Artificer
Base Class: Artificer

Craft Magic Perfumes
A Perfumer is an expert at combining perfumes to produce magical effects. Perfumers use their creations to
bolster allies or hinder enemies.

Level 3: Perfumer Proficiencies

You gain the following benefits.
Perfumer’s Tools. You gain a Herbalism Kit, and you have proficiency with it.
Prestidigitation Proficiency. You can cast Prestidigitation without preparing the cantrip.
Spellcasting Focus. You can use a Herbalism Kit as a Spellcasting Focus for your Artificer spells.

Level 3: Level 3: Perfumer Spells

When you reach an Artificer level specified in the Perfumer Spells table, you thereafter always have the listed
spells prepared.

Perfumer Spells

Artificer Level Spells
3rd Color Spray, Fog Cloud
5th Calm Emotions, Lesser Restoration
9th Mass Healing Word, Stinking Cloud
13th Death Ward, aura of purity
17th Cloudkill, Mass Cure Wounds

Level 3: Level 3: Perfume Concoctions

You learn how to create magical perfumes that can assist in battle. Whenever you finish a Long Rest while
holding a Herbalism Kit, you can use that kit to magically produce a number of perfumes equal to your
Intelligence modifier (minimum of 1). When you do so, choose an effect from the Perfume Concoctions list for
each perfume. The perfume appears in a bulbus flask, and the flask vanishes when the perfume is released. If
any perfume remains when you finish a Long Rest, the perfume and its flask vanish.
Spread Perfume. As an action, you can release a cloud of perfume in either a 15-foot Cone, or 10-foot sphere
(choose the shape each time). Each creature in that area is subjected to the perfume and must make a
Perfume save DC. The perfumes effect lasts for 1 minute and has no effect on you, unless you choose to be
affected. The effect of the same perfume applied multiple times on a creature don’t combine.
Perfume save DC = 8 + your Intelligence modifier + your Proficiency Bonus
Creating Additional Perfumes. As a Magic action while holding a Herbalism Kit, you can expend one spell slot
to create another perfume. When you do so, roll for its effect from the Perfume Concoctions list rather than
choosing.
When you reach certain Artificer levels, you can make an additional perfume at the end of each Long Rest: one
at level 6, two at level 10 and three at level 16.
Perfume Concoction list
1. Acid Spray Aromatic.
A gas of corrosion seeps through the air. Each creature subjected to the perfume must succeed on a
Constitution saving throw or reduce its AC by 2 for the duration.
Perfume Potency. The reduction to AC increases by 1 when you reach levels 10 (3), and 16 (4).
2. Bloodboil Aromatic.
Your flask bellows a bolstering strength. Each creature subjected to the perfume adds +1 to attack rolls and
damage rolls for the duration.
Perfume Potency. The bonus to attack rolls increases by 1 when you reach levels 6 (+2), 10 (+3), and 16 (+4).
3. Soothing Aromatic.
You release a cloud of healing remedy in the air. Each creature subjected to the perfume regains 1d4 Hit Points
and you end one condition on it: Blinded, Deafened, Paralyzed or Poisoned.
Perfume Potency. The healing increases by 1d4 when you reach levels 6 (2d4), 10 (3d4), and 16 (4d4).
4. Iron Jar Aromatic.
A protective scent turns skin to steel. Each creature subjected to the perfume is granted a +1 bonus to AC for
the duration.
Perfume Potency. When you reach level 10, creatures subjected to the perfume also have Resistance to
nonmagical Bludgeoning, Piercing and Slashing damage and Advantage on saving throws to avoid the Prone
condition. The creature has disadvantage on Dexterity saving throws, Dexterity ability checks and has
Vulnerability to Lightning damage for the duration.
5. Poison Spray Aromatic
You spray a poison mist out of your flask. Each creature subjected to the perfume makes a Constitution saving
throw. On a failed save, that creature has the Poisoned condition. The creature must repeat the save at the end
of its turn, taking 1d4 Poison damage on failure and ending the effect on a successful save.
Perfume Potency. The damage increases by 1d4 when you reach levels 6 (2d4), 10 (3d4), and 16 (4d4).
6. Sleep Aromatic
A cozy aroma blankets the air. Each creature subjected to the perfume must succeed on a Wisdom saving
throw or have the Incapacitated condition until the end of its next turn, at which point it must repeat the save. If
the creature fails the second save, the creature has the Unconscious condition for the duration. The effect ends
on a creature if it takes damage or someone within 5 feet of it takes an action to shake it out of the perfumes
effect.
Creatures that don’t sleep, such as elves, or that have Immunity to the Exhaustion condition automatically
succeed on saves against this perfume.
7. Spark Aromatic.
Flames, sparks and cold scatter out of your flask in an arc. Each creature subjected to the perfume makes a
Dexterity saving throw, taking 2d6 damage of a type you choose: Cold, Fire or Lightning on a failed save or half
as much damage on a successful one.
Perfume Potency. The damage increases by 1d6 when you reach levels 6 (3d6), 10 (4d6), and 16 (5d6).
8. Uplifting Aromatic.
You coat an area with reinvigorating smoke. Each creature subjected to the perfume has a +1 to ability checks
and saving throws for the duration. Also, the next time the creature would take damage, halve the damage
once.
Perfume Potency. The bonus to ability checks and saving throws increases by 1 when you reach levels 6 (+2),
10 (+3), and 16 (+4).

 

Level 5: Level 5: Adept Herbalist

Your knowledge of herbs, distillations, and remedies is unmatched.
Herbalism Expertise. You gain expertise with the Herbalism Kit.
Creating Additional Perfumes. Whenever you finish a Short Rest while holding a Herbalism Kit, you can make
one additional perfume.

Level 9: Level 9: Empowered Concoctions

Whenever you release perfume, you can take a bonus action and choose to empower it. If you do, the perfume
gains the effect of your choice:
1. Empowered Distance. Double the range of the perfume.
2. Empowered Duration. Double the duration of the perfume.
3. Empowered Tiering. Each creature within range has Disadvantage on saving throws until the end of its next
turn.
4. Empowered Regeneration. Each creature within range gains a number of Temporary Hit Points equal to your
Intelligence modifier (minimum of 1)

Level 15: Level 15: Master Aromancer

You have achieved absolute mastery over your herbal perfumes.
Flurry of Concoctions. As an Action, you can release two perfumes instead of one and whenever you empower
a perfume, you can empower two instead of one.

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