You have devoted your life to healing wounded soldiers, keeping them from dying on the field, letting them live to fight another day. You have experimented carefully, making concoctions that heal, dull pain, focus soldiers, and have all manners of other uses.
Bonus Proficiencies
When you choose this archetype at level 3, you gain proficiency in Alchemist's tools and Medicine.
Alchemical Concoction
Also when you choose this archetype at level 3, you learn how to make potions and remedies of all sorts. Provided you have Alchemist's tools on hand, you can spend one minute making a number of Concoctions equal to your Intelligence modifier. The concoctions you can make are detailed below. You can choose what type of concoctions you make for each batch. You can use this feature a number of times equal to your proficiency bonus, and regain all expened uses at the end of a short or long rest. A concoction loses its effects after 24 hours or when it is consumed. A creature can take an action to drink your potion, or you can take an action to administer the potion to a creature. If a concoction requires a saving throw, it equals 8 + your proficiency bonus + your Intelligence modifier.
Numbing Concoction. For 1 minute after drinking this concoction, you have resistance to nonmagical piercing, bludgeoning and slashing damage. At level 10, you gain resistance to piercing, bludgeoning and slashing damage.
Remedial Concoction. After drinking this concoction, you regain 1d8 + the Field Medic's Intelligence modifier hit points. At level 10, this bonus increases to 2d8.
Bolstering Concoction. For one minute after drinking this concoction, you gain 2d6 + the Field Medic's Intelligence modifier temporary hit points. At level 10, this bonus increases to 4d6.
Focusing Concoction. For one hour after drinking this concoction, you have a bonus to initiative and saving throws equal to the Field Medic's proficiency bonus.
Poisonous Concoction. If a creature induces this concoction, they must make a Constitution saving throw. The creature takes 4d6 Poison damage and is poisoned for 1 Hour on a failed save, or half as much damage and is not poisoned on a successful one.
Medical Savant
Starting at level 7, your alchemical prowess on the battlefield becomes unrivaled. You can administer a concoction to a creature as a bonus action on your turn. In addition, you can use a Healer's Kit as a bonus action, and you gain resistance to acid damage.
Weaponized Concoctions.
Beginning at level 10, you learn how to utilize your alchemical concoctions to improve your weaponry and prevent the enemies from using theirs. You learn the following concoction recipes.
Acidic Concoction. You can use an action coat one weapon or up to 10 pieces of ammunition with this concoction. For the next minute, any creature you hit with a weapon or piece of ammunition coated with this concoction takes an additional 1d6 acid damage. You can also throw this concoction, as an equally deadly weapon. If you throw the concoction, treat it as a ranged weapon with a range of 20/60. On a hit, the target takes 4d6 Acid damage and must make a Constitution saving throw. The target is blinded on a failure, but suffers no additional effects on a success.
Flaming Concoction.You can use your action to coat one weapon or up to 10 pieces of ammunition with this concoction. For the next minute, any creature you hit with a weapon or piece of ammunition coated with this concoction takes an extra 1d4 fire damage and is subjected to the burning condition for 1 minute. You can also throw this concoction, as an equally deadly weapon. If you throw the concoction, treat it as a ranged weapon with a range of 20/60. On a hit, the target takes 4d4 Fire damage and must make a Dexterity saving throw. The target is burning and blinded on a failure, but suffers no additional effects on a success.
Corrosive Concoction. You can throw this concoction, using it to destroy your enemies armor. Treat this concoction as a ranged weapon with a range of 20/60. On a hit, the target takes 2d4 Acid damage and must make a Dexterity saving throw. The target loses one point of Armor Class, to a minimum of 10, on a failure, and takes 2d4 acid damage on a success. However, handling this concoction can be dangerous and difficult. After brewing this concoction, make a DC 20 Intelligence check using Alchemist's tools for each flask of this you have. For each failure, one flask of this concoction breaks, making it useless and dealing 1d6 Acid damage to you.
Masterful Concoctions
As of reaching level 15, you have mastered making concoctions, albeit dangerous ones, with high risks- and reward. You can choose from the following options when making your concoctions.
Strengthening Concoction. For 1 minute after inducing this concoction, you gain a bonus to your Strength score equal to the Field Medic's proficiency bonus. After the concoction loses its effect, you gain one level of exhaustion. Your ability score can increase to a maximum of 30 .
Quickening Concoction. For 1 minute after inducing this concoction, you gain a bonus to your Dexterity score equal to the Field Medic's proficiency bonus. After the concoction loses its effect, you gain one level of exhaustion. Your ability score can increase to a maximum of 30 .
Buffering Concoction. For 1 minute after inducing this concoction, you gain a bonus to your Constitution score equal to the Field Medic's proficiency bonus. After the concoction loses its effect, you gain one level of exhaustion. Your ability score can increase to a maximum of 30 .
Alchemical Mastermind
At level 18, you have reached the epitome of your skill. The duration of your potions, if they have one, is multiplied by 2. In addition, whenever you take the Attack action on your turn, you can replace one of those attacks with a use of one of your concoctions.
I really need a different name, but that's the only one I could come up with.
It quite reminds me of what Alfyn and Castii do in the Octopath Traveler games - they are really good with axes and use concoctions to both heal allies and damage monsters. So I'd suggest Apothecary?
For the Player Option: Alchemical Wonders, I am submitting the Apothecary Rogue Subclass
Apothecary (Rogue Subclass)
Apothecaries are those who mix concoctions and test tinctures to aid their allies and entrap their enemies
Level 3: Amateur Alchemist
You gain Alchemist Supplies and you have proficiency with it. Each time you complete a Long Rest with Alchemist’s Supplies on your person, choose two of the following pieces of adventuring gear (see Chapter 6 for more details): Acid, Alchemist’s Fire, Antitoxin, Basic Poison, or Perfume. You can choose the same option more than once. At the end of your Long Rest, you create a single bottle, flask, or vial of each chosen option. The number of pieces of adventuring gear you can create using this feature increases by one at Rogue levels 9, 13, and 17.
Alternatively, at the end of a Long Rest you can use this feature to restore a number of uses equal to twice your Rogue level distributed among one or more Healer’s Kits in your possession.
Level 3: Steady Pour
Whenever you use your Steady Aim feature, you can apply one poison in your possession to a weapon or piece of ammunition as part of the same Bonus Action.
Level 9: Cunning Toss
You can quickly toss or apply tinctures and concoctions. The following effects are now among your Cunning Strike options.
Splash (Cost: 1d6). As part of the Attack action, you can throw a vial of Acid or a flask of Alchemist’s Fire in your possession, targeting the creature hit by your Sneak Attack, provided it is within the object's range.
Revitalize (Cost: 1d6). As part of the Attack action, you can apply one use of a Healer’s Kit or an Antitoxin in your possession to one ally within 5 feet of you (including yourself).
For either option listed above, you can also utilize any magic items in your possession provided it is a Potion. Such a Potion used as part of the Splash option follows the same rule as utilizing a vial of Acid. The target has Advantage on its Dexterity saving throw to avoid the thrown object, with the Potion’s effect being applied to it as if consumed on a failed save.
Level 9: Biting Poisons
Any creature damaged by a weapon or piece of ammunition that you have coated with a poison takes an additional 2d4 Poison damage. Additionally, creatures have disadvantage on Constitution saving throws against your Poison Cunning Strike option.
Level 13: Magical Tinctures
Each time you use your Amateur Alchemist feature, you can also create one of the following: Philter of Love, Potion of Diminution, Potion of Growth, Potion of Healing (greater), Potion of Invisibility, or Potion of Poison.
Level 17: Cunning Concoctions
You can use your Poison, Splash, or Revitalize options each time you deal Sneak Attack damage, in addition to any other Cunning Strike options applied to the attack.
Additionally, you can use each of these Cunning Strike options without paying the die cost by using this feature. Once you do so, you must complete a Short or Long Rest before you can use this feature for that option again.
You have devoted your life to healing wounded soldiers, keeping them from dying on the field, letting them live to fight another day. You have experimented carefully, making concoctions that heal, dull pain, focus soldiers, and have all manners of other uses.
Bonus Proficiencies
When you choose this archetype at level 3, you gain proficiency in Alchemist's tools and Medicine.
Alchemical Concoction
Also when you choose this archetype at level 3, you learn how to make potions and remedies of all sorts. Provided you have Alchemist's tools on hand, you can spend one minute making a number of Concoctions equal to your Intelligence modifier. The concoctions you can make are detailed below. You can choose what type of concoctions you make for each batch. You can use this feature a number of times equal to your proficiency bonus, and regain all expened uses at the end of a short or long rest. A concoction loses its effects after 24 hours or when it is consumed. A creature can take an action to drink your potion, or you can take an action to administer the potion to a creature. If a concoction requires a saving throw, it equals 8 + your proficiency bonus + your Intelligence modifier.
Numbing Concoction. For 1 minute after drinking this concoction, you have resistance to nonmagical piercing, bludgeoning and slashing damage. At level 10, you gain resistance to piercing, bludgeoning and slashing damage.
Remedial Concoction. After drinking this concoction, you regain 1d8 + the Field Medic's Intelligence modifier hit points. At level 10, this bonus increases to 2d8.
Bolstering Concoction. For one minute after drinking this concoction, you gain 2d6 + the Field Medic's Intelligence modifier temporary hit points. At level 10, this bonus increases to 4d6.
Focusing Concoction. For one hour after drinking this concoction, you have a bonus to initiative and saving throws equal to the Field Medic's proficiency bonus.
Poisonous Concoction. If a creature induces this concoction, they must make a Constitution saving throw. The creature takes 4d6 Poison damage and is poisoned for 1 Hour on a failed save, or half as much damage and is not poisoned on a successful one.
Medical Savant
Starting at level 7, your alchemical prowess on the battlefield becomes unrivaled. You can administer a concoction to a creature as a bonus action on your turn. In addition, you can use a Healer's Kit as a bonus action, and you gain resistance to acid damage.
Weaponized Concoctions.
Beginning at level 10, you learn how to utilize your alchemical concoctions to improve your weaponry and prevent the enemies from using theirs. You learn the following concoction recipes.
Acidic Concoction. You can use an action coat one weapon or up to 10 pieces of ammunition with this concoction. For the next minute, any creature you hit with a weapon or piece of ammunition coated with this concoction takes an additional 1d6 acid damage. You can also throw this concoction, as an equally deadly weapon. If you throw the concoction, treat it as a ranged weapon with a range of 20/60. On a hit, the target takes 4d6 Acid damage and must make a Constitution saving throw. The target is blinded on a failure, but suffers no additional effects on a success.
Flaming Concoction.You can use your action to coat one weapon or up to 10 pieces of ammunition with this concoction. For the next minute, any creature you hit with a weapon or piece of ammunition coated with this concoction takes an extra 1d4 fire damage and is subjected to the burning condition for 1 minute. You can also throw this concoction, as an equally deadly weapon. If you throw the concoction, treat it as a ranged weapon with a range of 20/60. On a hit, the target takes 4d4 Fire damage and must make a Dexterity saving throw. The target is burning and blinded on a failure, but suffers no additional effects on a success.
Corrosive Concoction. You can throw this concoction, using it to destroy your enemies armor. Treat this concoction as a ranged weapon with a range of 20/60. On a hit, the target takes 2d4 Acid damage and must make a Dexterity saving throw. The target loses one point of Armor Class, to a minimum of 10, on a failure, and takes 2d4 acid damage on a success. However, handling this concoction can be dangerous and difficult. After brewing this concoction, make a DC 20 Intelligence check using Alchemist's tools for each flask of this you have. For each failure, one flask of this concoction breaks, making it useless and dealing 1d6 Acid damage to you.
Masterful Concoctions
As of reaching level 15, you have mastered making concoctions, albeit dangerous ones, with high risks- and reward. You can choose from the following options when making your concoctions.
Strengthening Concoction. For 1 minute after inducing this concoction, you gain a bonus to your Strength score equal to the Field Medic's proficiency bonus. After the concoction loses its effect, you gain one level of exhaustion. Your ability score can increase to a maximum of 30 .
Quickening Concoction. For 1 minute after inducing this concoction, you gain a bonus to your Dexterity score equal to the Field Medic's proficiency bonus. After the concoction loses its effect, you gain one level of exhaustion. Your ability score can increase to a maximum of 30 .
Buffering Concoction. For 1 minute after inducing this concoction, you gain a bonus to your Constitution score equal to the Field Medic's proficiency bonus. After the concoction loses its effect, you gain one level of exhaustion. Your ability score can increase to a maximum of 30 .
Alchemical Mastermind
At level 18, you have reached the epitome of your skill. The duration of your potions, if they have one, is multiplied by 2. In addition, whenever you take the Attack action on your turn, you can replace one of those attacks with a use of one of your concoctions.
I really need a different name, but that's the only one I could come up with.
It quite reminds me of what Alfyn and Castii do in the Octopath Traveler games - they are really good with axes and use concoctions to both heal allies and damage monsters. So I'd suggest Apothecary?
There really aren't a ton of close synonyms for "alchemist" beside apothecary without inventing something new like "concoctionist" or "tincturist." Maybe "brew master" could work, but feels a tad on the nose.
For a Field Medic, perhaps something like "Corpsman"? Or replace "medic" with something like "surgeon."
This could come across as a little edgy, but maybe as a play on words you could call this subclass the "Pain Killer"
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You have devoted your life to healing wounded soldiers, keeping them from dying on the field, letting them live to fight another day. You have experimented carefully, making concoctions that heal, dull pain, focus soldiers, and have all manners of other uses.
Bonus Proficiencies
When you choose this archetype at level 3, you gain proficiency in Alchemist's tools and Medicine.
Alchemical Concoction
Also when you choose this archetype at level 3, you learn how to make potions and remedies of all sorts. Provided you have Alchemist's tools on hand, you can spend one minute making a number of Concoctions equal to your Intelligence modifier. The concoctions you can make are detailed below. You can choose what type of concoctions you make for each batch. You can use this feature a number of times equal to your proficiency bonus, and regain all expened uses at the end of a short or long rest. A concoction loses its effects after 24 hours or when it is consumed. A creature can take an action to drink your potion, or you can take an action to administer the potion to a creature. If a concoction requires a saving throw, it equals 8 + your proficiency bonus + your Intelligence modifier.
Numbing Concoction. For 1 minute after drinking this concoction, you have resistance to nonmagical piercing, bludgeoning and slashing damage. At level 10, you gain resistance to piercing, bludgeoning and slashing damage.
Remedial Concoction. After drinking this concoction, you regain 1d8 + the Field Medic's Intelligence modifier hit points. At level 10, this bonus increases to 2d8.
Bolstering Concoction. For one minute after drinking this concoction, you gain 2d6 + the Field Medic's Intelligence modifier temporary hit points. At level 10, this bonus increases to 4d6.
Focusing Concoction. For one hour after drinking this concoction, you have a bonus to initiative and saving throws equal to the Field Medic's proficiency bonus.
Poisonous Concoction. If a creature induces this concoction, they must make a Constitution saving throw. The creature takes 4d6 Poison damage and is poisoned for 1 Hour on a failed save, or half as much damage and is not poisoned on a successful one.
Medical Savant
Starting at level 7, your alchemical prowess on the battlefield becomes unrivaled. You can administer a concoction to a creature as a bonus action on your turn. In addition, you can use a Healer's Kit as a bonus action, and you gain resistance to acid damage.
Weaponized Concoctions.
Beginning at level 10, you learn how to utilize your alchemical concoctions to improve your weaponry and prevent the enemies from using theirs. You learn the following concoction recipes.
Acidic Concoction. You can use an action coat one weapon or up to 10 pieces of ammunition with this concoction. For the next minute, any creature you hit with a weapon or piece of ammunition coated with this concoction takes an additional 1d6 acid damage. You can also throw this concoction, as an equally deadly weapon. If you throw the concoction, treat it as a ranged weapon with a range of 20/60. On a hit, the target takes 4d6 Acid damage and must make a Constitution saving throw. The target is blinded on a failure, but suffers no additional effects on a success.
Flaming Concoction.You can use your action to coat one weapon or up to 10 pieces of ammunition with this concoction. For the next minute, any creature you hit with a weapon or piece of ammunition coated with this concoction takes an extra 1d4 fire damage and is subjected to the burning condition for 1 minute. You can also throw this concoction, as an equally deadly weapon. If you throw the concoction, treat it as a ranged weapon with a range of 20/60. On a hit, the target takes 4d4 Fire damage and must make a Dexterity saving throw. The target is burning and blinded on a failure, but suffers no additional effects on a success.
Corrosive Concoction. You can throw this concoction, using it to destroy your enemies armor. Treat this concoction as a ranged weapon with a range of 20/60. On a hit, the target takes 2d4 Acid damage and must make a Dexterity saving throw. The target loses one point of Armor Class, to a minimum of 10, on a failure, and takes 2d4 acid damage on a success. However, handling this concoction can be dangerous and difficult. After brewing this concoction, make a DC 20 Intelligence check using Alchemist's tools for each flask of this you have. For each failure, one flask of this concoction breaks, making it useless and dealing 1d6 Acid damage to you.
Masterful Concoctions
As of reaching level 15, you have mastered making concoctions, albeit dangerous ones, with high risks- and reward. You can choose from the following options when making your concoctions.
Strengthening Concoction. For 1 minute after inducing this concoction, you gain a bonus to your Strength score equal to the Field Medic's proficiency bonus. After the concoction loses its effect, you gain one level of exhaustion. Your ability score can increase to a maximum of 30 .
Quickening Concoction. For 1 minute after inducing this concoction, you gain a bonus to your Dexterity score equal to the Field Medic's proficiency bonus. After the concoction loses its effect, you gain one level of exhaustion. Your ability score can increase to a maximum of 30 .
Buffering Concoction. For 1 minute after inducing this concoction, you gain a bonus to your Constitution score equal to the Field Medic's proficiency bonus. After the concoction loses its effect, you gain one level of exhaustion. Your ability score can increase to a maximum of 30 .
Alchemical Mastermind
At level 18, you have reached the epitome of your skill. The duration of your potions, if they have one, is multiplied by 2. In addition, whenever you take the Attack action on your turn, you can replace one of those attacks with a use of one of your concoctions.
I really need a different name, but that's the only one I could come up with.
It quite reminds me of what Alfyn and Castii do in the Octopath Traveler games - they are really good with axes and use concoctions to both heal allies and damage monsters. So I'd suggest Apothecary?
There really aren't a ton of close synonyms for "alchemist" beside apothecary without inventing something new like "concoctionist" or "tincturist." Maybe "brew master" could work, but feels a tad on the nose.
For a Field Medic, perhaps something like "Corpsman"? Or replace "medic" with something like "surgeon."
This could come across as a little edgy, but maybe as a play on words you could call this subclass the "Pain Killer"
If you want to go for a more old-timey vibe you could go for Barber
As your group approaches the canvas tents, you hear the sounds of cheering men and women, overpowered by a solitary blood-curdling scream. Investigating closer into the bloodied grounds the hoods and masks of passersby gives you a sense of otherworldly eeriness. Suddenly, you hear a woman's voice subdue the mob as she announces that the slaughter shall reach its main event as soon as they find a replacement for a fighter that has gone missing. Out of the corner of your eye, you see a gaunt shriveled up figure, lashed near to death, huddling in a corner with discarded goods. You feel a prick against your neck and hear a dull thud of a body fall harshly onto the dirt beneath them. Waking up cold, naked, and sore in a cramped cage, with metal clubs attached to your hands, you slowly realize. That you will be the replacement fighter.
Events:
Each event is made to make the audience enthralled in the bloodshed, from fully armored opponents taking a ring to duel, to kidnapped men fighting for their lives. Crowd favorites ensure the victor only wins the next day and meager rations. These events are typically frequented by the bloodthirsty, too ashamed to attend without a mask designed to conceal their identity. It is this continuation of ancient tradition which enables the circus to survive throughout the ages, persisting even under the heavy-handed shadow of legal scrutiny.
Ringmaster and Followers:
The ringmaster is an enigmatic entity whom no soul could ever claim they met in person despite being at every forsaken event. Most of the ringmasters' followers help run the circus and treat the master as their deity, worshiping her in their freetime. The ringmaster can be spoken to through a room adjacent to their sitting room. The ringmaster has been known to use wildly varying voices in meetings, however, she has always used the same female voice to address the audience as a whole. Sometimes, she even lets in warriors to fight for payout if they live, though it is undocumented if they ever were seen after.
Adventurers’ Bane:
Due to the nature of the circus, many inexperienced adventurers end up missing until the next event, where they are seen broken and afraid. Any who make it out alive could not go back to their normal lives and only live through the following months of recuperation due to outside help. Even in the best of cases, adventurers are never the same again, as they are scarred and traumatized for life.
Traveling Madness:
Due to the nature of a traveling circus, they pull in audiences from all over the world. Sometimes it even gets people to follow in their wake, gathering into a small horde of enthrallment. The criminal underworld holds many rumors of when and where the circus will arrive, allowing those who search to have a place to look. The general public most likely will not find the places where they set up due to it being far into wooded areas, which is lost ground to many villages.
Alright so I tried making another thread, and I even took out a few things hoping that might change something, but I still can't edit it. I guess I'll have to collect all the entries in a later post when the competition is finished.
But don't let this stop y'all from making fine 'brews! I still want to see more interactive circus options!
Alright so I tried making another thread, and I even took out a few things hoping that might change something, but I still can't edit it. I guess I'll have to collect all the entries in a later post when the competition is finished.
But don't let this stop y'all from making fine 'brews! I still want to see more interactive circus options!
Interactive Options: When the Circus Comes to Town
The circus is home to many things. Clowns, for instance. Makeup-wearing, axe-murdering, child-scaring, clowns. Of course, some people enjoy the notion of being clowns. "There are good clowns in this world!" they say. They are wrong. So, very, very wrong.
Bard: College of the Psychotic Clown (Villainous Subclass)
Level 3: Tools of the Trade
You know how to use menacing weapons to your advantage. Choose one of the following options:
Hammer of Death- You can add 2 to any attack rolls you make with a Light hammer. In addition, you can use your spellcasting modifier in the place of Strength or Dexterity for the attack roll and damage.
Psychotic Knife- You gain a +2 to Stealth Rolls while holding a Dagger in your hand. In addition, you can use your spellcasting modifier in the place of Strength or Dexterity for the attack roll and damage.
Level 3: Menacing Visage
You have mastered the art of scarring little children for life. As an action, you can expend a Bardic Inspiration dice after you succeed on an attack roll, adding that to the damage dice of that attack. In addition, the target must make a Wisdom saving throw (the DC of which equals your Spell Save DC) or be frightened of you for 1 minute.
Level 6: Stealthy Strike
You have advantage on attack rolls during the first round of combat. in addition, any creature hit that lands on that is surprised is a critical hit.
Level 6: Friend of the Innocent
You are a "friend" to many. You have advantage on any Charisma checks (excluding Intimidation) you make against an enemy that you have not made hostile notions toward.
Level 14: Embodiment of Terror
You have gained the abilities of a truly terrifying foe. Any time you use your Menacing Visage feature, you can roll a d8 in the place of your Bardic Inspiration dice and use that instead. You can use this feature a number of times equal to your Proficiency Bonus. In addition, you have advantage on attack rolls against Frightened creatures.
Interactive Options: When the Circus comes to Town
The Circus that Comes to Town (Lore/Plothook)
In the corners of the world there are stories of a mysterious phenomenon known as 'the circus that comes to town'. The event seems a supernatural occurrence. A manifestation of this supernatural circus starts with the sudden arrival of dozens of colorful carts pulled by all manner of creatures such as horses, donkeys, dogs, elephants, axebeaks and drakes. In some instances there have even been reports of hellhounds and canoloths being used to haul carts. The workers on these carts taking the appearance of regular circus folk. Acrobats, clowns, animal handlers and other performers will set up their tent on an open field near an unsuspecting small town and start marketing for a performance. When approached these circusfolk will interact politely with natives and authorities alike and seem to have an almost supernatural ability to defuse problems and confrontations. The first few performances of the circus follow a normal circus pattern, lead by a ringleader in a bright red coat known as Madame Crimson. But on one random night during the stay of the circus Madame Crimson will be replaced by Madame Yellow, in an eponymous yellow coat.
Those that witness the performances under Madame Yellow speak of them in reverence, calling them the highest form of entertainment and the epitome of art, though can give very little detail about what it was they actually saw. Most speak of pale faced dancers, indescribable beasts of no equal and unfathomable feats of acrobatics. Madame Yellow is never seen outside the ring but those lucky few that managed to leave the show before the end of her introduction say her to be both an incredible beauty and a visage of pure horror. Long squirming tatters hang from her clothes and her skin seems ready to peel off at any moment. Her eyes yellowed to the point of disease.
After a yellow show, as this event has come to be known, has occurred, the circus will vanish the next morning. And life seems to return to normal. This is a lie. Over the coming weeks those that witnessed the yellow show will start to be haunted by it. Those with proclivities for mental illness will fall into a deep madness or depression. Any artists that have witnessed the show will become obsessed with recapturing the yellow show in their art. Writers will make poetry and prose of their love for the Yellow Ringleader out of their own blood, sculpturs will use tooth and nail to desperately carve out the perfect visage and painters or illustrators will become obsessed with creating the perfect yellow paint or dye. Mages find themselves pulled to forbidden and dangerous magics such as necromancy, the summoning of outerplanar beings and spells of rot and disease. And scholars will find themselves unable to continue their studies, drawn only to thoughts of the circus. Common tradesman and workers find themselves becoming impulsive and tempted by vice. Friendships wither, relationships die. Those affected the strongest will rot away alive. Though slowly those affected can recover. And anywhere between a month to several years after the events, those that survive will wrestle control back. This period of recovery is often followed by reports of the Circus arriving in a new town.
"Welcome ladies, gentleman and amorphous souls. Thank you for spending your time with us as the twin suns sink and the black stars rise. Come watch the show of screaming Camilla and the songs of beautiful Cassilda. We will bring you the greatest wonders found on the shores of Lake Hali. So take your seats, rest your backs and feast your senses on the strangeties of lost Carcosa."
-Initial introduction of a Yellow Show by Madame Yellow
Does this creature fit the theme for DM options?
https://www.dndbeyond.com/monsters/5404136-beeholder
While I didn't mention it in the statblock, a creature can of course plug their ears to not be annoyed by the beeholder's buzzig ;-)
It quite reminds me of what Alfyn and Castii do in the Octopath Traveler games - they are really good with axes and use concoctions to both heal allies and damage monsters. So I'd suggest Apothecary?
For the Player Option: Alchemical Wonders, I am submitting the Apothecary Rogue Subclass
Apothecary (Rogue Subclass)
Apothecaries are those who mix concoctions and test tinctures to aid their allies and entrap their enemies
Level 3: Amateur Alchemist
You gain Alchemist Supplies and you have proficiency with it. Each time you complete a Long Rest with Alchemist’s Supplies on your person, choose two of the following pieces of adventuring gear (see Chapter 6 for more details): Acid, Alchemist’s Fire, Antitoxin, Basic Poison, or Perfume. You can choose the same option more than once. At the end of your Long Rest, you create a single bottle, flask, or vial of each chosen option. The number of pieces of adventuring gear you can create using this feature increases by one at Rogue levels 9, 13, and 17.
Alternatively, at the end of a Long Rest you can use this feature to restore a number of uses equal to twice your Rogue level distributed among one or more Healer’s Kits in your possession.
Level 3: Steady Pour
Whenever you use your Steady Aim feature, you can apply one poison in your possession to a weapon or piece of ammunition as part of the same Bonus Action.
Level 9: Cunning Toss
You can quickly toss or apply tinctures and concoctions. The following effects are now among your Cunning Strike options.
Splash (Cost: 1d6). As part of the Attack action, you can throw a vial of Acid or a flask of Alchemist’s Fire in your possession, targeting the creature hit by your Sneak Attack, provided it is within the object's range.
Revitalize (Cost: 1d6). As part of the Attack action, you can apply one use of a Healer’s Kit or an Antitoxin in your possession to one ally within 5 feet of you (including yourself).
For either option listed above, you can also utilize any magic items in your possession provided it is a Potion. Such a Potion used as part of the Splash option follows the same rule as utilizing a vial of Acid. The target has Advantage on its Dexterity saving throw to avoid the thrown object, with the Potion’s effect being applied to it as if consumed on a failed save.
Level 9: Biting Poisons
Any creature damaged by a weapon or piece of ammunition that you have coated with a poison takes an additional 2d4 Poison damage. Additionally, creatures have disadvantage on Constitution saving throws against your Poison Cunning Strike option.
Level 13: Magical Tinctures
Each time you use your Amateur Alchemist feature, you can also create one of the following: Philter of Love, Potion of Diminution, Potion of Growth, Potion of Healing (greater), Potion of Invisibility, or Potion of Poison.
Level 17: Cunning Concoctions
You can use your Poison, Splash, or Revitalize options each time you deal Sneak Attack damage, in addition to any other Cunning Strike options applied to the attack.
Additionally, you can use each of these Cunning Strike options without paying the die cost by using this feature. Once you do so, you must complete a Short or Long Rest before you can use this feature for that option again.
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
There really aren't a ton of close synonyms for "alchemist" beside apothecary without inventing something new like "concoctionist" or "tincturist." Maybe "brew master" could work, but feels a tad on the nose.
For a Field Medic, perhaps something like "Corpsman"? Or replace "medic" with something like "surgeon."
This could come across as a little edgy, but maybe as a play on words you could call this subclass the "Pain Killer"
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
If you want to go for a more old-timey vibe you could go for Barber
I am also here.
Am snek.
I remain unable to edit the original post. Unless anyone has any better ideas I'll make a new thread soon and see if that works.
No better ideas, you could link to the current entries on this thread from the next.
Just a goober doing my own work when I want to. I like the idea of not just high fantasy dnd.
You can reach me over discord as well, Handle is royalsupsi as well
I am open to work on joint homebrew projects, just DM me.
All my projects so far are in the extended signiture
Extended Sig
I've got nothing, I'll gladly haul over my submissions.
I am also here.
Am snek.
Reminder to do this whenever you are ready
Just a goober doing my own work when I want to. I like the idea of not just high fantasy dnd.
You can reach me over discord as well, Handle is royalsupsi as well
I am open to work on joint homebrew projects, just DM me.
All my projects so far are in the extended signiture
Extended Sig
Just updated my interactive option
Cirque du Sanguine:
As your group approaches the canvas tents, you hear the sounds of cheering men and women, overpowered by a solitary blood-curdling scream. Investigating closer into the bloodied grounds the hoods and masks of passersby gives you a sense of otherworldly eeriness. Suddenly, you hear a woman's voice subdue the mob as she announces that the slaughter shall reach its main event as soon as they find a replacement for a fighter that has gone missing. Out of the corner of your eye, you see a gaunt shriveled up figure, lashed near to death, huddling in a corner with discarded goods. You feel a prick against your neck and hear a dull thud of a body fall harshly onto the dirt beneath them. Waking up cold, naked, and sore in a cramped cage, with metal clubs attached to your hands, you slowly realize. That you will be the replacement fighter.
Events:
Each event is made to make the audience enthralled in the bloodshed, from fully armored opponents taking a ring to duel, to kidnapped men fighting for their lives. Crowd favorites ensure the victor only wins the next day and meager rations. These events are typically frequented by the bloodthirsty, too ashamed to attend without a mask designed to conceal their identity. It is this continuation of ancient tradition which enables the circus to survive throughout the ages, persisting even under the heavy-handed shadow of legal scrutiny.
Ringmaster and Followers:
The ringmaster is an enigmatic entity whom no soul could ever claim they met in person despite being at every forsaken event. Most of the ringmasters' followers help run the circus and treat the master as their deity, worshiping her in their freetime. The ringmaster can be spoken to through a room adjacent to their sitting room. The ringmaster has been known to use wildly varying voices in meetings, however, she has always used the same female voice to address the audience as a whole. Sometimes, she even lets in warriors to fight for payout if they live, though it is undocumented if they ever were seen after.
Adventurers’ Bane:
Due to the nature of the circus, many inexperienced adventurers end up missing until the next event, where they are seen broken and afraid. Any who make it out alive could not go back to their normal lives and only live through the following months of recuperation due to outside help. Even in the best of cases, adventurers are never the same again, as they are scarred and traumatized for life.
Traveling Madness:
Due to the nature of a traveling circus, they pull in audiences from all over the world. Sometimes it even gets people to follow in their wake, gathering into a small horde of enthrallment. The criminal underworld holds many rumors of when and where the circus will arrive, allowing those who search to have a place to look. The general public most likely will not find the places where they set up due to it being far into wooded areas, which is lost ground to many villages.
Just a goober doing my own work when I want to. I like the idea of not just high fantasy dnd.
You can reach me over discord as well, Handle is royalsupsi as well
I am open to work on joint homebrew projects, just DM me.
All my projects so far are in the extended signiture
Extended Sig
Alright so I tried making another thread, and I even took out a few things hoping that might change something, but I still can't edit it. I guess I'll have to collect all the entries in a later post when the competition is finished.
But don't let this stop y'all from making fine 'brews! I still want to see more interactive circus options!
I'm still working on my interactive option!
I am also here.
Am snek.
Maybe the forum's moderators/administrators can help us with that bug?
Dark actually did ask them, and they couldn't do anything either.
Roll for Initiative: [roll]1d20+7[/roll]
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Homebrew Races: HERE Homebrew Spells: HERE Homebrew Monsters: HERE
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Interactive Options: When the Circus Comes to Town
The circus is home to many things. Clowns, for instance. Makeup-wearing, axe-murdering, child-scaring, clowns. Of course, some people enjoy the notion of being clowns. "There are good clowns in this world!" they say. They are wrong. So, very, very wrong.
Bard: College of the Psychotic Clown (Villainous Subclass)
Level 3: Tools of the Trade
You know how to use menacing weapons to your advantage. Choose one of the following options:
Hammer of Death- You can add 2 to any attack rolls you make with a Light hammer. In addition, you can use your spellcasting modifier in the place of Strength or Dexterity for the attack roll and damage.
Psychotic Knife- You gain a +2 to Stealth Rolls while holding a Dagger in your hand. In addition, you can use your spellcasting modifier in the place of Strength or Dexterity for the attack roll and damage.
Level 3: Menacing Visage
You have mastered the art of scarring little children for life. As an action, you can expend a Bardic Inspiration dice after you succeed on an attack roll, adding that to the damage dice of that attack. In addition, the target must make a Wisdom saving throw (the DC of which equals your Spell Save DC) or be frightened of you for 1 minute.
Level 6: Stealthy Strike
You have advantage on attack rolls during the first round of combat. in addition, any creature hit that lands on that is surprised is a critical hit.
Level 6: Friend of the Innocent
You are a "friend" to many. You have advantage on any Charisma checks (excluding Intimidation) you make against an enemy that you have not made hostile notions toward.
Level 14: Embodiment of Terror
You have gained the abilities of a truly terrifying foe. Any time you use your Menacing Visage feature, you can roll a d8 in the place of your Bardic Inspiration dice and use that instead. You can use this feature a number of times equal to your Proficiency Bonus. In addition, you have advantage on attack rolls against Frightened creatures.
Roll for Initiative: [roll]1d20+7[/roll]
Proud member of the EVIL JEFF CULT! PRAISE JEFF!
Homebrew Races: HERE Homebrew Spells: HERE Homebrew Monsters: HERE
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This seems like a fun idea, but subclasses are usually only part of the Player Option, not the Interactive Option
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
Yes, I'm afraid a subclass does not fit the interactive option category. Sorry, it is a cool idea though.
Also as a someone who was juggling at a festival yesterday dressed as a clown, I take offense to the 'there are no good clowns' remark.
I'd like to make a joking submission to interactive options in response to Platyboss.
NPC:
Clown
Chaotic Neutral
Medium Humanoid
AC: 11, HP: 10, Speed 35
Str. 9 (-1), Dex. 12 (+1), Con. 10 (+0), Int. 8 (-1) Wis. 10 (+0) Cha, 12 (+1)
Performance +3
Languages: Common
Challenge Rating 0, Proficiency Bonus +2
Traits:
Strangely Feared: The clown has disadvantage on persuasion checks and advantage on intimidation checks.
Actions:
Club: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d4) slashing damage.
Homebrew: dominance, The Necrotic
Extended signature
Interactive Options: When the Circus comes to Town
The Circus that Comes to Town (Lore/Plothook)
In the corners of the world there are stories of a mysterious phenomenon known as 'the circus that comes to town'. The event seems a supernatural occurrence. A manifestation of this supernatural circus starts with the sudden arrival of dozens of colorful carts pulled by all manner of creatures such as horses, donkeys, dogs, elephants, axebeaks and drakes. In some instances there have even been reports of hellhounds and canoloths being used to haul carts. The workers on these carts taking the appearance of regular circus folk. Acrobats, clowns, animal handlers and other performers will set up their tent on an open field near an unsuspecting small town and start marketing for a performance. When approached these circusfolk will interact politely with natives and authorities alike and seem to have an almost supernatural ability to defuse problems and confrontations. The first few performances of the circus follow a normal circus pattern, lead by a ringleader in a bright red coat known as Madame Crimson. But on one random night during the stay of the circus Madame Crimson will be replaced by Madame Yellow, in an eponymous yellow coat.
Those that witness the performances under Madame Yellow speak of them in reverence, calling them the highest form of entertainment and the epitome of art, though can give very little detail about what it was they actually saw. Most speak of pale faced dancers, indescribable beasts of no equal and unfathomable feats of acrobatics. Madame Yellow is never seen outside the ring but those lucky few that managed to leave the show before the end of her introduction say her to be both an incredible beauty and a visage of pure horror. Long squirming tatters hang from her clothes and her skin seems ready to peel off at any moment. Her eyes yellowed to the point of disease.
After a yellow show, as this event has come to be known, has occurred, the circus will vanish the next morning. And life seems to return to normal. This is a lie. Over the coming weeks those that witnessed the yellow show will start to be haunted by it. Those with proclivities for mental illness will fall into a deep madness or depression. Any artists that have witnessed the show will become obsessed with recapturing the yellow show in their art. Writers will make poetry and prose of their love for the Yellow Ringleader out of their own blood, sculpturs will use tooth and nail to desperately carve out the perfect visage and painters or illustrators will become obsessed with creating the perfect yellow paint or dye. Mages find themselves pulled to forbidden and dangerous magics such as necromancy, the summoning of outerplanar beings and spells of rot and disease. And scholars will find themselves unable to continue their studies, drawn only to thoughts of the circus. Common tradesman and workers find themselves becoming impulsive and tempted by vice. Friendships wither, relationships die. Those affected the strongest will rot away alive. Though slowly those affected can recover. And anywhere between a month to several years after the events, those that survive will wrestle control back. This period of recovery is often followed by reports of the Circus arriving in a new town.
I am also here.
Am snek.
(GP), I thought for a moment Evil subclasses would fit into interactive... but I guess they're more for Dungeon Masters anyway. I'll change it later.
Roll for Initiative: [roll]1d20+7[/roll]
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Homebrew Races: HERE Homebrew Spells: HERE Homebrew Monsters: HERE
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