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The study of witchcraft is long, arduous, and often viewed as devilry by most, for it's practitioners are most numerous among the rank of Pharika, the Hag Mother. Within the limits of Kêr Ys, however, it is only one of a number of peculiar studies. Having spent a number of years studying rare afflictions, bizarre toxins as well as remedies, you have become familiar with the art of alchemy, granting you the following benefits:

  • You gain proficiency with Alchemist's Supplies if you don’t already have it.
  • You can use a bonus action, instead of an action, to administer a potion or alchemical mixture to a creature other than yourself.
  • You learn to master forbidden alchemical formulas that can have a number of curious effects when imbibed. With one hour of work, which can be done during a short or long rest, using alchemist's supplies and expending 50 gp worth of materials, you can create a number of potent alchemical mixtures equal to half your proficiency bonus (rounded up), choosing from the Alchemical Mixture Effects table below for each mixture. Whenever a creature consumes an alchemical mixture, it's effects and side effects last until a creature finishes a long rest unless otherwise specified. 

Alchemical Mixture Effects

Effect Side-effect
Healing. The drinker regains a number of hit points equal to 2d4 + your proficiency bonus. Thinned Blood. The drinker gains disadvantage on the next death saving throw they make.
Vermillion. The drinker gains 4d4+4 temporary hit points. Thirst. The drinker begins feeling a thirst slaked only by the living.
Antitoxin. The drinker gains advantage on saving throws against poison, and is cured of any poison currently afflicting it. Rapid Detoxification. If the drinker is cured of poison, they are incapacitated until the end of their next turn, as their body undergoes a sudden flush of poison.
Lionheart. The drinker gains advantage on saving throws they make to avoid being charmed or frightened or to end those conditions on themselves. Whiz. The drinker gains 1 level of exhaustion.
Brawn. The drinker counts as one size larger when determining their carrying capacity and the weight they can push, drag, or lift. Top-heavy. The drinker gains disadvantage on Dexterity checks and Dexterity saving throws.
Keen Senses. The drinker gains advantage on Wisdom (Perception) checks. Overwhelmed. If the drinker is subject to a particularly bright light, foul odour, or loud noise, they are blinded or incapacitated until the start of their next turn, at the DM's discretion.
Nighteye. The drinker gains darkvision out to a range of 60 feet. If they already have darkvision, its range increases by 60 feet. Sunlight Sensitivity. The drinker has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when they, the target of their attack, or whatever they are trying to perceive is in direct sunlight.
Experimental Mixture. You attempt to brew a potion with different effects than those listed above. Unforeseen. The experimental mixture may be particularly unstable, having wildly unanticipated effects, such as a surge of wild magic.

 

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