Base Class: Fighter
You have a brew for every situation. These brews are specific to you but eventually grow to be useful to others.
*= I have modified the class fairly extensively but I want to ensure it's origin is understood. Will probably tweak the 15th and 18th level feature more later.
Fighters who become Living Crucible have discovered an external means of power. While most other fighters train in martial traditions or study the art of war. Living Crucibles hone their craft of alchemy and prepare their body to endure components poisonous to others. In exchange for this rigorous physical mental preparation, these fighters are able to push their bodies past their natural limits. Under the influence of their alchemical compounds these fighters can see in darkness, enhance their speed, inure themselves to magical attacks, and more.
Compound Creator
You learn to create alchemical compounds toxic to others but empowering to you.
Expertise. You gain proficiency with alchemist's supplies. Your proficiency bonus is doubled for any ability check that uses this proficiency.
Create Compound. You prepare two compounds of your choice, which are detailed under “Compounds.” You can replace compounds prepared when you finish a long rest. As part of a long rest, you can use your alchemist's supplies to craft a number of Compounds equal to your quantity prepared. You can craft one on a short rest. These compounds remain potent until the end of your next long rest, after which time they become inert and have no effect.
Consume Compound. As a bonus action you can consume a single compound using this feature. You can benefit from multiple compounds at the same time, but taking the same compound more than once provides no additional effects. The benefits associated with each compound apply only to you. Any other creature that consumes one of your compounds must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or become poisoned for 1 minute.
Compounds
Allsense Injection. Prereq. Level 8. You have blindsight out to a distance of 30 feet.
Arcane Eye Oil. You can sense magic as if you were under the effects of the detect magic spell.
Draught of Bull's Strength. Prereq. Level 8. You have advantage on Strength ability checks and saving throws.
Draught of Cat's Grace. Prereq. Level 8. You have advantage on Dexterity ability checks and saving throws.
Draught of Bear's Endurance. Prereq. Level 8. You have advantage on Constitution ability checks and saving throws.
Draught of Fox's Cunning. Prereq. Level 8. You have advantage on Intelligence ability checks and saving throws.
Draught of Owl's Wisdom. Prereq. Level 8. You have advantage on Wisdom ability checks and saving throws.
Draught of Eagle's Splendour. Prereq. Level 8. You have advantage on Charisma ability checks and saving throws.
Fleshknit Phosphate. Prereq. Level 12. If you have at least 1 hit point, you heal a number of hit points equal to your proficiency bonus at the start of each of your turns.
Ironmind Injection. You have advantage on saving throws made against being charmed or frightened.
Liquid Courage. You gain temporary hit points equal to your Constitution ability score plus twice your Fighter level.
Liquid Rage. Your weapon attacks deal an extra 1d4 damage.
Presto Powder. Prereq. Level 8. You have advantage on ability checks made to determine initiative and you can use a bonus action on each of your turns to take the Dash or Disengage action.
Steelskin Ointment. Prereq. Level 12. You have resistance to bludgeoning, piercing, and slashing damage.
Tenmen Tincture. You count as one size larger when determining your carrying capacity, and you ignore the heavy property of weapons.
Seasoned Crucible
You have learned the craft and it has provided the following benefits:
Quick Craft. Once per long rest you can use a bonus action to quickly create and consume one compound that you already know how to make.
Compound Cookbook. The number of compounds you prepare is equal to your proficiency bonus.
Confounding Compounds
You can share your compounds with others with mixed results. When crafting compounds, you can designate a number of creatures equal to your Constitution modifier as "Friends" (pulling a strand of hair or the like and adding it to your compounds).
Friend. If a "Friend" has a compound in their possession, they can use a bonus action to consume it. They gain the benefit for one hour.
Foe. If an creature besides a friend has a compound in their possession, they can use a bonus action to consume it. You can also force them to consume it as an action. They must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or roll a d6 and experience the effect on the following table for 1 minute:
|
Die Roll |
Effect |
|
1 |
Petrified |
|
2 |
Paralyzed |
|
3 |
Stunned |
|
4 |
Incapacitated |
|
5 |
Poisoned |
|
6 |
Prone |
Compound Catapult
You can summon up a wave of bile, causing non "friend" creatures within to suffer the effects of drinking your compounds.
Once per long, as an action, you expel a 30-foot cone of bile. Creatures within must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or roll a d6 and experience the effect on the following table for 1 minute:
|
Die Roll |
Effect |
|
1 |
Petrified |
|
2 |
Paralyzed |
|
3 |
Stunned |
|
4 |
Incapacitated |
|
5 |
Poisoned |
You can duplicate the effects by taking a point of exhaustion.
Alchemical Artifice
Your ability to brew is unmatched.
When you craft a compound, rather than choosing from the Compounds list, you can choose to have it replicate one instance of a spell. This spell must be from the Wizard spell list of 3rd level or lower and must target no more than one creature. The target of this spell is the consumer. You can craft one of these special compounds once per long rest.







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