You've spent much of your life studying and discovering scents that could be encapsulated in perfume and cologne. Not only have you become an artisan of your craft, you've also discovered how different scents can be used to benefit you and your allies. With this knowledge you can contain a tone within the smell of a perfume to sway your enemies or make new friends.
- Ability Scores: Intelligence, Wisdom, Charisma
- Feat: Perfumer (Feature)
- Skill Proficiencies: Nature and Insight
- Tool Proficiencies: Alchemists Supplies
- Equipment: Choose A or B: (A) Alchemist's Supplies, Book (Botany), 2 Pouches, Vial (10), Traveler's Clothes, 8 GP; or (B) 50 GP
Feature: Perfumer (Feature)
Create perfume/cologne a number of times equal to your proficiency bonus per long rest. You can choose one effect from the following list when creating each one. At the end of each long rest, the perfumes/cologne are expired and are no longer useable.
- Beguiling Fragrance: Grants the user advantage on Charisma (Persuasion) checks made to influence a Humanoid within 10ft.
- Commanding Fragrance: Grants the user advantage on Charisma (Intimidation) checks made to influence a Humanoid within 15ft.
- Deceiver's Fragrance: Grants the user advantage on Charisma (Deception) checks made to influence a Humanoid within 10ft.
- Potent Fragrance: Can be used as an action on another Humanoid or Beast creature within 5ft to immediately end the Unconscious or Stunned state as long as the target creature is above 0 hit points. This fragrance does not persist, and the scent is lost immediately upon use.
- Motivating Fragrance: Grants the user Temporary Hit Points equal to twice the crafters proficiency bonus. The scent is lost if the hit points are lost or overwritten.
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