Base Class: Fighter
A fighter who practices in the art of Brewmastery sounds like they could be easily mistaken for a bartender, but in truth the practice is far from leisurely. Brewmasters are warriors focused on tipping the scales of battle in their favor through chemical warfare. Rigorous tests made through consuming numerous concoctions have given them an unnatural hardiness, capable of empowering themselves with potent elixirs and serums, and bolstering their weapons with alchemical toxins and arcane mixtures. The Brewmaster is a fighter who focuses on preparation before each battle for maximum efficiency, closing the gaps in their team’s defenses and opening weak points on their enemies. A versatile combatant that works at any range and is able to support their allies in multiple ways.
Brewmaster's Proficiency
At 3rd level your experience with gathering medicinal herbs and testing variants of chemicals have given you proficiency in your choice of two different tools from either Alchemist’s Supplies, Herbalism Kits, Brewer’s Supplies, or Poisoner’s Kits, and you have resistance to poison damage and advantage against being poisoned.
Brewed Concoctions
At the start of your 3rd level, you’ve learned to create powerful benefits in the form of tinctures, salves, vapors, or oils that can be used on your weapons, your allies, or yourself.
You choose two concoctions from the ones featured, you gain your choice of one additional type of concoction at 5th, 9th, 13th, and 17th level.
During a long rest you can choose the type of concoctions you wish to prepare for the day based on the ones featured below, up to a number equal to your proficiency bonus, these can be multiples of the same concoction and you can choose a new batch of concoctions after each long rest. These concoctions have a brief shelf life, causing them to expire after one day, and as part of a short rest you can replenish half of your stock rounded up of the brewed concoctions you prepared.
As a bonus action you can either consume the concoction or coat your weapon with it, each application provides different effects. You can also pass it to an allied creature that you can see within 30 feet of you which they can then choose to use as a reaction on your turn.
You use 8 + Your Proficiency + Your Constitution Modifier when determining saving throws made against your concoctions.
Beautifying/Burning Salve
Consuming this concoction grants you advantage on all Charisma checks and saves, you have advantage against being put to sleep or petrified, and you gain a +1 to your AC for each allied creature in a space adjacent to yours, this effect lasts for one hour. Coating your weapon with this concoction gives it an extra 1d12 fire damage on its next attack and when a creature is hit by this weapon it must make a Constitution saving throw or take 1d4 fire damage at the start of each turn for one minute. At the end of each turn the creature can make a saving throw against this effect. On a success, the effect ends.
Bolstering/Weakening Tonic
Consuming this concoction grants you advantage on all Constitution checks and saves, you have advantage against being blinded or deafened, and have resistance to non-magical bludgeoning, piercing, and slashing damage which lasts for one hour. Coating your weapon with this concoction gives it an extra 1d12 acid damage on its next attack and when a creature is hit by this weapon it must make a Constitution saving throw or it gains one level of exhaustion for one minute. At the end of each turn the creature can make a saving throw against this effect. On a success, the effect ends.
Emboldening/Enfeebling Serum
Consuming this concoction grants you advantage on all Strength checks and saves, your carry capacity doubles, and you can perform the shove action as a bonus action for one hour. Coating your weapon with this concoction gives it an extra 1d12 thunder damage on its next attack and when a creature is hit by this weapon it must make a Constitution saving throw or have their weapon damage halved for one minute. At the end of each turn the creature can make a saving throw against this effect. On a success, the effect ends.
Invigorating/Dizzying Vapors
Consuming this concoction grants you advantage on all Intelligence checks and saves, you have advantage against being stunned or incapacitated, and you can add a 1d6 to any skill checks you are not proficient with for one hour. Coating your weapon with this concoction gives it an extra 1d12 psychic damage on its next attack and when a creature is hit by this weapon it must make a Constitution saving throw or it has disadvantage on any saving throws against spells for one minute. At the end of each turn the creature can make a saving throw against this effect. On a success, the effect ends.
Quickening/Impeding Elixir
Consuming this concoction grants you advantage on all Dexterity checks and saves, you have advantage against being restrained or paralyzed, you gain 10 extra feet of movement speed, and you can dash as a bonus action for one hour. Coating your weapon with this concoction gives it an extra 1d12 lightning damage on its next attack and when a creature is hit by this weapon it must make a Constitution saving throw or have their movement speed halved for one minute. At the end of each turn the creature can make a saving throw against this effect. On a success, the effect ends.
Sharpening/Dulling Oil
Consuming this concoction grants you advantage on all Wisdom checks and saves, you have advantage against being frightened or charmed, and you can add a 1d4 to all of your attack rolls for 1 hour. Coating your weapon with this concoction gives it an extra 1d12 cold damage on its next attack and when a creature is hit by this weapon it must make a Constitution saving throw or attacks have advantage against it for one minute. At the end of each turn the creature can make a saving throw against this effect. On a success, the effect ends.
Toxic Overdose
Before a concoctions' duration ends, if a creature consumes more than one concoction at a time, or a creature is hit by another weapon coated in your concoctions while the other is still active, they must make a Constitution saving throw against your concoctions' DC which you have advantage against. On a success, a hostile creature takes no damage and the effects of any concoctions end. On a success after consuming another concoction, all active concoctions durations are reset to an hour. If this saving throw is failed, they take 2d12 poison damage, they gain the Poisoned condition for one minute, and all other effects are neutralized. At the end of each turn the creature can make a saving throw against this effect. On a success, the effect ends. While consuming a concoction, the saving throw DC against this effect is increased by 5 for each concoction still active.
Potent Potions
At 7th level your concoctions gain a greater level of potency. When using a bonus action to consume one of your concoctions, that creature gains 1d12 + your Constitution Modifier in temporary hit points that lasts for the concoctions' duration unless another concoction is already active. When you use a concoction on a weapon it gains the ability to deal critical hits on a 19 or 20 for the concoctions' entire duration.
Volatile Compound
At 10th level, you are able to destabilize your concoctions with a mutagenic catalyst in order to create powerful new effects with certain risks. As an action you can spend two of your concoctions for a number of creatures equal to your proficiency bonus who you can see within 30 feet of you, they gain resistance to the elements based on the concoctions used for this feature for one hour. During this time any creature benefiting from this effect is considered vulnerable to poison damage and the poisoned condition.
You may also use this feature as an action to spend two of your concoctions to toss in a location of your choosing within 30 feet of you. Creatures within a 15 foot radius of where this compound lands must make a Dexterity saving throw. On a failed save it causes two of the following effects based on which concoctions were thrown:
Burning Explosion
Creatures take 2d12 fire damage and the 15 foot square space deals 1d4 fire damage whenever a creature enters or ends its turn in that space. This fire lasts for one minute.
On a successful save these creatures only take half damage and have advantage on their next attack against you.
Dizzying Burst
Creatures take 2d12 psychic damage and become incapacitated until your next turn.
On a successful save these creatures only take half damage and have advantage on their next attack against you.
Dulling Surge
Creatures take 2d12 cold damage and become paralyzed until the start of their next turn.
On a successful save these creatures only take half damage and have advantage on their next attack against you.
Enfeebling Blast
Creatures take 2d12 thunder damage and are knocked back prone 15 feet from the concoctions' location.
On a successful save these creatures only take half damage and have advantage on their next attack against you.
Hindering Shock
Creatures take 2d12 lightning damage and are blinded until the start of your next turn.
On a successful save these creatures only take half damage and have advantage on their next attack against you.
Weakening Torrent
Creatures take 2d12 acid damage and take -1 to their AC for one minute.
On a successful save these creatures only take half damage and have advantage on their next attack against you.
Magical Mixtures
Starting at 15th level, your skills as a brewmaster have unearthed new uses from the brews you concoct by mixing them into powerful magical effects. As an action you can cast spells crafted from the type and number of concoctions you mix together, the combinations of concoctions you choose to create will determine the outcome of the spell based on the DM’s discretion. After which, you can memorize that mixture for whenever you choose to cast that spell again. Each concoction used is equal to a single spell slot, so mixing 3 of your concoctions would allow you to cast a spell up to the 3rd level. Here are some examples of mixes you might try below:
Emboldening Serum + Quickening Elixir + Quickening Elixir = Thunder Step
Beautifying Salve + Sharpening Oil + Invigorating Vapors = Tongues
Impeding Elixir + Dizzying Vapors + Weakening Tonic = Slow
Your Constitution is used for determining your spellcasting abilities.
Master of Concoctions
At 18th level you've unlocked your concoctions’ full potential, allowing you to defy death itself. If you have no more concoctions prepared before rolling initiative, you can choose to go last and start the round with one Brewed Concoction. The damage you deal from your concoctions is doubled and at the start of every turn you regain a number of hit points equal to your Constitution modifier for each concoction active. Lastly, when a concoction is consumed by a creature, while the concoctions' effects are active, if that creature’s hit points were to drop to 0, it instead only drops to 1 and the concoctions' effects end.
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