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Level Proficiency Bonus Features Research Point Reagent Point Max Reagent cost
1st +2 Alchemy, Ingredients gathering - 4 2
2nd +2 Alchemical Research, Homunculus crafting 3 4 2
3rd +2 Field of Research 6 6 3
4th +2 Ability Score Improvement 9 14 3
5th +3 Journeyman alchemist 12 14 5
6th +3 Field of Research feature 15 17 5
7th +3 Improvised Alchemy 18 27 6
8th +3 Ability Score Improvement 21 27 6
9th +4 - 24 32 7
10th +4 Field of Research feature 27 38 7
11th +4 Magnum Opus: Negredo traits 30 38 9
12th +4 Ability Score Improvement 33 44 9
13th +5 - 36 57 10
14th +5 Field of Research feature 39 57 10
15th +5 Magnum Opus: Albedo traits 42 64 11
16th +5 Ability Score Improvement 45 73 11
17th +6 - 48 73 13
18th +6 Magnum Opus: Citrinitas traits 51 73 13
19th +6 Ability Score Improvement 54 84 13
20th +6 Magnum Opus: Rubedo traits 57 84 13
Proficiencies
Armor: none
Weapons: light weapon
Tools: Alchemist's supplies
Saving Throws: Constitution, Intelligence.
Skills: Choose two from Investigation, Arcana, Medicine
and Nature.
Part 1 | The Alchemist
3
You can change your list of prepared implements when
you finish a long rest. Preparing a new set of alchemical Alchemical Research
implements requires time spent studying your recipebook Starting from level 2, You learn how to further improve on
and preparing the implements for use: at least 1 minute the basic recipes allowing you to tailor them to your
per reagent cost for each implement on your list. needs. You gain research point as you level as detailed in
the Research Point Column in the Alchemist Table. You can
Recipe book choose recipes you know when you level up and give them
At 1st level, you have a Recipe book containing 5 recipes
new traits, paying the corresponding research point.
for alchemical implements of your choice, with a max base
Researched traits are permanently known and the Spent
cost of 1. Your Recipe book is the repository of your
research points can not be recovered in any way.
alchemical knowledge.
A trait that have been researched for a recipe, can be
Alchemy Ability applied to an implements when you prepare it, increasing
Intelligence is your Alchemy ability for your implements's the reagent cost as listed in the trait description and
potency, since the power of your implements relies on adding the traits effect to the implement. The total reagent
your understanding of how to combine the ingredients. cost of a prepared implement with traits can not exceed
You use your Intelligence whenever an implement refers the value in the Max Reagent Cost column on the
to your Alchemy ability. In addition. you use your alchemist table. You can prepare more than one
Intelligence modifier when setting the saving throw DC for implement from the same recipe, with different or no trait
a recipe made by you. applied, each variant counting against your limit for how
Alchemy save DC = 8 + your proficiency bonus + your many implement you can prepare.
Intelligence modifier
Alchemy attack modifier = your proficiency bonus + Research points not spent during level up, can be spent
your Intelligence modifier during downtime, taking 1 week for each point cost of the
trait you wish to learn. You most spend at least 8 hours
Learning new Recipe after the first Level. each day that you spend on researching the trait. The work
Each time you gain a Alchemist level, you can add 1 recipe can be interrupted and resumed.
of your choice to your recipebook for free. The recipe must
not have a higher base reagent cost than the value in the Field of research
Max Reagent Cost column on the alchemist table. On your
adventures, you might find other recipe that you can add At 3rd level, you begins your path down the field within
to your recipebook (see the “Your recipebook” sidebar). alchemy that you will dedicate your research to, gaining
new knowledge of the field of your choice, chosen from
among the available subclasses detailed at the end of the
Ingredients gathering class description on page 10. Your choice grants you
The basis of alchemy, is to gather the right ingredients for features at 3rd level and again at 6th, 10th and at level 14.
your recipe. You can during a short rest, spend time
gathering ingredients to prepare reagents, allowing you to Ability Score Improvement
recover a number of reagents point equal to your
alchemist level. 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
Homunculus crafting choice by 1. As normal, you can't increase an ability score
At 2.nd level, your learn how to craft a simple lifeform to above 20 using this feature.
aid you in your studies, partly empowered by your own life
force. Your homunculus functions as a familiar summoned Journeyman Alchemist
by the find familiar spell, with several differences:
Starting from level 5, you learn how to give your
Your homunculus is a construct. implements lasting potency. Any implements that you can
You cannot dismiss your homunculus as you would a prepare, can now also be crafted as a single use magical
familiar. item, with a cost of 25 gp per reagent point cost and 2
You can give your homunculus the form you want, so days of work per reagent point. You most spend at least 8
long it have the same size as the chosen familiar and hours each day that you spend on crafting the implement.
the form have physical traits that matches the familiar, The work can be interrupted and resumed.
like wings for flying speed. Tokens and Charms made in this way, can also be used
Your homunculus cannot assume a different form, and activated by others, using a keyword you provide.
unless you use a ritual with the same cost and time as The cost does not include the cost, if any, to gain access
originally spent, at which point you can also choice the of an alchemy lab for the purpose and the workday
stats of another beasts. assumes a fully equipped lab as determined by the DMs'
When your homunculus dies, its body remains, and can discretion.
be reanimated as a ritual requiring 1 hour of work.
Negredo Trait
A coin a day: You can once a day turn rocks into silver,
with a worth of one silver piece. You regain the use at
the end of a long rest.
Illuminating: You may have your Philosopher's Stone
light up (taking no action), providing bright light in a 30
feet radius and dim light in an additional 30 feet radius.
Ageless: You no longer age, while the Philosopher's
Stone is in your possession
Water from a Stone: You may once a day squeeze 6
gallon of water from the stone, taking 1 minute. You
regain the use at the end of a long rest.
Albedo Trait
Stoicheion Element: Any Implement you can prepare
that have fire, lightning, acid, or cold element as part of
it's effect, may have it's element changed to one of the
4 mentioned, when it's being prepared.
Potion from a Stone: Decide on an Potion Type
implement that you can prepare with a max reagent
cost of 5. You gain one use of that implement without
expending Reagent points. You regain your use on a
short rest. You may change the implement in a process
that takes 1 week. You most spend at least 8 hours
each day that you spend on crafting the implement.
The work can be interrupted and resumed.
Lucky Charm: As a reaction, when you have to make a
saving throw, you may expend 7 reagent points to gain
advantage on the saving throw.
Citrinitas Trait
In the beginning there was only darkness, and then came Citrinitas Trait
fire, scraping away at the edges and since then, man's Propellant: Extend the range of all grenade type
existence have been a continued struggle to spread the implement prepared by you with 60 feet.
first fire to banish all darkness. Off course, there are those Shock Waves: Any creature hit by a grenade type
alchemist who care little for philosophy and for them the implement thrown by you that requires an alchemy
attempt to create a fuel that can bring forth a resemblance attack roll, most make strength saving throw against
of the first great spark, is merely to get a powerful means your alchemy save to avoid being knocked prone.
to an end. Cool flame: Any potion type implements prepared by
you, also grants fire immunity against any of
The fuel a potent ingredients with a multitude of
implements used by you, during the potions duration. A
properties to burn away impurity, hold back the cold and
potion with the duration of instantaneous grants fire
light up in the dark. And in the hand of many alchemist a
immunity until the end of your next turn.
key ingredients to create very explosive concoction. The
fuel for your fire of creation might take the form of black
Rubedo Trait
powder kept in an animal horn that you with regularity
Big Bang: When ever you roll damage for a grenade
refill, a carefully padded bottle with a slow moving liquid
type implements prepared by you, treat all results of 1
that never seems to run dry, or a tree like substance that
and 2, as 3.
regrows when you whittle tinder from it. It grants you the
Inner Flame: Any potion implement you prepare also
following benefits, so long it is in your possession.
grant temporary hitpoints equal to your level, that last
You may add your intelligence to the damage of any for the potions duration or one hour, which ever is
grenade type implements you have prepared. greatest.
Any grenade type and Potion type Recipe you know that Phoenix's Flame: You may as a reaction, if you're
have an element, may have it's element changed to fire bloodied and takes fire damage from one of your
when you prepare an implement from it. implements, choice to accept the damage and change
the hp to the difference between your current hp and
Additionally, At certain levels, you get to choice traits for the fire damage the implement would had dealt. For
the fuel to your fire of Creation, applying the chosen effect example, if the implement deals 23 fire damage, and
while it is in your possession. you have 2 hp, then you'll be left with 21 hp.
Negredo Trait
Aromatic Smoke: You may during a short rest, have
up to 6 friendly creature regain an additional 2d6
hitpoint.
Hearth Fire: You may use the fuel for your Fire of
Creation to create a small portable heat source that fits
in your palm to keep you warm. The heat source takes
1 minute to create and keeps you at a comfortable
temperature for 24 hours, down to −80° F. You can
make additional heat sources for others to use, by
expending 1 reagent point.
Forge Fire: You gain advantage when you perform a
tool proficiency check using any artisan's tools that
requires a heat source, such as blacksmith's tool or
Baker's supplies and can spend 3 reagent points and 10
minutes working on a willing creature's tool, to grant
the creature the same advantage for 24 hours.
Cleansing Heat: You may during a short rest, purify
up to 6 gallon of water and make it drinkable, that
otherwise isn't drinkable, such as salt water, or the
water that's supernaturally fouled by a black dragon's
regional lair effect.
Albedo Trait
Part 2 | Magnum Opus
7
Sentient Weapon Negredo Trait
"The time one is alive, is merely a part of ones entire
Chatty: The Sentient Weapon can speak and
existence."
understand up to 3 languages of your choice and
It is not the end that matters, but rather the struggle and grants the language proficiency to it's wielder and in
while an alchemist might find peace with themselves, addition to that, can speak and understand the
knowing that the struggle will not be over even after they languages of it's wielder. It also gain +2 charisma
are gone, then they might not be content with not leaving Knowledgeable: The Sentient Weapon gain
something behind for those who follows, in the form of a proficiency in two of the following: Knowledge (Arcana),
living weapon, who can guide and aid others. The Magnum Knowledge (Nature), Knowledge (Religion), Knowledge
Opus a means of continuing your vision even after you are (History) and can grant advantage to it's wielder in the
gone, and while you're still around, be a powerful skills it have proficiency in. It also gain +2 Intelligence
companion and weapon. Easy to use: The Sentient Weapon counts as a simple
weapon and in your hands, the reagent points to
The Sentient Weapon can take the shape of a simple animate it is reduced with 2 and can be done as a
anonymous sword that merely cuts very well, an bonus action. It also gain +1 to two of it's stats of your
elaborated staff covered in jewelries worth a duchy or a choice.
book from which daggers materialize to strike your foes. Alert: The Sentient Weapon gains proficiency in
To create your Sentient Weapon, First choice one of the Perception and Insight and it's senses now extend to
following weapon stat block to apply to it, and then choice 120 feet with dark vision. It also gain +2 Wisdom
either Piercing, Slashing or Bludgeon for damage type.
Albedo Trait
Type Damage Properties Alchemical Force: Choice a grenade implement you
Martial 2d6 Two-handed can prepare with a max reagent cost of 1. The Sentient
Martial 1d8 Weapon now also deal the grenades damage and
effects on a hit. The grenades deal damage as used by a
Martial Ranged 1d6 Range 150/600, Two-handed
level 1 alchemist.
Strengthening Weapon: Choice a potion implement
And then decide upon it's mental state, by assigning 15,
you can prepare with a duration and a max reagent
14 and 11 to Intelligence, Wisdom and Charisma and give
cost of 2. The wielder can as an action bestows the
it proficiency in one of the following: Persuasion,
implements effect upon themselves or a willing
Intimidation or Deception.
creature next to them. If the Sentient Weapon is
Lastly Choice it's alignment and Special Purpose.
animated, then it can bestow the implements effect
The Sentient Weapon can communicate by transmitting
upon a willing creature next to it.
emotion to you or it's wielder and can see and hear up to
Channelizing Force: Choice a charm implement you
30 feet and it have a proficiency bonus of +2 or equal to
can prepare with a max reagent cost of 2. The wielder
it's wielder, depending on which is highest. It counts as a
can as an action activate the effect of the charm
magical weapon for the purpose of overcoming resistance
implement. If the Sentient Weapon is animated, then
and immunity and as a +1 weapon when it have an Albedo
the effect is cast from it's location.
Trait, a +2 weapon when it have an Citrinitas Trait and a +3
weapon when it have an Rubedo Trait. You are considered
to have proficiency in the Sentient Weapon and can lend it
to others to use, for as long as you are willing. Other
creatures must attune to it, to gain it's benefits.
Additionally, you gain the following benefits while the
Sentient Weapon is in your possession
Rubedo Trait
Alchemical Might: Choice a grenade implement you
can prepare with a max reagent cost of 9. The wielder
of then sentient arm can as bonus action, launch a bolt
of energy, as if they had used the grenade implement
and may do so 1 time. All uses are regained on a short
rest.
Empowering Weapon: Choice a potion implement
you can prepare with a duration and a max reagent
cost of 9. The wielder can as a reaction after rolling
initiative, bestows the implements effect upon
themselves or a willing creature next to them. If the
Sentient Weapon is animated, then it can bestow the
implements effect upon a willing creature next to it. It
may do so 1 time. All uses are regained on a short rest.
Channelizing Might: Choice a charm implement you
can prepare with a max reagent cost of 9. The wielder
can as an action activate the effect of the Sentient
Weapon. If the Sentient Arm is animated, then the
effect is cast from it's location. It may do so 1 time. All
uses are regained on a short rest.
Animated Arms
At level 6, You can during a long rest, choice to animate a
melee weapon or a shield that will follow you around and
do your bidding. The chosen weapon or shield have a fly
movement equal to your land speed and most stay within
30 feet of you. If it's a weapon, then it moves on you turn
and can perform one attack if you expend a bonus action,
using your alchemy attack modifier will always deal 1d8 +
int modifier damage regardless of the weapon type, either
slashing, piercing or bludgeon depending on which
weapon is animated. Its damage increases by 1d8 at level
9, 12, 15 and 17.
If it's a shield, then it will convey +2 AC to you or a
friendly creature it shares space with. It can automatically
move together with a friendly creature it shares a space
with (no action required), so long the creature doesn't
move further than 30 feet away from you. The weapon or
shield stays animated until you end the effect, is knocked
out or it strays more than 30 feet away from you. You can
have any combination of two at level 14, using both on the
same action.
Animated Vessel
From level 10,Your power grows to animate even greater
objects, and can now make a land-going or sea-going
vessel move under it's own power. You can during a long
rest animate an existing vessel that have room for no Art by takemiya
more than 12 medium sized creature and give it a land
speed of 40 feet if it's land vessel and a swim speed of 60
feet if it's a sea vessel. It moves according to your mental
command on your turn (costing no action), so long you're
within 60 feet of it.
Swift Synthesis
Beginning at level 3, your understanding of synthesis
allows you to quickly break down and remake implements
into a different shape. You may during a short rest, switch
a prepared implement out with another implement that
you can prepare.
Recycled Reagents
Additionally at level 3, you learn the "Recycled" trait and
can apply it to one of your prepared implement that cost
at least 3 reagent points. You regain one reagent point,
whenever you use that implement. You must have enough
reagent points to use the implement in the first place, to
gain the benefit from the trait. Applying the trait increases
the reagent cost with 0.
Stable synthesis
At level 6, You can apply "Stable" trait, to any implement
that requires a dice roll, allowing you to treat any 1 on a
die as a 2. Applying the trait increases the reagent cost
with 1.
Experimental Synthesis
At level 10, Your research into the potential of alchemy
grants you additional research point. You gain 10 research
point and an additional point at each following level.
Universal Implement.
At level 14, You learn how to craft an implement that stays
in an ever changing unstable state, whose true form are
not fixed until the last moment. You can prepare an
universal implement by first choosing it's type from
amount Grenade, Potion, Charm, Token or Oil. You can
spend an action to turn The universal implement into any
implement of it's type that you can prepare, with a reagent
cost of no higher than 5. The prepared Universal
Implement is now considered to be the implement you
have changed it into. You may only have one Universal
Implement of each type prepared at a time.
Grenadier
At level 6, All grenades implement damage are increased
with an additional die.
Controlled explosion
From level 10, you gain even greater control over your The Discovery of Phosphorus by Joseph Wright
prepared explosives, wielding them as fiery scalpels. The
size of the explosion from you "Demolition Expert" feature,
can now be smaller than 5 feet diameter when you spend
3 reagent point, to a minimum if 1 inch diameter and can
be shaped into any geometric shape that does not go
below 1 inch in any dimension and above 5 feet diameter.
Additionally, you may double the reagent cost to reduce
the noise to 20 feet and the delay can now be extended for
up to 1 hour.
Special delivery
Additionally at level 3, you learn the "robust container"
trait and can apply it to any potion type recipes you know,
when you prepare implements. Applying the trait
increases the reagent cost with 1. A potion with the robust
trait can be launched from your bow to any space you
choice within 40 feet during the same action you use the
recipe, including a space occupied by creatures, for any to
pick up and drink during their turn or with a readied
action.
At level 14, the range increases to 80 feet.
Alchemical warhead.
At level 6, you learn the "warhead" trait and can apply it to
any grenade type recipe you know, that requires a ranged
alchemy attack to use, when you prepare implements.
Applying the trait increases the reagent cost with 0. A
grenade with the warhead trait can be launched from your
bow as a ranged alchemy attack during the same action
you use the grenade and on hit deals the arrows damage
and the effect of the grenade on the target.
Handy arrows
From level 10, you craftmanships allows you to create
alchemical arrows with minor, useful effects as needed.
You can spend one minute to craft one of the following
arrows, and may only have one prepared at a time.
Recipe type paying the listed research cost upon leveling up, unless it
have no research cost, in which case the trait is known
Recipe are categorized into the following types of when the recipe is learned. Applying a trait to an
implement they create, that are used in different ways by implement, may adjust the Base Reagent cost and a
spending an action, unless stated otherwise. implement can have multiple traits assigned if they have
been unlocked. Traits always overwrite the base effect, in
Potions: Bottled liquid that gives it's effect to the one cases of conflicting effects. Traits than can be taken
who drinks it. When you use a potion implement, then multiple times stacks the effect and increases the cost as
you can choice to drink it during the same action, or detailed in the Stacking Reagent Cost Table.
give it to a willing creature within 5 feet to use. A potion
must be consumed before the beginning of your next Stacking Trait Reagent Cost increase.
turn after the implement is used, to gain it's effect. If Number of times taken Cost of Trait
you are under the effect of a potion with a duration and 1 1
drink another potion with a duration, then the new
2 3
effect overwrites the old one.
Grenade: Grenade covers all recipes that are thrown 3 4
as a ranged attack, which effect activates when it hits, 4 5
or lands on a chosen point of impact. When you use a 5 6
Grenade implement, then you can make a ranged
6 8
alchemy attack with it during the same action or
designate a point of impact within range if it does not 7 9
require an attack roll. A grenade must be thrown in the 8 11
same turn the recipe is used, to gain it's effect.
Token: Token covers all recipes, where the item itself is
what cause the effect and are obstructed by anything
that would obstruct a physical object. When you use a
Token implement, then you can activate it during the
same action. A Token must be activated in the same
turn the recipe is used, for it to work
Charms: Charms cover all implements, which produces
a magical effect. The effect follows all rules for spells as
detailed in the players handbook and can be affected
by anything that can affect spells and is considered to
be of a level equal to it's reagent cost converted to spell
level, as listed in the Spell Point Cost table in the DMG
for the purpose of effects like dispel magic. When you
use a Charm implement, then you can activate it during
the same action. A Charm must be activated in the
same turn the recipe is used, for it to work
Oil: Oil cover all implements, that applies it's effect by
rubbing it onto a creature or object. If you are under
the effect of an oil with a duration and apply another oil
with a duration, then the new effect overwrites the old
one. Oil implements can only be applied outside of
combat and takes 1 minute to apply before they work.
Part 4 | The Law of Alchemy
14
Fire Cracker Snow Globe
[Type:Grenade][Base Reagent cost: 0] [Type:Grenade][Base Reagent cost: 0]
Casting time: 1 action Casting time: 1 action
Range: 30 feet Range: 30 feet
Duration: Instantaneous Duration: Instantaneous
You can use an action to throw the grenade as a ranged You can use an action to throw the grenade as a ranged
Alchemy attack with a 30 feet range, dealing 1d10 fire Alchemy attack with a 30 feet range, dealing 1d10 Cold
damage on a hit. The damage increases by 1d10 at level 5, damage on a hit. The damage increases by 1d10 at level 5,
10 and 17. 10 and 17.
Curving Flame.: You can target a creature, even if Reagent Cost Increase: See "Stacking Trait Reagent
other creatures are in between you and the target. If Cost increase" table.
the potion have the Blast Furnace trait, then you can Research cost to unlock: 1
choice which creatures in the line is affected.
Long lasting: The tree last an additional hour. The trait
Reagent Cost Increase: 1 can be taken multiple times.
Research cost to unlock: 1
Reagent Cost Increase: See "Stacking Trait Reagent
Low Impact. The effects of the potion is not Cost increase" table.
overwritten by the effect of other potions with a Research cost to unlock: 1
duration.
Animated: You can use a bonus action to move the
Reagent Cost Increase: 2 tree 20 feet and perform a melee attack with it using
Research cost to unlock: 2 your INT modifier and proficiency bonus, dealing 2d6 +
int modifier damage.
Turtle Oil Reagent Cost Increase: 2
[Type:Oil][Base Reagent cost: 2] Research cost to unlock: 2
Casting time: 1 minute
Range: touch
Duration: 1 hour
You apply the oil to a willing creature, hardening their
skin. The target’s base AC becomes 13 + its Dexterity
modifier.
Applicable traits:
Elemental Resistance For the duration, the willing
creature you apply the oil to also has resistance to one
damage type of your choice, chosen when you apply
the oil: acid, cold, fire, lightning, or thunder.
Long lasting. The recipe's effect last an additional Antidote: The potion also removes the poison
hour. The trait can be taken multiple times. condition when you drink it.
Reagent Cost Increase: See "Stacking Trait Reagent Reagent Cost Increase: 1
Cost increase" table. Research cost to unlock: 1
Research cost to unlock: 0
Sense restoring.: The potion also removes the
Semi-autonomous: The doll no longer falls inert when blinded and deafened condition.
it's more than 60 feet away from you, and you can now
give it a string of task that it to the best of it's ability will Reagent Cost Increase: 1
do, starting with the first task giving and moving on to Research cost to unlock: 1
the next when that is completed.
Cramps removal: The potion also removes the
Reagent Cost Increase: 2 paralyzed condition.
Research cost to unlock: 1
Reagent Cost Increase: 1
Research cost to unlock: 1
Illuminating. The oil makes the weapon light up like a Reagent Cost Increase: 0
torch for the duration. The light can be suppressed by Research cost to unlock: 1
stoving away the weapon.
Bottled lightning sparks with energy when activated by Enlarged: The grenade's area of effect expands by an
reagents. You throw the grenade at a point within 30 feet additional 5 feet radius. The trait can be taken multiple
of you, releasing a burst of electricity. Each creature in a times.
20-foot-radius sphere centered on that point must make a
Dexterity saving throw or take 8d6 lightning damage on a Reagent Cost Increase: See "Stacking Trait Reagent
failed save, or half as much damage on a successful one. Cost increase" table.
The lightning spreads around corners Research cost to unlock: 1
Applicable traits:
Empowered: The grenade deals an additional 1d6
bludgeon damage. The trait can be taken multiple
times.
[Type:Grenade][Base Reagent cost: 7] The Atmosphere is clean, fresh, and warm, but the interior
Casting time: 1 action is otherwise empty and any furniture must be brought in.
Range: 30 feet Any furniture that releases smoke, will be ventilated out of
Duration: 1 hour the top of the tent.
This rusty iron sphere measures 3 inches in diameter
The Tent can for the entirety of it's duration be packed
and weighs 1 pound. You can use an action to speak the
down again taking 10 minutes if no living creature is
command word and throw the sphere at a Huge or smaller
inside, and anything placed inside the tent appears on the
creature you can see within range. As the sphere moves
same spot, when it is set up again.
through the air, it opens into a tangle of metal bands.
At the end of it's duration anything inside the tent will be
Make a ranged Alchemy attack roll. On a hit, the target is
expelled to the nearest empty spot next to it, which can be
restrained until you take a bonus action to speak the
prevented by paying the tokens reagent cost at the end of
command word again to release it or until an hour have
a long rest to extend the duration by an additional, before
passed. Doing so, or missing with the attack, causes the
the 24 hours have passed. You do not need to have the
bands to contract and become a sphere once more. The
implement prepared when you do so, but must be inside
token can be picked up and reused of it misses. A creature,
or next to the tent when you do so.
including the one restrained, can use an action to make a
Strength check to break the iron bands. On a success, the Applicable traits:
item is destroyed, and the restrained creature is freed. If
the check fails, the creature can try again at the end of Enlarged Increase the number of cubes for the floor
each of its' turn. plane by an additional cube. The trait can be taken
multiple times.
Applicable traits:
Reagent Cost Increase: See "Stacking Trait Reagent
Expanding bands All medium sized or small creature Cost increase" table.
within 5 feet of the target must take a Dexterity save or Research cost to unlock: 1
be restrained too in the same manner.
Long lasting. The recipe's effect last an additional 24
Reagent Cost Increase: 2 hours.
Research cost to unlock: 1
Reagent Cost Increase: 0
Crushing Tightness: The token deals 5d6 bludgeon Research cost to unlock: 1
damage when it hits, and again at the beginning of the
restrained creatures turn for the tokens duration. Private: Sensors created by Divination Spells can't
appear inside the protected area or pass through the
Reagent Cost Increase: 2 exterior to look inside.
Research cost to unlock: 2
Reagent Cost Increase: 2
Spherical Hold: The outer ring of the iron bands form Research cost to unlock: 1
a sphere, causing the target to move 60 feet down
slope at the beginning of it's turn, if it is on one. The Secured.: Nothing can Teleport into or out of the
target can also be pushed with a athletic (Str) check by interior area and Planar Travel is blocked within the
anyone next to it, moving 5 feet it for each point the interior area.
result excess 8.
Reagent Cost Increase: 2
Reagent Cost Increase: 1 Research cost to unlock: 1
Research cost to unlock: 1