From OakthorneWiki
Jump to navigationJump to search
Race: Human (Variant), Class: Sorcerer (Azoth-Infused)
Background: Sage (Altered), Alignment: Chaotic Good
Patron Deity: Lathander
Factions: None
Ability Scores
Strength 8 (-1), Dexterity 14 (+2), Constitution 14 (+2);
Intelligence 13 (+1), Wisdom 10 (+0), Charisma 16 (+3)
Bonus: +2
Saving Throws: Constitution & Charisma
Skills: Arcana, History, Intimidation, Persuasion, Stealth
Tools: Alchemist's supplies
Languages: Common, Draconic, Dwarven
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Researcher • Bonus Skill (Stealth), Bonus Feat (Alchemist) • Spellcasting, Sorcerous Origin (Azoth-Infused)
Alchemist, Elemental Adept (Acid)
Attacks:xxx: +x, xdx+x, TRAITS
Armor Class: AC, Initiative: +2, Speed: 30 ft
Hit Points: 8, Hit Dice: 1d6+2
Personality Traits: PERSONALITY
Ideals: IDEALS
Bonds: BONDS
Flaws: Albino. The sun is bright and painful, so I keep covered and shaded when I can.

There is an alchemy in sorrow. It can be transmuted into wisdom, which, if it does not bring joy, can yet bring happiness. -Pearl S. Buck


Campaign Traits

  • Bonus Feat: Elemental Adept

Human Traits

  • Ability Scores: +1 Charisma, +1 Dexterity
  • Bonus Skill: Stealth
  • Bonus Feat: Alchemist
  • Speed: 30 ft
  • Languages: Common, plus one other


  • Save DC: 13 • Spell Attack: +5
  • Spell Slots: 2 • – • –
  • Spells Known
    • Cantrips: light, poison spray, prestidigitation, shape water
    • 1st Level: catapult, mage armor

Sorcerer Traits

  • Spellcasting
  • Sorcerous Origin: Azoth-Infused.

Azoth-Infused Traits

  • Natural Alchemist: Expertise (Alchemist's supplies) • Gain 2 new Uncommon recipes per level gained • Choose one recipe per level, when performing Crafting, double the normal amount of work per day invested
  • Cauldron of Spells: Spend 1 sorcery point to "switch out" a Spell Known with another of the same level from the following list. Lasts until a short rest is completed.
    • 1st-Level: absorb elements, burning hands, catapult, grease
    • 2nd-Level: alter self, enlarge/reduce, Melf's acid arrow, pyrotechnics
    • 3rd-Level: gaseous form, protection from energy, stinking cloud
    • 4th-Level: conjure minor elementals, elemental bane, vitriolic sphere
    • 5th-Level: cloudkill, conjure elemental, passwall
    • 6th-Level: chain lightning, disintegrate, flesh to stone
    • 7th-Level: etheralness, simulacrum
    • 8th-Level: clone, incendiary cloud
    • 9th-Level: shapechange, true polymorph

Sage Traits

  • Skills: Arcana, History
  • Languages: One of choice
  • Tools: Herbalist Kit
  • Researcher: If you do not know a piece of information, you often know where and from whom you can obtain it.


  • Alchemist: +1 Int • Proficiency and Expertise (Alchemist's supplies)
    • As an action, identify one potion within 5 feet; must see the liquid to use
    • During a short rest, may temporarily increase the potency of one healing potion of any rarity; must have alchemist's supplies and access to potion; when potion is drunk, maximize healing instead of rolling; lasts 1 hour.
  • Elemental Adept: Acid.
    • Acid spells ignore acid resistance.
    • When rolling damage for acid spells, treat any 1 on the damage die as a 2.


  • Coins: x cp • x sp • x ep • x gp • x pp • Other coins: x
  • Gems: x

Magic Items

  • x


Carried Equipment

  • In Hand: x
  • Worn: x
  • Belt: x
  • Backpack: x

Stored Equipment

  • x


  • xxx: (x gp/day). x

Alchemist Formulary

Natural Alchemist Formulas: Acid

Common Formulas

  • Alchemical cosmetics kit: 25gp/kit. Fine quality alchemical cosmetics and remover; one kit lasts months.
  • Alchemical dye: 5gp/bottle (20 doses). Mix with vinegar and water to dye all manner of goods. Color chosen when created.
  • Alchemical glue: 10gp - 20gp/bottle (10 doses). Sets in one round; DC to break bond is based on price: DC 16 (10gp), DC 18 (15gp), or DC 20 (20gp).
  • Alchemical ink, black: 8gp/bottle. Strong, fine black ink; enough for writing hundreds of pages.
  • Cleaning agents: 1gp/bottle (5 doses). Simple, clean-smelling cleaning agents.
  • Drunkard's head remedy: 1gp/packet (5 doses). Dose added to hot water eliminates hangover, but causes extreme hunger.
  • Emetic elixir: 2gp/bottle (10 doses). Consuming causes vomiting (DC 10 Con save to avoid, +1 per round)
  • Hair dye: 1gp/packet (5 doses). Permanent alteration to hair color; may be created with catalyst to allow it to be washed out.
  • Pain relief elixir: 5gp/bottle (20 doses). Reduces pain and inflammation, and causes unconsciousness.
  • Scar and blemish remover ointment: 1gp/jar (10 doses). Long-term application removes discoloration and scars; short-term application causes bruises and other marks to fade.
  • Sleep aid elixir: 1gp/bottle (20 doses). Causes sleep, and disadvantage on Perception to notice disturbances in environment.
  • Smoke bomb: 25gp/bomb. When broken, creates 20' radius smoke, causing heavy obscurity for 5 minutes or until a wind of moderate or higher speed dissipates it.
  • Smokestick: 5gp/stick. Creates rising smoke in a 10' x 10' area; can determine the color of smoke at creation.

Uncommon Formulas

  • Acid: 25gp/vial. As a ranged attack, a creature struck with contents of vial takes 2d6 acid damage.
  • Sleep Gas: 50gp/vial. Creates cloud of gas in 10' radius that lingers for 3 rounds. Creatures in area must make a Con save DC 13 or be affected by the gas, receiving the Stunned condition on the turn they are affected and then fall asleep at the end of their next action. They sleep for one minute, waking only from damage or someone taking an action to rouse them. If they aren't wakened at the end of one minute, they continue to sleep, but the sleep is normal.

Rare Formulas

  • Alchemical Salt: 15gp/pouch (10 doses). Can use for all normal salt functions, at 1/10th of normal amount, leaving no taste behind. One dose can dry out 5 foot by 5 foot area of wet ground or melt ice in same area. Creatures that have to stay wet to survive struck by a dose of alchemical salt (as a normal melee attack with the Finesse quality) take 2d4 necrotic damage.


  • An albino babe abandoned by whoever her parents were, Opesa grew up at the ORPHANAGE.
  • While the others were out playing in the sunlight, she buried her nose in books, and discovered some alchemical texts. Something in them snapped for her, and she has studied hard to learn the basics of the alchemist's art.
  • A few months ago, something uncoiled in her understanding and spirit as she studied, and she accidentally invoked magic.

Important Individuals

  • x


  • 2nd: +1 hd, +1d6+2 hp, Alchemical recipes (silver treatment, darkeye oil), +1 Spell Known (chromatic orb), +1 1st-level spell slot, 2 Sorcery Points, Font of Magic (Flexible Casting, Empowering Reserves, Imbuing Touch, Sorcerous Fortitude)
  • 3rd: +1 hd, +1d6+2 hp, Alchemical recipes (blazebane, storm salve), +1 Spell Known (misty step), +1 1st-level spell slot, +2 2nd-level spell slots, 3 Sorcery Points, Metamagic (elemental spell, quickened spell)
  • 4th: +1 hd, +1d6+2 hp, Alchemical recipes (tanglefoot, thunderstone), +1 Cantrip Known (firebolt), +1 Spell Known (dragon's breath), +1 2nd-level spell slot, 4 Sorcery Points, Ability Score Improvement (+2 Charisma)
  • 5th: +1 hd, +1d6+2 hp, +3 proficiency bonus, Alchemical recipes (suregrip, salamander salve), +1 Spell Known (counterspell), +2 3rd-level spell slots
  • 6th: +1 hd, +1d6+2 hp, Alchemical recipes (glowpowder, merstone), +1 Spell Known (haste), +1 3rd-level spell slot, Dynamic Sorcery