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03d100+level | Result |
1-20 | Toxic Gases. All creatures within 30 feet roll a DC 10 Constitution saving throw. On failure, take 1d10+your level poison damage. On a success, the first Con save they roll before their next long rest gains advantage. |
21-30 | Minor Explosion. Roll a DC 12 Dexterity saving throw. On a failure, you take 1d10+your level fire damage. On a success, the first time you deal fire damage before your next long rest, you may reroll all 1s for damage, keeping the new result. |
31-40 | Strange Fumes. Roll a DC 12 Wisdom saving throw. On a failure, you take psychic damage equal to your level. On a success, you gain telepathy, 30-ft range, until your next long rest. |
41-50 | Mutagenic Vapors. Roll a DC 13 Constitution saving throw. On a failure, your speed is reduced by 10 feet and you suffer disadvantage on all Strength saving throws until you complete a long rest. On a success, your speed is increased by 10 feet and you gain advantage on all Strength saving throws until you complete a long rest. |
51-60 | Destructive Explosion. Roll a DC 13 Dexterity saving throw. On a failure, you take 1d10+your level fire damage, and one piece of useful gear weighing 1 lb. or more is destroyed. On a success, you gain resistance to fire damage until you complete a long rest. |
61-70 | Acid Burst. Roll a DC 14 Dexterity saving throw. On a failure, you take 1d10+your level acid damage. On a success, you gain resistance to acid damage until you complete a long rest. |
71-80 | Thunderstone. All creatures within 60 feet roll a DC 14 Constitution saving throw. On failure, they are deafened for 1d6 hours. On a success, they gain resistance to thunder damage for 1d6 hours. |
81-90 | Wild Insight. Roll a DC 15 Intelligence saving throw. On a failure, no effect. On a success, double your available spell slots for one level of spells that you cast until you complete a long rest. |
91-100 | Magical Interference. Roll a DC 20 Intelligence (Arcana) check. On a failure, magical healing is half as effective on you until you complete a long rest. On a success, gain advantage on saving throws against spells for 1d6 hours. |
101-110 | Coughing Fit. Roll a DC 16 Constitution saving throw. On failure, you automatically fail Dexterity (Stealth) checks until you complete a long rest. On a success, you can spit acid as a ranged attack at a target within 30 feet, using a bonus action. On a hit, deal 2d6 + your Dex modifier acid damage. This benefit lasts until your next long rest. |
111-120 | Refiner's Fire. You may choose to destroy 1d6 pieces of gear worth 5 gp or more. If you do, the next weapon, arcane focus, shield, or suit of armor you touch gains a magical +2 bonus to attack and damage rolls for 8 hours. |
121+ | Chrysopoeia. You transmute base materials into gold, creating 4d20 x 5 gp. |
d100+level | Result |
1-20 | Toxic Gases. Roll a DC 12 Intelligence saving throw. On failure, all vegetation within 120 ft. withers and dies. On a success, gain poison resistance for 1d4 days. |
21-30 | Minor Explosion. Roll a DC 12 Dexterity saving throw. On failure, you suffer 2d10+your level fire damage, and your laboratory needs 50 gp of repairs. On a success, your laboratory needs 100 gp of repairs, but you gain fire resistance for 1d8 days. |
31-40 | Strange Fumes. All creatures within 120 ft roll DC 13 Wisdom saving throws. On a failure, they suffer psychedelic nightmares for a week and have to pass new Wisdom saving throws to complete a long rest. On a success, they gain advantage on saving throws against the frightened condition and confusion for 1 week. |
41-50 | Mutagenic Vapors. Roll a DC 13 Constitution saving throw. On a failure, you gain vulnerability to fire, cold, or lightning damage (your choice) for 1d8 days. On a success, gain resistance to one damage type of your choice for 1d8 days. |
51-60 | Destructive Explosion. Roll a DC 14 Dexterity saving throw. On a failure, one piece of your gear worth at least 25 gp is destroyed. On a success, when you deal fire damage to a creature for the next month, you can also push that creature 10 feet away from the point of impact. |
61-70 | Acid Burst. Roll a DC 14 Dexterity saving throw. On a failure, your laboratory notes are damaged, and you must spend 1d20 days restoring them before you can use this downtime activity again. On a success, when you deal acid damage for the next week, you can reroll all 1s and 2s, keeping the new result. |
71-80 | Thunderstone. Roll a DC 14 Constitution saving throw. On a failure, all glass within 500 feet shatters; creatures within 5 feet of large amounts of glass roll DC 12 Dex saves, suffering 2d6 piercing damage on a failure. If you succeed your saving throw, whenever you deal fire or lightning damage for the next month, you deal an additional 1d8 thunder damage. |
81-90 | Wild Insight. Roll a DC 15 Intelligence saving throw. On a failure, you gain vulnerability to psychic damage for 1d8 days. On a success, you can cast hideous laughter without expending a spell slot or using any components. Once you do, you may not do so again until you complete a short or long rest. This benefit lasts for one month. |
91-100 | Magical Interference. Roll a DC 20 Intelligence (Arcana) check. On a failure, you suffer disadvantage on saving throws against spells for 1d6 days. On a success, gain one available spell slot for the highest level of spells you can cast for one week. |
101-110 | Coughing Fit. Roll a DC 16 Constitution saving throw. On a failure, you suffer disadvantage on saving throws to maintain concentration for 1d8 days. On a success, you can cast gust of wind without expending a spell slot or any components. Once you do, you must complete a short or long rest before you may do so again. This benefit lasts for one month. |
111-120 | Refiner's Fire. You can destroy 10 lb. of silver (500 sp) to grant one weapon, arcane focus, shield, or suit of armor a magical +1 bonus to attack and damage rolls for 1 month. You must acquire the silver and the item to be enhanced within 1 day of completing this experimentation. Only one item may be enhanced in this way per die roll. |
121+ | Chrysopoeia. You transmute base materials into gold, creating 4d20 x 20 gp. |
Labels: 5e DnD, alchemy, free content
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