevent you from acquiring outside smells or odors. If someone dowses you with a pungent

substance that would effectively negate the benefits of the spell until the substance is neutralized or

washed away.

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Nightmare Vision

5th level extract

Target: Self

Duration: Concentration, up to 10 minutes

Unlike other extracts this one is burned and then inhaled as smoke instead of ingested. When you inhale

the smoke of this extract you gain the ability to send a hideous and unsettling phantasmal vision to a

specific creature that you name or otherwise specifically designate. The creature rolls a Wisdom save.

On a failed save the nightmare prevents restful sleep and causes 1d10 points of damage. The nightmare

also leaves the subject fatigued and unable to regain spells or benefit from a long rest for the next 24

hours. On a successful save the subject is not affected by this ability. You can’t use this ability on a

subject you’ve never met. If you’ve only met them a few times the subject has advantage on the save. If

you know them well the subject has disadvantage.

Oil of Etherealness

6th level extract

Target: Self

Duration: 1 hour

You rub this extract on your skin and you become insubstantial and invisible as per the spell of

etherealness.

Oil of Slipperiness

1st level extract

Target: See text

Duration: 1 minute

Spread this oil on the ground. It functions exactly as the Grease spell.

Ossip Wax

2nd level extract

Target: 1 object

Duration: 5 minutes

You smear the wax on one adjacent object of large or smaller size. The object’s weight is reduced by 500

lbs. If this reduction causes the object to become weightless it floats 5 feet above the ground.

Poison Touch

2nd level extract

Target: Self

Duration: 1 hour

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After drinking this extract you gain a poisonous touch. The next creature you touch must succeed on a

Constitution save or fall unconscious for the remaining duration of the extract (so if you use the extract

and wait 30 minutes before touching a creature, that creature falls asleep for 30 minutes on a failed

save). If the creature succeeds at the save it is immune to your poison touch for 24 hours but you may

use the touch on a different creature.

At Higher Levels: You can create this extract using a higher level slot. For every slot above 3rd

level or higher adds 1 additional hour to the duration of the effect.

Polyjuice

4th level extract

Target: Self

Duration: 1 hour

This extract lets you perfectly imitate a humanoid creature. In order to create this extract you need to

have a snippet of hair or skin from the subject. You mix that into the extract and upon drinking the

extract you transform into an exact copy of the subject including physical characteristics (as per the

polymorth spell). You gain a +10 on any Charisma checks to pass yourself off as the subject.

Polypurpose Panacea

1st level extract

Target: Self

Duration: 1 minute

This creates one of several cantrip-level effects relating to your health, well-being, and entertainment.

The panacea has no side effects (for example, the intoxication panacea does not cause a hangover).

When you use polypurpose panacea, choose one of the following effects:

Analgesic: You do not feel minor aches and pains, such as from arthritis, a cold, or a hangover,

for 1 hour. For the duration, you gain a +2 resistance bonus against pain-related spells.

Clarity: You get a +1 competence bonus on a single attack roll, saving throw, or skill check within

1 minute. You must choose to use the bonus before making the roll to which it applies.

Hallucination: You have pleasant hallucinations for 1 hour, such as wandering lights, music,

playful surreal animals, and so on. You can tell these are not real, but they are distracting, and

you take a –2 penalty on Perception checks for the duration.

Intoxication: You feel comfortably intoxicated for 1 hour, as if you had a few alcoholic

beverages.

Lucid Dream: If you take this panacea within 1 hour of going to sleep, you have a lucid dream

that is under your control and lasts for an hour.

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Resistance: You gain a +1 resistance bonus on saves for 1 minute.

Sleep: You enter a pleasant and restful sleep for at least 1 hour unless wakened. If you would

normally begin sleeping at this time, when the panacea ends you continue sleeping normally.

Sobriety: You become completely sober for 1 hour, negating any penalties to your actions for

having the intoxicated condition. Magical and alchemical methods (such as detect poison) still

detect you as inebriated. Time spent under the effect of this panacea do not count toward the

time necessary to sober up (it merely delays your intoxication).

Tenacity: You gain 1 temporary hit point for 1 minute.

Wakefulness: You remain awake for 2 hours without feeling sleepy, and without side effects

such as jitteriness. You gain advantage against sleep-related spells such as sleep. This use of the

panacea merely delays your need for sleep and does not count as rest or sleep. You can use it

multiple times in succession, but as each effect wears off, you are as tired as you would be had

you not used the panacea.

Poison of Truth

5th level extract

Target: 1 creature

Duration: 1 hour

Unlike other extracts you can use this on other creatures. You get a subject to ingest this extract. For the

duration the subject must roll a Wisdom save in order to be able to tell a lie. If they succeed at the save

you can sense that they have lied.

Prehensile Pilfer

3rd level extract

Target: Self

Duration: Concentration, up to 1 minute per character level

You grow a prehensile tail. The tail moves and acts almost with a mind of its own. For the duration of the

extract’s effect you can use the tail to pick up weapons and items. You can use it to make an extra attack

(with disadvantage). You can also hang from the tail. The tail can hold up to 20 lbs.

Self-Immolating Elixir

5th level extract

Target: Self

Duration: Concentration, instantaneous, see text

When you create this extract you choose one of the following four energy types: acid, cold, electricity,

or fire. Upon drinking this extract you flood yourself with a potent surge of that elemental energy. You

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can hold it in and release it as a swift action at any time. When you release it, the energy explodes from

your body. The explosion inflicts 1d8 points of damage of that energy type per caster level (maximum

10d8) to all creatures and unattended objects within 15 feet, and half that amount to targets past 15

feet but within 30 feet. Creatures can make a Dex saving throw for half damage. You are unaffected by

the damage from the explosion.

Spider Climb

2nd level extract

Target: Self

Duration: Concentration, up to 1 hour

You gain the ability to move across vertical surfaces as per the spell spider climb.

Stone Fist

1st level extract

Target: Self

Duration: Concentration, up to 1 minute per level

This spell transforms your hands into living stone. While this spell is in effect, your unarmed strikes

become a weapon that does 1d6 points of lethal bludgeoning damage. You are considered proficient in

this weapon.

Tongues

1st level extract

Target: Self

Duration: Concentration, up to 10 minutes

This extract lets you understand spoken language as per the spell comprehend languages.

Undead Anatomy

5th level extract

Target: Self

Duration: Concentration, up to 1 minute per level

When ingest this extract, you can assume the form of any Small or Medium corporeal creature of the

undead type, which must be vaguely humanoid-shaped (like a ghoul, skeleton, or zombie). You gain a

bite attack (1d6 damage), two claw or slam attacks (1d6 damage). You are proficient in those attacks.

You also gain darkvision 60 feet. If the form you assume has any of the following abilities, you gain the

listed ability: climb 30 feet, fly 30 feet (average maneuverability), swim 30 feet, low-light vision, and

scent. In this form, you detect as an undead creature (such as with detect undead, but not with magic

that reveals your true form, such as true seeing) and are treated as undead for the purposes of

channeled energy, cure spells, and inflict spells, but not for other effects that specifically target or react

differently to undead (such as searing light).

Page 17: Alchemist Extracts

Vomit Swarm

5th level extract

Target: Self

Duration: 1 round per level

You vomit forth a swarm of spiders that attacks all other creatures within its area. The swarm begins

adjacent to you, but otherwise operates as the spell insect plague.

At higher levels: If you create this extract using a 6th level slot you instead vomit up a swarm of

wasps. The damage increases by 1d10 and the swarm can fly.