Whenever you cast a spell using your alchemist's supplies as the spellcasting focus, you gain a bonus to one roll of the spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes.Īt 5th level, you've developed masterful command of magical chemicals, enhancing the healing and damage you create through them. The drinker's body is transformed as if by the Alter Self spell. The drinker gains a flying speed of 10 feet for 10 minutes. The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute.įlight. The drinker gains a +1 bonus to AC for 10 minutes.īoldness. The drinker's walking speed increases by 10 feet for 1 hour. The drinker regains a number of hit points equal to 2d4 + your Intelligence Modifier Roll for each elixir's effect separately. 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. 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.Ĭreating an experimental elixir requires you to have alchemist 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. You can create additional experimental elixirs by expending a spell slot of 1st level or higher for each one. As an action, a creature can drink the elixir or administer it to an incapacitated creature. Roll on the Experimental Elixir table for the elixir's effect, which is triggered when someone drinks the elixir.
Alchemist Spellsīeginning at 3rd level, whenever you finish a long rest, you can magically produce an experimental elixir in an empty flask you touch. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare. Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table.
If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice. When you adopt this specialization at 3rd level, you gain proficiency with alchemist's supplies. There could be great fun in trying to defeat this once 'gift' that is slowly becoming an ancient curse.Source: Tasha's Cauldron of Everything/Eberron: Rising from the Last War Tool Proficiency The Brother's Grimm / fairy-tale approach may also work and you could turn him into a tree that never dies of old age (and simply regrows if burnt down), an ancient sea-turtle with amazingly good luck or any of the other archetypes of long-living creatures in nature.ĭoes that help at all? I would also give the player lots of 'warning' (in the way of foreshadowing / parts of transformation obviously going on / talks to a sooth-sayer and hears 'prophecy' or what-have-you). You may feel undead is just too harsh and want to turn him into some kind of golem or even magical-item that keeps re-assembling. You could, in fact, have him turn into VIRTUALLY ANY undead over time (ghost, wraith, shadow) as long as he comes back. You could have him slowly turn into undead as a 'vampire' seems to hit this qualifier quite well in most game systems.
Various editions penalized death with constitution loss, experience loss, withering effects (on caster or resurrected target) and more interesting scars - your imagination is the limit for the long term penalties, as long as the target does not age & is still 'alive' Many game systems allow 'death' to be something other than 'the end', D&D included (hence all the 'Raise Dead' magic) - you are in good company!