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"In Alchemy We Trust....or is it Turn to Dust?" — A Solutionist Intern

In the enigmatic realm of heist crew franchises and side businesses, challenges and dilemmas demand innovative resolutions. The Solutionist is the alchemical mastermind, adept at crafting potent solutions to overcome any obstacle. With profound knowledge of arcane mixtures and elixirs, you possess the power to transmute adversity into triumph, making you an indispensable asset to the franchise.

As The Solutionist, your foremost responsibility is to analyze complex predicaments and fashion ingenious remedies that others might overlook. Your mastery of alchemical arts allows you to create potions and concoctions that augment the crew's capabilities, provide temporary advantages, or circumvent specific hurdles encountered during missions. From invisibility elixirs to truth-binding philters and explosive compounds, your bespoke creations are tailored to address the diverse demands of the franchise.

 
Skill Proficiencies:

Skill Proficiencies

(choose two) Nature, Survival, Medicine

Tool Proficiencies:

Tool Proficiencies

Herbalism Kit, Alchemy Kit

Languages:

Languages Known

none

Equipment:

Equipment

The Golden Vault provides you with a Solution Slingshot. This slingshot functions as a hand crossbow. As a bonus action you may load a potion, toxin or enchantment vial into the Solution Slingshot. As an action you may fire the slingshot making ranged attack, on a successful hit, the potion, toxin or enchantment is applied to the target.

 
Feature: Just Try It!

You can attempt to brew something from whatever you have left at the bottom of your herbalism kit. As a bonus action, make a DC15 Sleight of Hand check. On a success, you brew a single Mysterious Brew. When a creature consumes the Mysterious Brew, roll on the table below to determine its effect. Once you use this feature, you can't use it again until you finish a short or long rest.

Mysterious Brews
1 For the next 10 minutes, you gain the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. You also gains a climbing speed equal to your walking speed.
2 You have disadvantage on a random type of saving throw for the next 10 minutes
3 You must succeed on a DC 12 Constitution saving throw or become poisoned for 1 hour. The poisoned creature can’t knowingly speak a lie.
4 If you drink it, you take 1d6 poison damage, and you must succeed on a DC 12 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 1d6 poison damage. At the end of each of your turns, you can repeat the saving throw.
5 You become invisible for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell
6 The mysterious brew explodes and deals 3d6 damage of a random type
7 You regain a number of hit points equal to 2d4 + your Intelligence modifier.
8 You have darkvision and can see invisible creatures as if they were visible for the next hour
9 You gain the ability to turn your body into an amorphous blob for the next 10 minutes. During this time you can move through a space as narrow as 1 inch wide without squeezing. Your equipment isn’t transformed.
10 The drinker gains a flying speed of 10 feet for 10 minutes.
11 You turn to smoke, you teleport up to 30 feet to an unoccupied space that you can see.
12 You can hear exceptionally well for 1 minute, gaining advantage for all Perception checks related to sound.
13 For the next minute, you have double vision. This gives you disadvantage on ranged attacks (including spell attacks) and Perception checks involving sight.
14 You regain one first level spell slot
15 You fall asleep as if under the influence of a sleep spell
16 You grow another face on the back of your head for the next hour. During this time you cannot be surprised
17 You gain the effects of the kinetic jaunt spell for 1 minute
18 Your size decreases by one size category for the next minute.
19 Your size increases by one size category for the next minute.
20 You are under the effects of a confusion spell for three rounds
 
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