Power Index

Reusable Powers

Powers are first-class codex pages. They belong to an aspect, but can also be linked from characters, items, curses, bargains, locations, and story rewards.

Power Library

3906

Indexed powers

93

Linked aspects

Canon

Reusable lore links

Acid GenerationTier 0

Acid Spit

Spit a sharp thread of acid at one creature or object within range. Make a ranged power attack. On a hit, the target takes acid damage and fragile unattended material may be pitted or scarred.

Acid GenerationTier 0

Corrosive Touch

Secrete acid across your hand, weapon, or natural strike. The next melee hit you make before the end of your turn deals extra acid damage; unattended objects may be etched or weakened.

Acid GenerationTier 1

Acrid Orb

Fling an orb of acid gel at one creature within range. Make a ranged power attack. On a hit, the target takes acid damage and one nearby creature must make a DEX save or take splash damage.

Acid GenerationTier 1

Caustic Brew

Spray a stream of acid in a line. Creatures in the line make a DEX save or are coated in acid, taking acid damage at the start of each turn until washed or scraped away.

Acid GenerationTier 1

Slick Escape

When a creature makes an opportunity attack against you or grapples you, exude slick acid. The triggering roll has disadvantage and you may move up to 10 ft. without provoking from that creature.

Acid GenerationTier 1

Corrode Object

Touch one unattended nonmagical object. Metal, wood, leather, cloth, paper, rope, bone, or similar material is corroded or dissolved up to a 1-ft. cube.

Acid GenerationTier 2

Acid Coating

Coat one weapon, natural weapon, or small object you touch with acid. The next hit before the duration ends deals extra acid damage and visibly pits mundane gear.

Acid GenerationTier 2

Minor Acid Arrow

Fire an arrow of condensed acid at one target. Make a ranged power attack. On a hit, the target takes acid damage immediately and again at the end of its next turn.

Acid GenerationTier 2

Caustic Grip

Your hand secretes sticky burning acid. Make a melee power attack; on a hit the target takes acid damage and is restrained in your acidic grip until it escapes.

Acid GenerationTier 2

Corrode Metal

When a nonmagical metal weapon hits you, corrode it. The weapon takes a cumulative penalty to damage rolls until repaired; mundane ammunition is destroyed after impact.

Acid GenerationTier 3

Alchemical Adept

Treat 1s on acid damage dice you roll as 2s. Your Acid Generation powers deal extra damage to objects and structures.

Acid GenerationTier 3

Fetid Blade

Coat one weapon in acidic venom. Until the effect ends, hits deal extra acid damage, and once per turn a hit can force a CON save or poison the target briefly.

Acid GenerationTier 3

Oozing Grasp

Your body secretes adhesive acid when you grapple. A creature grappled by you takes acid damage at the start of each of its turns, and you have advantage to maintain the grapple.

Acid GenerationTier 3

Corrosive Blast

A spew of acid erupts from your hands. Creatures in the cone make a DEX save, taking acid damage on a failure or half on a success. Fragile unattended objects take the damage automatically.

Acid GenerationTier 4

Corrosive Burst

Acid bursts outward from you. Creatures of your choice in range make a DEX save, taking acid damage and suffering item corrosion on a failed save, or half damage only on a success.

Acid GenerationTier 4

Vitriol Ichor

Choose a creature with natural armor or armor. It must make a CON save or its protection begins to dissolve for the duration, lowering its effective defense until it saves.

Acid GenerationTier 4

Caustic Pool

Create a pool of hissing acid in a 20-ft. radius. The area is difficult terrain, and creatures entering or starting there make a DEX save or take acid damage.

Acid GenerationTier 4

Glass-Eater Bloom

A glowing seed of acid streaks to a point and blooms into a 20-ft. radius sphere. Creatures in the area make a DEX save, taking acid damage now and again at the end of their next turn on a failure.

Acid GenerationTier 5

Acid Trap

Create a hidden acid patch on a surface. When triggered, it erupts in a 10-ft. radius, damaging creatures and leaving acidic difficult terrain for 1 minute.

Acid GenerationTier 5

Corrosive Armor

Form an acidic hide. You gain +2 AC, and creatures that hit you with melee attacks take acid damage and risk corroding mundane weapons.

Acid GenerationTier 5

Vitriolic Wave

Expel a surging wave of acid. Creatures in the cone make a DEX save, taking acid damage on a failure or half on a success; the ground becomes difficult terrain briefly.

Acid GenerationTier 5

Acid Rain

Acid rain falls in a 40-ft. radius cylinder. The area is lightly obscured and difficult terrain; creatures entering or starting there take acid damage and may fall prone.

Acid GenerationTier 6

Corrosive Reprisal

When a creature hits you with an attack, spray retaliatory acid. The attacker makes a DEX save, taking acid damage and risking item corrosion on a failure.

Acid GenerationTier 6

Oozing Minion

Summon a corrosive Oozeling in an unoccupied space. It obeys your commands and collapses into inert acid when the effect ends.

Acid GenerationTier 6

Dissolving Field

Create a field of corrosive vapor in a 30-ft. radius. Creatures entering or starting there make a CON save or take acid damage and cannot regain hit points until your next turn.

Acid GenerationTier 6

Total Solvent

Touch an unattended object, material mass, or structure section no larger than a 10-ft. cube. It takes heavy acid damage automatically and may collapse or breach.

Acid GenerationTier 7

Corrosive Shell

Your body secretes a dense corrosive shell. You resist mundane weapon damage, and mundane melee weapons that strike you suffer corrosion.

Acid GenerationTier 7

Melting Presence

You radiate corrosive vapor and dripping acid. Chosen creatures entering or starting in the emanation make DEX saves or take acid damage and suffer item corrosion.

Acid GenerationTier 7

Ooze Form

Become semi-liquid acid. You squeeze through tiny spaces, resist mundane weapon damage, and damage creatures the first time you move through their space each turn.

Acid GenerationTier 7

Acidic Assimilation

Choose a creature affected by your acid or standing in acid. It makes a CON save, taking heavy acid damage. If reduced to 0 hit points, it dissolves into a temporary acid pool.

Acid GenerationTier 8

Caustic Mire

Create a 40-ft. radius mire of acid. The area is difficult terrain and lightly obscured. Creatures entering or starting there make DEX saves or take acid damage and have speed reduced to 0 briefly.

Acid GenerationTier 8

Greater Oozing Minion

Summon a greater corrosive ooze appropriate for Tier 8 play. It is friendly to you, obeys commands, and collapses into inert acid when the effect ends.

Acid GenerationTier 8

Dissolve Structure

Choose a nonmagical object, wall, floor, ceiling, or structure section no larger than a 20-ft. cube. It takes massive acid damage automatically and may create a collapse hazard.

Acid GenerationTier 8

Vitriolic Body

Your blood and skin become unstable acid. You are immune to acid, resist mundane weapon damage, and creatures that hit you in melee take acid damage.

Acid GenerationTier 9

Dissolution Ray

Release a beam of concentrated acid at one creature, object, or structure. A creature makes a CON save, taking massive acid damage; unattended objects take the damage automatically.

Acid GenerationTier 9

Corrosive Cataclysm

Acid erupts across a 40-ft. radius sphere. Creatures make DEX saves, taking heavy acid damage and risking item corrosion on a failed save. Unattended objects take damage automatically.

Acid GenerationTier 9

Ooze Legion

Summon up to three major corrosive oozes in unoccupied spaces. They obey your commands and collapse into inert acid when the effect ends.

Acid GenerationTier 9

Apocalyptic Downpour

Call a massive storm of acid in a 50-ft. radius, 100-ft. high cylinder. The area is heavily obscured and difficult terrain; creatures entering or starting there make DEX saves or take acid damage and lose healing briefly.

Acid GenerationTier 10

Perfect Solvent

Touch one creature, object, or structure and release the purest possible acid into it. A creature makes a CON save, taking immense acid damage; unattended structures take the damage automatically.

Acid GenerationTier 10

Corrosion Dominion

Radiate absolute corrosive authority. Creatures of your choice in the emanation make CON saves at the start of their turns, taking acid damage and suffering item corrosion on a failure.

Acid GenerationTier 10

Acid Apocalypse

Acid scours a battlefield-scale area. Creatures entering or starting in the storm make DEX saves, taking acid damage, losing healing briefly, and suffering environmental corrosion.

Acid GenerationTier 10

World-Melting Rain

Declare a mythic corrosive event tied to a city, fortress, battlefield, sea, relic, dragon, god-wound, or impossible material. It can be opposed only by Tier 10 acid mastery, divine intervention, artifact protection, or a story condition.

AerokinesisTier 0

Hand of the Gale

Whip up a focused wind at one creature within range. Make a ranged power attack. On a hit, the target takes bludgeoning damage and may be pushed 5 ft. if Medium or smaller.

AerokinesisTier 0

Wind Step

A sudden current carries your feet. Your speed increases by 10 ft. until the end of your turn, and you ignore minor wind resistance while moving.

AerokinesisTier 1

Guiding Wind

Wind steadies your aim. Gain advantage on the next ranged attack roll you make before the end of your next turn.

AerokinesisTier 1

Slow Descent

Choose falling creatures within range up to your proficiency bonus. Their descent slows, they take no falling damage if they land before the effect ends, and they can land on their feet.

AerokinesisTier 1

Zephyr Strike

You move like the wind. Until the effect ends, your movement does not provoke opportunity attacks, and once before it ends you may add extra force to a hit.

AerokinesisTier 1

Crosswind Guard

When you or a creature within range is targeted by a ranged weapon attack, whip crosswinds around the target. Subtract 1d6 from the triggering attack roll.

AerokinesisTier 2

Air Bubble

Create a globe of breathable air around a willing creature’s head. The target can breathe normally for the duration, including underwater or in smoke.

AerokinesisTier 2

Gust of Wind

A line of strong wind blasts from you. Creatures starting in the line make STR saves or are pushed. Movement against the line costs extra, and vapors and small flames are dispersed.

AerokinesisTier 2

Air Cutter

Launch razor-like wind at one creature, or two creatures within 5 ft. of each other. Make a ranged power attack for slashing damage; this attack critically hits on 19–20.

AerokinesisTier 2

Dust Devil

Create a small dust devil in an unoccupied space. Creatures ending near it make STR saves or take bludgeoning damage and are pushed. You can move it as a bonus action.

AerokinesisTier 3

Skywrite

Cause up to ten words to form in clouds in a visible part of the sky. A strong wind can disperse the words and end the effect early.

AerokinesisTier 3

Aerial Ace

You confound a creature with wind-aided speed, then strike. Make a melee power attack with advantage. On a hit, the target takes bludgeoning damage and cannot make opportunity attacks against you until your next turn.

AerokinesisTier 3

Windwright's Intuition

When you make an Acrobatics check, navigator's tools check, or Survival check to predict weather or read wind, roll 1d4 and add the result. You always know natural wind direction within 1 mile.

AerokinesisTier 3

Storm's Guide

Subtly control nearby weather. You may calm rain in a small area or choose wind direction in a 100-ft. radius until your next turn without changing wind speed.

AerokinesisTier 4

Cyclone Kick

Kick out with forceful winds. Creatures in the radius make a DEX save or take bludgeoning damage and fall prone, taking half damage only on a success.

AerokinesisTier 4

Wind Wall

Raise a wall of strong wind. Creatures in its area make STR saves or take bludgeoning damage. The wall blocks small flying objects, fog, smoke, gases, and ordinary projectiles.

AerokinesisTier 4

Crosswind Rampart

When you are targeted by a ranged attack, move 10 ft. If that movement carries you out of range or behind total cover, the attack misses.

AerokinesisTier 4

Vacuum Pocket

Compress the air around one creature. The target makes a CON save, taking bludgeoning damage and losing the ability to speak or provide verbal components until your next turn on a failed save.

AerokinesisTier 5

Deflect

Deflect an incoming ranged weapon attack with a snap of wind. Reduce the damage by 1d10 + your DEX modifier + your Aerokinesis tier.

AerokinesisTier 5

Arrow-Turning Wind

Take control of air in a 100-ft. cube. Create gusts, downdrafts, or updrafts, altering movement, ranged attacks, falling, and flying creatures within the area.

AerokinesisTier 5

Cutting Gale

Release a razor-edged gale in a line. Creatures in the line make a DEX save, taking slashing damage and being pushed on a failed save, or half damage only on a success.

AerokinesisTier 5

Cyclone Shield

A spinning shield of wind surrounds you. Ranged weapon attacks against chosen creatures in the emanation have disadvantage, and hostile creatures entering the aura may be pushed away.

AerokinesisTier 6

Downdraft Crush

Create a column of crushing downward wind. Creatures starting in or entering the area make STR saves or take bludgeoning damage and fall prone; flying creatures may be driven downward.

AerokinesisTier 6

Gale Passage

Create a controlled wind corridor. Chosen creatures moving with the wind move efficiently and avoid opportunity attacks, while creatures moving against it spend extra movement.

AerokinesisTier 6

Investiture of Wind

Wind whirls around you. Ranged weapon attacks against you have disadvantage, you gain a fly speed, and you can blast nearby creatures with swirling wind.

AerokinesisTier 6

Wind Walk

You and up to ten willing creatures become cloudlike forms with great flying speed. Targets can travel rapidly but are limited in what actions they can take until they revert.

AerokinesisTier 7

Whirlwind

Create a howling whirlwind in a cylinder. Creatures entering or touched by it make DEX saves for bludgeoning damage, and smaller creatures may be restrained and lifted.

AerokinesisTier 7

Cyclone Pillar

Whip up a turbulent tailwind around allies. You and allies within range double speed for a number of turns equal to your Witchborn modifier, minimum 1.

AerokinesisTier 7

Tempest Mantle

Storm winds mantle your body. You gain high flying speed, can hover, and once per turn deal extra bludgeoning damage after moving at least 20 ft. before a hit.

AerokinesisTier 7

Skybreaker Gale

A violent gale erupts in a 30-ft. radius sphere. Creatures in the area make STR saves, taking bludgeoning damage, being pushed, and falling prone on a failure.

AerokinesisTier 8

Aeroblast

Summon a massive vortex of wind. Enemies in the cone make STR saves, taking heavy bludgeoning damage and falling prone on a failure, or half damage only on a success.

AerokinesisTier 8

Aerial Dominion

Take control of air in a 120-ft. cube. Calm wind, create severe winds, grant flight to chosen creatures, drive flying foes downward, or impose crosswind penalties.

AerokinesisTier 8

Storm Flight

Choose up to six willing creatures. Each gains a 90-ft. flying speed, can hover, resists storm and fall damage, and may Dash as a bonus action once each turn while flying.

AerokinesisTier 8

Control Weather

Take control of weather within 5 miles while outdoors. You can shift precipitation, temperature, and wind one stage at a time as conditions gradually respond.

AerokinesisTier 9

Storm of Vengeance

Create a churning storm cloud that escalates through thunder, acid rain, lightning, hail, and freezing gusts, damaging and hindering creatures beneath it.

AerokinesisTier 9

Worldwind

Create a colossal cyclone in a 60-ft. radius, 120-ft. high cylinder. The area is difficult terrain and heavily obscured; creatures entering or starting there make STR saves or take damage and become restrained.

AerokinesisTier 9

Wind Sovereignty

Command wind across a 1-mile radius, choosing direction and strength from calm to severe. You can disperse fog, smoke, and gases, ground flying creatures, and protect allies from wind penalties.

AerokinesisTier 9

Storm Avatar

Become an avatar of storming air. You gain high flight, can hover, ignore most ranged weapon attacks, and damage creatures the first time you move through their spaces each turn.

AerokinesisTier 10

Eye of the Hurricane

Become the calm center of a catastrophic storm. The emanation hinders enemies, blocks most ranged weapon attacks, and pushes and damages foes that enter or start there.

AerokinesisTier 10

Worldwind Dominion

Command the wind across a 1-mile radius with supreme precision, shaping calm, severe wind, safe corridors, storm walls, and flight denial across the region.

AerokinesisTier 10

Storm Avatar Ascendant

Become a perfected avatar of storming air. Your Aerokinesis range and flight improve, and once per turn one Aerokinesis power deals or prevents extra bludgeoning or thunder damage.

AerokinesisTier 10

Storm of the World-Soul

Declare a mythic wind event tied to a city, fleet, mountain pass, battlefield, sky-island, dragon, divine storm, or impossible journey. It can be opposed only by Tier 10 air mastery, divine intervention, artifact protection, or a story condition.

AlchemyTier 0

Quick Reagent

Mix a simple reagent from your kit. Choose one creature, object, or surface you touch. You may clean corrosion, neutralize a harmless substance, identify a mundane liquid or powder, create a spark, chill a cup, sour food, thicken a fluid, or deal 1d6 acid, fire, cold, or poison damage with a melee power attack.

AlchemyTier 0

Field Draught

Prepare and administer a tiny restorative draught to yourself or one creature you touch. The target gains temporary hit points equal to 1d4 + your INT modifier. A creature can benefit from only one Field Draught at a time.

AlchemyTier 1

Acid Flask

Throw a quick acid flask at one creature or object within range. Make a ranged power attack. On a hit, the target takes 2d6 acid damage. An unattended nonmagical object also has its surface etched, softened, or weakened at the GM’s discretion.

AlchemyTier 1

Alchemist's Fire

Hurl a sticky burning mixture at one creature or object within range. The target must make a DEX save, taking 2d6 fire damage on a failed save, or half on a success. On a failed save, it takes fire damage equal to your INT modifier at the start of its next turn unless a creature uses an action to extinguish it.

AlchemyTier 1

Fortifying Tonic

Brew a tonic that steadies the body. A creature can drink it as an action to gain temporary hit points equal to 1d8 + your INT modifier and advantage on the next CON save it makes within 1 hour. The tonic loses potency after 8 hours.

AlchemyTier 1

Smoke Bomb

Throw a smoke pellet at a point within range, creating a 10-ft. radius cloud that is lightly obscured. Creatures of your choice in the cloud have advantage on Stealth checks made to hide. A strong wind disperses the smoke.

AlchemyTier 2

Healing Draught

Brew a healing draught. A creature can drink it as an action to regain 3d8 + your INT modifier hit points. The draught loses potency after 8 hours.

AlchemyTier 2

Noxious Vial

Throw a vial of fumes at a point within range. Creatures in a 10-ft. radius must make a CON save, taking 3d6 poison damage and becoming unable to take reactions until the start of your next turn on a failed save, or half damage only on a success.

AlchemyTier 2

Reactive Coating

Coat one weapon, shield, tool, or piece of armor with a reactive mixture. Once before the duration ends, the bearer may add 2d6 acid, fire, cold, poison, or thunder damage to a hit, or reduce incoming damage of one of those types by 2d6.

AlchemyTier 2

Solvent Touch

Apply a solvent to one nonmagical adhesive, lock, seal, chain, patch of rust, or unattended object no larger than a 1-ft. cube. The target is weakened, loosened, dissolved, or opened if mundane. Against a creature or attended object, make a melee power attack for 3d8 acid damage.

AlchemyTier 3

Alchemical Reserve

Your quick brews become reliable. Whenever you create an alchemical item with an Alchemy power that loses potency after 8 hours, you may maintain one additional such item at a time. You also have advantage on checks to identify potions, poisons, reagents, and mundane alchemical hazards.

AlchemyTier 3

Flash Freeze Flask

Throw a freezing flask at a point within range. Creatures in a 15-ft. radius must make a CON save, taking 4d8 cold damage and having their speed reduced by 10 ft. until the start of your next turn on a failed save, or half damage only on a success.

AlchemyTier 3

Catalyst Dose

Dose one willing creature with a catalyst. Until the effect ends, the target adds 1d4 to STR, DEX, or CON checks, chosen when applied. The first time it deals acid, cold, fire, lightning, poison, or thunder damage during the duration, it deals extra damage equal to your INT modifier.

AlchemyTier 3

Counteragent

When a creature within range takes acid, poison, fire, cold, lightning, or thunder damage, spray or toss a counteragent. Reduce the damage by 3d8 + your INT modifier. If the triggering damage was poison or acid, the target also has advantage on the next save against that source before your next turn.

AlchemyTier 4

Resistance Tonic

Using your potion kit, brew an elixir of resistance. Choose acid, cold, fire, lightning, poison, or thunder. A creature can drink the tonic as an action to gain resistance to the chosen damage type for 1 hour. The tonic loses potency after 8 hours.

AlchemyTier 4

Debilitating Toxin

Using your poisoner’s kit, brew a disabling toxin. A creature can apply it to one weapon or piece of ammunition as a bonus action. The next creature hit before the toxin dries takes an extra 14 (4d6) poison damage and must make a CON save. On a failed save, choose one: the target is blinded, poisoned, or slowed until the end of its next turn.

AlchemyTier 4

Alchemical Grenade

Throw a volatile grenade at a point within range. Choose acid, cold, fire, lightning, or poison. Each creature in a 20-ft. radius sphere centered there must make a DEX save, taking 28 (8d6) damage of the chosen type on a failed save, or half as much on a success.

AlchemyTier 4

Stonebrew Mortar

Touch a nonmagical object or surface no larger than a 5-ft. cube and harden, soften, seal, or weaken it alchemically. You can make brittle material durable, soften stone or metal enough to carve, seal a crack or breach, or weaken a structure so the next damage it takes before the duration ends is doubled.

AlchemyTier 5

Greater Healing Draught

Using your potion kit, brew a potent healing draught. A creature can drink it as an action to regain 31 (7d8) hit points and end one poison or disease affecting it. The draught loses potency after 8 hours.

AlchemyTier 5

Jet Cold Brew

Spray an alchemical freezing brew in a 30-ft. cone. Each creature in the area must make a CON save, taking 36 (8d8) cold damage on a failed save, or half as much on a success. A creature that fails has its speed reduced by 10 ft. until the end of its next turn.

AlchemyTier 5

Transmuter's Touch

Touch up to 50 pounds of nonmagical material and transform it into another mundane substance of equal or lesser value. The object keeps its general shape and size. Complex machinery, magic items, and creatures are unaffected. The transformation ends early if the object is destroyed.

AlchemyTier 5

Panacea

Using your potion kit, brew a restorative elixir. A creature can drink it as an action to end one of the following conditions affecting it: blinded, deafened, paralyzed, poisoned, or stunned. The elixir loses potency after 8 hours.

AlchemyTier 6

Ritual Alchemy

You brew a ritual draught that allows the drinker to perform one ritual spell of 3rd level or lower chosen when the draught is brewed. The drinker must spend the normal casting time for the ritual, but does not need to know the spell. The draught loses potency after 8 hours.

AlchemyTier 6

Bubbling Cauldron

Conjure a claw-footed cauldron filled with bubbling liquid in an unoccupied space on the ground within 5 ft. of you. The liquid duplicates a Common or Uncommon potion of your choice. As a bonus action, you or an ally can withdraw one potion in a vial that disappears when consumed. The cauldron can produce a number of potions equal to your spellcasting ability modifier, minimum 1. When the last potion is withdrawn, or when you use this power again, the cauldron and any unused potions disappear.

AlchemyTier 6

Alchemical Cloud

Throw a flask that erupts into a 30-ft. radius cloud centered on a point within range. Choose acid, cold, fire, lightning, poison, or thunder when you use this power. The area is lightly obscured and difficult terrain. When a creature enters the area for the first time on a turn or starts its turn there, it must make a CON save, taking 27 (6d8) damage of the chosen type on a failed save, or half as much on a success.

AlchemyTier 6

Perfected Antitoxin

Using your alchemist’s supplies, brew an antitoxin that purges harmful substances. A creature can drink it as an action to end one poison, disease, or ongoing poison-damage effect affecting it. For 1 hour afterward, the creature has advantage on CON saves and resistance to poison damage. The antitoxin loses potency after 8 hours.

AlchemyTier 7

Elixir of Transformation

Using your potion kit, brew an elixir that alters the drinker’s body for 1 hour. Choose one effect when brewed: gain a flying speed equal to walking speed, gain a swimming speed and water breathing, gain resistance to nonmagical bludgeoning/piercing/slashing damage, or gain advantage on STR, DEX, or CON checks and saves. The elixir loses potency after 8 hours.

AlchemyTier 7

Perfect Poison

Using your poisoner’s kit, brew a master toxin. A creature can apply it to one weapon or piece of ammunition as a bonus action. The next creature hit before the poison dries takes 28 (8d6) poison damage and must make a CON save. On a failed save, choose one: the target is paralyzed until the end of its next turn, blinded for 1 minute, or poisoned for 1 minute and unable to regain hit points. A target repeats the save at the end of each of its turns, ending any 1-minute effect on a success.

AlchemyTier 7

Catalytic Detonation

Throw a catalytic bomb at a point within range. Each creature in a 30-ft. radius sphere centered there must make a DEX save, taking 45 (10d8) damage on a failed save, or half as much on a success. Choose acid, cold, fire, lightning, poison, or thunder when you use this power. Nonmagical unattended objects in the area take the damage automatically.

AlchemyTier 7

Greater Transmutation

Touch up to 500 pounds of nonmagical material and transform it into another mundane substance of equal or lesser value. The material keeps its general shape and size. You may also harden, soften, seal, weaken, waterproof, preserve, or sterilize the material. Magic items, complex machinery, and creatures are unaffected.

AlchemyTier 8

Masterwork Panacea

Using your potion kit, brew a supreme restorative. A creature can drink it as an action to regain 70 hit points and end any number of the following conditions affecting it: blinded, charmed, deafened, frightened, paralyzed, poisoned, or stunned. It also ends one disease or one curse affecting the creature, if the curse can be ended by a power of tier 8 or lower. The panacea loses potency after 8 hours.

AlchemyTier 8

Philosopher’s Catalyst

Touch one nonmagical object or mass of material no larger than a 10-ft. cube. For the duration, you may change its substance at the start of each of your turns into another mundane substance of equal or lesser value. If used on a structure, the GM determines whether this creates collapse, breach, difficult terrain, or cover. Magic items, creatures, and attended objects are unaffected.

AlchemyTier 8

Alchemical Storm

Create a 40-ft. radius storm of volatile reagents centered on a point within range. When you use this power, choose acid, cold, fire, lightning, poison, or thunder. When a creature enters the area for the first time on a turn or starts its turn there, it must make a DEX save, taking 36 (8d8) damage of the chosen type on a failed save, or half as much on a success. As a bonus action on later turns, you may change the damage type.

AlchemyTier 8

Universal Solvent

Touch one nonmagical object, adhesive, seal, barrier, lock, poison, or alchemical substance. If the target is an object or barrier no larger than a 10-ft. cube, it takes 88 (16d10) acid damage automatically. If the target is a poison, adhesive, seal, or alchemical substance, it is neutralized unless the GM rules it is legendary or uniquely magical.

AlchemyTier 9

Elixir of Immortality

Using your potion kit, brew a legendary elixir. A creature can drink it as an action to regain 100 hit points, end all poisons and diseases affecting it, and gain resistance to all damage until the start of its next turn. If the creature died within the last minute and its body is mostly intact, this elixir can be poured into its mouth to return it to life with 1 hit point. The elixir loses potency after 8 hours.

AlchemyTier 9

Mythic Toxin

Using your poisoner’s kit, brew a near-perfect toxin. A creature can apply it to one weapon or piece of ammunition as a bonus action. The next creature hit before the toxin dries takes 42 (12d6) poison damage and must make a CON save. On a failed save, choose one: the target is paralyzed for 1 minute, blinded for 1 minute, or poisoned for 1 minute and takes 21 (6d6) poison damage at the start of each of its turns. The target repeats the save at the end of each of its turns, ending the effect on a success.