Fighter
Base Class: Fighter

The result of a curious collection of skills and interests, a Potion Slinger can impact a fight in ways few others can. Their inventive mixes can dazzle their enemies with colorful and dangerous elemental bombs or keep their allies in the fight with throwable healing potions.

Alchemical Experimenter

Starting at 3rd level, you acquire a Potion Pouch and can throw potions as an attack with a range of 30 ft./120 ft. using your Potion Pouch by making a ranged weapon attack by rolling a d20 and adding your Intelligence modifier and Proficiency Bonus. These attack deal 1d10 plus your Intelligence modifier damage. Roll a d10 and consult the Experimental Blast table below to determine the attack's damage type.

Experimental Blast Table

Roll

Damage Type

1

Fire

2

Cold

3

Lightning

4

Poison

5

Acid

6

Thunder

7

Psychic

8

Radiant

9

Necrotic

10

Force

Medicine-Throwing Maestro

Starting at 3rd level, you are proficient in Medicine. You can also brew an amount of throwable healing potions equal to twice your Proficiency Bonus (minimum of 4). These potions heal 1d4 plus your Intelligence modifier missing hit points. This healing die increases to a d6 at 7th level, a d8 at 10th level, a d10 at 15th level, and a d12 at 18th level. You make a Ranged Weapon Attack to try to hit with these potions. This attack can hit allies as though their AC is 10 and ignores disadvantage if they can see you.

Homemade Elixir

Starting at 3rd level, you can brew up some strange elixirs. You may choose to brew a Homemade Elixir as either an Action or over the duration of a minute, requiring concentration during the minute the brewing takes. Brewing a Homemade Elixir also consumes a charge of your Potion Pouch.

If you chose to brew the elixir as an Action, roll 2d6 and consult the Benign Boons Table, then roll another d6 and consult the Side-Effects Table to determine the effects of the elixir.

If you chose to brew the elixir over the course of a minute, first choose one effect from the Benign Boons Table, then roll a d6 and consult the Benign Boons Table, and then roll another d6 and consult the Side-Effects Table to determine the effects of the elixir.

Multiple instances of the same Benign Boon can stack.

If a creature consumes a Homemade Elixir while under the effects of a previous elixir, they must succeed a DC 14 Constitution saving throw or suffer 6d6 poison damage and regurgitate everything in their stomach, losing all Homemade Elixir effects. On a success, the most recently consumed Homemade Elixir takes effect and the previous effects fade away.

You may brew two of these elixirs, regaining expended uses upon completing a Long Rest. When you complete a Long Rest, previously brewed Homemade Elixirs lose their effects.

Benign Boons Table

Roll

Benign Boon

1

The drinker regains missing hit points equal to 2d6 + your Intelligence modifier

2

The drinker's walking speed increases by 10 feet for 10 minutes

3

The drinker gets a +2 bonus to AC for 10 minutes

4

The drinker can roll a d4 and add the result to any damage roll they make for 10 minutes

5

The drinker has a +2 bonus to all saving throws for 10 minutes

6

The drinker can roll a d6 and add the result to any ability check they make for 10 minutes

 

Side-Effects Table

Roll

Side-Effect

1

The drinker suffers 2d6 poison damage

2

The drinker's Intelligence score is set to 6 for 10 minutes

3

The drinker is deafened for 10 minutes

4

The drinker cannot be healed by any means for 10 minutes

5

The drinker suffers no side effects

6

Roll on the Benign Boons Table and a add a third Benign Boon to this Homemade Elixir

Cruel Concoctions

Starting at 7th level, you can use your Bonus Action to choose what type of damage your next Potion Pouch attack deals, rather than rolling on the table. You must choose one of the options on the table. 

Additionally, when your Potion Pouch attacks critically strike, they have additional effects depending on the element of damage dealt. If the target is immune to the damage, they do not suffer from the additional effects. Consult the Cruel Concoctions Table to determine the additional effects of your critical strikes.

Cruel Concoctions Table

Damage Type

Additional Effects

Fire

The target suffers additional fire damage equal to 1d10 + your Intelligence modifier at the start of their next turn

Cold

The target's speed is reduced by 10 until the end of their next turn

Lightning

The target cannot use its Reaction until the end of its next turn

Poison

The target has disadvantage on attack rolls until the end of its next turn

Acid

The target has disadvantage on saving throws until the end of its next turn

Thunder

The target is deafened until the end of its next turn

Psychic

The target has disadvantage on ability checks until the end of its next turn

Radiant

The target is blinded until the end of its next turn

Necrotic

The target cannot regain hit points until the end of its next turn

Force

If the target's size is Large or smaller, the target is shunted 10 feet in a direction of your choice, suffering bludgeoning damage equal to your Intelligence modifier if it strikes a solid object

 

Poison Brewer

Starting at 10th level, you have learned to brew a brutal poison to throw at enemies. You can throw the poison to any point on the ground or on a surface within 120 ft. Each creature in a 20 ft. radius must make a Constitution saving throw with a DC of 8 + your Proficiency Bonus + your Intelligence Modifier. On a failed save, those creatures suffer 5d10 poison damage and are blinded and deafened for 1 minute as well as suffering 1d10 poison damage at the end of their turns. They may repeat this saving throw at the end of their turns to end the effects early. Creatures who succeed on the saving throw suffer half damage and are not blinded or deafened. You may use this feature a number of times equal to your Proficiency Bonus per Long Rest. Using this feature also costs one charge of your Potion Pouch.

Improved Consistency

Starting at 15th level, you have gotten better at making your damage potions. They more consistently deal more damage. On a roll of 19 or 20, your attacks with your Potion Pouch critically strike.

Stunning Substance

Starting at 18th level, whenever you hit a creature with a Potion Pouch attack during your turn and roll a 9 or greater on the damage die, that creature must succeed a Constitution saving throw or be stunned until the end of your next turn. The save DC for this effect is equal to 8 + your Intelligence modifier + your Proficiency Bonus.

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