Base Class: Fighter
My boy throws potions cause it's fun.
Potion Tinkerer
You are always experimenting, so you always have a potion ready to throw in combat. On hit, a potion deals 1d8+(proficiency modifier) damage. Roll a d10 to see what kind of damage your potion does.
1- Acid
2- Cold
3- Fire
4- Force
5- Lightning
6- Necrotic
7- Poison
8- Psychic
9- Radiant
10- Thunder
Potion Experimenter
During a long or short rest, you may attempt to make 1d4+proficiency modifier special potions. These experiments come with a risk, roll a d100.
No science is perfect. When attempting to make potions there is a chance that everything goes right....or wrong. Roll a D100 to discover the result.
1: Potion fails and explodes, dealing 4d8 damage in a 10ft radius
2-25: Potion is only half as effective
26-40: A tool in the alchemist kit breaks, need to find the tool to make potions again. (you complete the potions this rest)
40-45: You break multiple tools, you need a whole new alchemy kit/tools
46-80: No adverse effects
81-85: You inhale some fumes, you take one point of exhaustion
86-99: Your ingredients make an extra potion
100: Your potions gain an addition +2 to effects.
Medicinal Master
You have learned the ways of medicine through SCIENCE. What really is the difference between a good potion and medicine?
Quick Hands
Through the time spent in battle, you have grown a knack for slinging your concoctions. Three times per long rest you may throw a potion as a bonus action rather than an action (this still counts as an attack).
Friendly Fire
You can throw beneficial potions at allies to allow them to gain the affects (still need to roll to hit)
Thick Vials
Your expertise in making your own vials allows you to make vials that shatter extra hard. Add 1d6 to a thrown potion attack.
Spell Sealer
You put a spell inside a vial! Once per long rest, roll a d100 to see what kind of spell goes into a potion. (adding this to see if it allows me to publish)
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