Alchemy alchemist edition
When a recipe is in your notebook you can create it at a quarter of the required time and cost. On a failure, you are unable to determine the nature of the underlying formula. The materials used in the experiment are lost, but the original concoction remains. Choose Apothecary, Battle Chemist , or Imbiber. The discipline you choose grants you features at 3rd level, 6th level, 10th level, and 14th level. Most alchemists are generalists often working independently.
Over time, however, different traditions and schools of thought have emerged. At 3rd level, you can handily deal with most ailments. As an action, you can produce and administer a salve to a creature you can touch, ending either a disease effect or one of the following conditions: blinded, deafened, paralyzed or poisoned.
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. At 5th level, you are experienced in dealing with chemicals of a certain type and know how to best defend against its harmful effects.
When you first gain access to this feature, choose between acid or fire. You gain resistance to damage of that type. At 7th level, you have learned to optimally use your spare brewing reagents. When you finish a short rest, choose one expended concoction, refreshing it and making it available for use once again. At 15th level, you have learned to create a fluorescent salve that can disrupt the flow of Vaya. As an action, you can end one spell effect on a creature including yourself that you can touch.
You can use this feature an amount of times equal to your proficiency bonus. At 18th level, your body has become so accustomed to toxins that they have become an afterthought to your immune system. You become immune to poison damage and to disease. At 20th level, you have mastered the creation of any potion or poison written in your Alchemy Notebook.
You are automatically successful at the deconstruction of recipes and can deconstruct and create them at half the listed cost and time. Red Turban Press, Inc. Toggle navigation. Creating An Alchemist Alchemists thrive on knowledge and exploration. Quick Build You can make an alchemist quickly by following these suggestions. Concoctions Alchemists can create the following concoctions depending on their alchemist level.
Level 2 Concoctions Brightscream Packet. As an action, a creature can throw this concoction at a point up to 60 feet, creating a flash of light accompanied by a sharp, ringing sound in a 10 feet radius around it. Any creature in the area of effect it must succeed on a Constitution saving throw or be blinded and deafened for 1 minute if it has these senses.
At the end of each of its turns, an affected creature can make a Constitution saving throw to end the effect. Healing Salve. As an action, a creature can apply this salve to itself or another creature within 5 feet of it. Iron-Eater Flask. As an action, a creature can splash this concoction on a target within 5 feet of it, biting through 2 inches of any nonmagical metal it touches and causing it to corrode.
If the target is a creature, their nonmagical metal weapons and armor take a permanent and cumulative -1 to their attack and damage rolls and armor class unless it succeeds on a Dexterity saving throw. Weapons and armor are destroyed when their modifiers drop to Quicksilver Flask. As an action, a creature can drink or administer this concoction.
The imbibing creature gains 5 extra feet of movement speed and jump three times its normal distance for 1 hour. Oil of Adhesiveness and Slipperiness. As an action, a creature can throw this flask up to 30 feet, creating a puddle of an oily, white substance in a 20 feet square where it lands. Choose whether it is in adhesive or slippery form when it is thrown. When you choose adhesive any creature that enters the puddle or starts its turn there must succeed on a Strength saving throw or be restrained until the start of its next turn.
When you choose slippery, any creature that enters the puddle or starts its turn there must succeed on a Dexterity saving throw or fall prone.
Beginning at 3rd level, 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 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. At 5th level, you've developed masterful command of magical chemicals, enhancing the healing and damage you create through them. Whenever you cast a spell using your alchemist's supplies as the spellcasting focus, you gain a bonus to one roll of the spell.
By 15th level, you have been exposed to so many chemicals that they pose little risk to you, and you can use them to quickly end certain ailments:. Share on. You should be logged in to clone a site. Artificer: Alchemist. Alchemist Spells 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. Unlike found potions, which can have alternate names and usually only one effect, brewed potions always have one consistent name, regardless of the number of effects contained.
This can lead to some confusion when finding a potion to consume from the inventory. The value of a potion is derived from the number of effects and their magnitude, regardless of the utility of the potion. In fact, some craftable poisons can benefit the enemy, and some craftable potions can harm the Dragonborn.
The Alchemy perk Purity removes this possibility for potions crafted in the future. Using a potion involves simply selecting it from the inventory, while poisons are applied to weapons such as a sword or a bow by equipping the weapon to be poisoned and then selecting a poison to apply to it.
Mixing effects will reduce the effectiveness of individual potions and poisons, depending on whether the beneficial effect or poison is dominant. The most valuable potion known to date requires Hearthfire , and can be brewed at an Alchemy Lab by mixing garlic , nordic barnacle , and salmon roe.
The resulting potion regenerates health and magicka faster. It also allows the Dragonborn to breathe underwater. The following books provide a permanent one-time increase to the Dragonborn's Alchemy skill. See each book's page for a list of possible locations. The following are perks that become available to select as the skill is leveled up:. Elder Scrolls Explore. Elder Scrolls Online. Events Characters Factions Locations Concepts.
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