Experimental Elixir
1 Hour /

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.

Experimental Elixir Table
1Healing.The drinker regains a number of hit points equal to 2d4 + your Intelligence modifier.
2SwiftnessThe drinker's walking speed increases by 10 feet for 1 hour.
3ResilienceThe drinker gains a +1 bonus to AC for 10 minutes.
4BoldnessThe drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute.
5FlightThe drinker gains a flying speed of 10 feet for 10 minutes.
6TransformationThe 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.

  • Ability:
  • Charges: 1
  • Resets: Long Rest

Attached Items
# Type Name
1 Subclass Alchemist


To access the dice log to keep track of your rolls


To edit characters or creatures.

Effect 1 Effect 2 Ambience Music

Item Information