Corrin's Deadly Mixtures [Fod] Image

You learn to mix dangerous chemicals on the fly. While you are carrying Alchemist's Supplies, you can fling a volatile concoction as a bonus action, making a melee spell attack against a creature or object you can see within 60 feet of you. On a hit, you deal acid, cold, fire, necrotic, or poison damage (your choice) equal to 1d6 + your Intelligence Modifier, and apply one of the following effects based on the number rolled on the die.

Roll Effect
1 The target takes additional damage equal to your Intelligence modifier (minimum of 1) at the end of it's next turn.
2 The target cannot take reactions until the end of it's next turn.
3 The target is moved 5 feet in a direction of your choice.
4 The targets speed is reduced by 10 feet until the end of it's next turn.
5 A creature of your choice within 30 feet of you can add 1d4 to it's next saving throw.
6 The target must subtract 1d4 from its next saving throw.
7 A creature of your choice within 30 feet of you gains 2d4 temporary hitpoints.
8 The target has disadvantage on its next attack roll.
9 All attacks made against the target have advantage until the end of your next turn.
10 The target can use its movement or its action, but not both.
11 The target is restrained until the end of your next turn.
12 The target is paralyzed until the end of your next turn.

The extra damage increases as you gain levels in this class, becoming 1d8 at 7th level, 1d10 at 11th level and 1d12 at 15th level.

Corrin's Deadly Mixtures [Fod] Image

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