Whenever you finish a Long Rest while holding Alchemist's Supplies, you can use that tool to magically produce two elixirs. For each elixir, roll on the Experimental Elixir table for the elixir's effect, which is triggered when someone drinks the elixir. The elixir appears in a vial, and the vial vanishes when the elixir is drunk or poured out. If any elixir remains when you finish a Long Rest, the elixir and its vial vanish.
Drinking an Elixir
As a Bonus Action, a creature can drink the elixir or administer it to another creature within 5 feet of itself.
Creating Additional Elixirs
As a Magic action while holding Alchemist's Supplies, you can expend one spell slot to create another elixir. When you do so, you choose its effect from the Experimental Elixir table rather than rolling.
When you reach certain Artificer levels, you can make an additional elixir at the end of each Long Rest: a total of three at level 5, four at level 9, and five at level 15.
Experimental Elixir
| 1d6 | Effect |
|---|---|
| 1 | Healing. The drinker regains a number of Hit Points equal to 2d8 plus your Intelligence modifier. The number of Hit Points restored increases by 1d8 when you reach Artificer levels 9 (3d8) and 15 (4d8). |
| 2 | Swiftness. The drinker's Speed increases by 10 feet for 1 hour. This bonus increases when you reach Artificer levels 9 (15 feet) and 15 (20 feet). |
| 3 | Resilience. The drinker gains a +1 bonus to AC for 10 minutes. The duration increases when you reach Artificer levels 9 (1 hour) and 15 (8 hours). |
| 4 | Boldness. The drinker can roll 1d4 and add the number rolled to every attack roll and saving throw they make for the next minute. The duration increases when you reach Artificer levels 9 (10 minutes) and 15 (1 hour). |
| 5 | Flight. The drinker gains a Fly Speed of 10 feet for 10 minutes. The Fly Speed increases when you reach Artificer levels 9 (20 feet) and 15 (30 feet). |
| 6 | You determine the elixir's effect by choosing one of the other rows in this table. |