Infusions

Alchemical Cauldron

You enchant a cauldron with alchemical magic. The alchemical cauldron creates alchemical liquids, which can be used directly from the cauldron or transferred to other suitable containers. If you have a set of alchemist’s supplies, you can provide suitable containers automatically to store the alchemical liquids you create using the alchemical cauldron.

The cauldron has the following infusion options:

  • Remedy’s Cauldron. During a short rest, you can use the cauldron to create one salve. The salve lasts until it is used or until you use this feature to create another salve. As an action, a creature can apply the salve to itself or another creature to end an effect that causes one of the following conditions: diseased, blinded, confused, deafened, fatigued, paralyzed, poisoned, stunned, or weakened.

  • Chemist’s Brewer. You can, when you finish a long rest, have the item magically produce a number of volatile alchemical weapons (such as the alchemist’s fire) equal to the creator’s intelligence modifier. These are especially volatile and become useless after your next long rest. If you can cast spells, these special alchemical items use your spell save DC in place of their normal DC for related saving throws.

  • Experimental Boiler. Whenever you finish a long rest, you can magically produce two experimental elixirs. Roll 1d6 twice on the Experimental Elixir table below for each elixir’s effect. The effect is triggered when someone drinks the elixir. As an action, a creature can drink the elixir or administer it to an incapacitated creature. A creature can only benefit from one experimental elixir at a time. You can also create additional experimental elixirs by using a spell slot of 1st level or higher. When you do so, you use a minute to create the elixir, and you choose the elixir’s effect from the Experimental Elixir list. If you use a spell slot of 2nd level or higher, you you create one additional experimental elixir of the same type for each spell slot above 1st. An elixir you create with this feature lasts until it is consumed or until the end of your next long rest.

d6

Effect

1

Healing. The drinker regains 4d4 hit points.

2

Swiftness. The drinkers walking speed increases by 10 feet for 1 hour.

3

Resilience. The drinker can roll a d4 and add the number rolled to every saving throw they make for 1 minute

4

Prowess. The drinker can roll a d4 and add the number rolled to every attack roll they make for 1 minute

5

Flight. The drinker gains a flying speed of 5 feet for 1 hour.

6

Strength. The drinker has a strength of 19 for 1 minute.