Artificer
Base Class: Artificer

The Creator of Confounded Concoctions brews and combines various concoctions to produce all kinds of helpful or hurtful effects. 

Tool Proficiency

Starting when you choose this class at 3rd level, you gain proficiency in both Alchemist's supplies and Brewer's supplies.

Concoctions of Considerable Consequence

3rd level class feature.

When you finish a long rest, you generate 3 different concoctions. Each concoction has a unique effect and can be combined with one other concoction to produce a new, even more potent effect. If you have any concoctions when you take a long rest, you only generate 1 of each concoction you do not have. You can spend an action to either consume a concoction or administer it to a willing creature within 5 feet of you.

Concoctions:

  • Brine of Mind: When consumed, grants blindsight within 30 feet and +1 to attack rolls for 1 minute. Also cures the charmed effect.
  • Brandy of Body:  When consumed, the next 3 times the drinker takes damage within 1 minute, the damage is cut in half. Also cures the poisoned effect.
  • Spirit of Spirit: When consumed, heals an amount equal to the maker's level multiplied by 3. Also grants immunity from the frightened effect for 1 minute.

You can combine 2 concoctions and consume or administer the combination all as part of one action. When you combine 2 concoctions, if it is not used in the next minute, the chemical reaction fizzles out and the concoctions are wasted.

Combinations:

  • Mind + Spirit = Potation of Floatation: When consumed, grants flight speed of 20 feet for 10 minutes. If the recipient is higher than 40 feet off the ground at the end of their turn in this time, they fall 20 feet.
  • Mind + Body = Gin Of Twin: When consumed, a semi-incorporeal clone of the drinker appears for 1 minute. The clone acts however the original desires them to, with no need for communication. The clone has all of the stats of the original, but can move through anything that a gas could move through. The clone has copies of the original's mundane gear and can do anything the original can do except use magic in any way. Any damage the clone does is force damage. If the clone is ever damaged, it disappears.
  • Body + Spirit = Potion of Explosion: When consumed, the drinker's attacks will cause explosions for 1 minute. When the drinker lands an attack, an explosion occurs in a 15 foot cone originating from the target in the direction opposite from the drinker. The target and all creatures caught in the explosion must make a  dexterity saving throw against the potion makers spell save dc or take 1d6 force damage.

Shaken, not Stirred

5th level class feature.

Instead of consuming or administering a concoction, you can now shake each concoction to destabilize the chemical reaction and throw it as part of the same action. Shaking and throwing the concoctions produces a whole new effect. Your concoction throw range is 40 feet. Additionally, you may regenerate 1 spent concoction once a day during a short rest.

Shaken concoction effects:

  • Brine of Mind: Targets creature. The target of the potion must make a wisdom saving throw, on a successful save nothing happens. On a failed save, the target immediately forgets the bottle was even thrown and becomes Charmed by the thrower for 1 hour or until damaged by the thrower.
  • Brandy of Body: Targets location. The thrower teleports to the target location in a puff of smoke.
  • Spirit of spirit: Targets location. All creatures within 5 feet of the target location make a constitution saving throw or take 2d10 necrotic damage or half as much on a successful save.

Shaken combination effects:

  • Potation of floatation: Targets location. All creatures within 5 feet of the target location must make a dexterity saving throw. On a successful save, nothing happens. On a failed save, the creature floats 5 feet higher into the air at the start of each of its turns for 1 minute. Their walking speed becomes zero and they cannot move unless they have a flight speed or can reach something stable. When the effect ends, all effected creatures fall at normal falling speed.
  • Gin of Twin: Targets location. A distorted clone of the thrower appears at the target location. This clone has copies of all of the throwers stats and mundane gear but cannot use magic in any way. However, this clone obeys no one and attacks all creatures on sight. This clone disappears if it is reduced to 0 hit points or after 1 minute. 
  • Potion of Explosion: Targets location. Each creature within 20 foot radius of the target location must make a dexterity saving throw. Taking 5d10 force damage on a failed save, or half as much on a successful save.

Secret Ingredient

9th level feature

You have discovered a new concoction! This opens a whole world of new possible effects.

  • Mix of Styx: When consumed, grants safety from death for 10 minutes. The drinker will automatically stabilize if reduced to zero health. When the drinker would normally make a death save, they instead heal by 1d20 and the concoctions effect ends. Can also be administered to unconscious targets.

Possible combinations with Mix of Styx:

  • Mind + Styx = Mead of Deathly Creed: When consumed, all undead within 60 feet of the drinker must succeed a wisdom saving throw or become charmed by them and their allies for 1 minute or until damaged. Additionally, allows the drinker to speak to the dead and undead for the duration.
  • Body + Styx = Ale of the Veil: When consumed, the drinker and everything on their person become invisible for 1 minute or until damaged.
  • Spirit + Styx = Rum of Succumb: When consumed, the drinker heals for an amount equal to the makers level every time the drinker kills a creature for 1 minute.

All new shaken effects:

  • Mix of Styx: Targets Creature. The targeted creature must make a constitution saving throw. On a failed save, the creature takes 3d10 necrotic damage and cannot recover health for 1 minute.
  • Mead of Deathly Creed: Targets Corpse. The targeted corpse  rises from the dead and becomes a zombie under the throwers control. If the corpse was missing any body parts, they are replaced by goopy recreations that function just as the original did. The original zombie has the power to raise the dead by vomiting some of the concoction onto another corpse and can do so only twice. All zombies raised by the original follow the throwers command but do not have the same power to raise the dead. 1 hour after the concoction was thrown, all remaining zombies dissolve into a thick goop.
  • Ale of the Veil: Targets Location. A sphere with a radius of 15 feet around the targeted location is filled with magical darkness for 1 minute. This darkness can be seen out of but not into.
  • Rum of Succumb: Targets Creature. Multiply the makers level by 2 and add their spell attack modifier. If the target creatures current health is less than the resulting number, it immediately dies.

Science has gone too far!

Starting at 15th level.

You can now combine 3 concoctions at once. However, this mixture is terribly unstable and must immediately be thrown to a location within 40 feet of you. When you use this ability, one of four effects randomly occurs. Roll a d4 and refer to the following possibilities to determine what happens next.

  • Roll of 1: Four explosions simultaneously occur, these explosion originate 10 feet from the target location in each of the cardinal directions. The explosions each have a 15 foot blast radius and deal 4d10 fire damage to all enemies inside who fail a dexterity saving throw.
  • Roll of 2: Summon 3d4 clones of the thrower in the open spaces nearest to the target location. These clones function exactly like that of the shaken Gin of Twin. However, these clones do not attack one another.
  • Roll of 3: An enormous sphere of corrosive foam 30 foot in radius bursts out from the target location and reaches around corners. Creatures take 2d10 acid damage when they enter the foam for the first time on a turn, when they start their turn in the foam, and when the foam first appears if they are within its radius and fail a con save. Additionally, this foam completely blocks vision as if it were a solid object. The foam is also difficult terrain. 1 minute after the foam first appears, it will begin shrinking by 5 feet in radius every round until it is gone. 
  • Roll of 4: A dark portal appears in the target location. Dark tentacles reach out and grab at creatures within 25 feet of it. Roll 10d10, the total is how many hit points of creatures the portal can effect. Starting with the creature in the area with the lowest current hit points, each affected creature is grabbed by the tentacles and dragged into the portal, never to be seen again. Subtract each creatures hit points from the total before moving on to the next lowest hit points. A creatures hit points must be equal to or less than the remaining total to be affected. After the portal has consumed all the creatures it can, it disappears.

 

Previous Versions

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2/5/2022 2:14:42 AM
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