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Short duration, however, a nice buff if you can manage to use it before a fightīoldness. The drinker gains a +1 bonus to AC for 10 minutes. If grapple flying with your homunculus that 10ft speed boost should help to reduce the impact of half-speed. The drinker's walking speed increases by 10 feet for 1 hour.īecause of Swiftness’s long duration, its effect can be quite useful. Not very useful until you get Restorative Agent allowing you to effectively receive up to 24hp per potion on average. The drinker regains a number of hit points equal to 2d4 + your Intelligence Modifier The name of the game is precasting, the small value that the potion brings isn’t generally worth an action, however, if you’re able to drink a few before the fight that extra advantage will definitely come in handy! This is a tactic we will be using alot with Gift of alacrity as we can give our entire team an initiative boost off of one tattoo. The bolded section here is important as it clearly shows we can cast Spell Wrought Tattoo doesn’t disappear until the duration of the original spell is up, meaning we can cast it multiple times.
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The level of the spell in the tattoo determines the spell's saving throw DC, attack bonus, spellcasting ability modifier, and the tattoo's rarity, as shown in the Spellwrought Tattoo table.” Once the spell ends, the tattoo vanishes from your skin. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the tattoo is there, you can cast its spell, requiring no material components. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. To use the tattoo, you must hold the needle against your skin and speak the command word. “Produced by a special needle, this magic tattoo contains a single spell of up to 5th level, wrought on your skin by a magic needle. Grapple Flight and the Homunculus Servant When you do so, 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."īy making potions during your long rest you can have potions and your spell slots back with your finish, simply because your “current” long rest isn’t your “next” long rest. You can create additional experimental elixirs by expending a spell slot of 1st level or higher for each one. Roll for each elixir's effect separately. 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. As an action, a creature can drink the elixir or administer it to an incapacitated creature.Ĭreating 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. Roll on the Experimental Elixir table for the elixir's effect, which is triggered when someone drinks the elixir. Beginning at 3rd level, whenever you finish a long rest, you can magically produce an experimental elixir in an empty flask you touch.