Base Class: Fighter
Many people think of Warrior as those who hone their skills and bodies to become weapons. Others however turn towards their minds to help them outsmart their enemies.
However, some minds couldn’t stop with the innovation of the crossbow. Experimentation with chemical compounds and other materials have unlocked the secrets of chemical reactions. Those who survive the grueling experimentation and trials of ingenuity may become the first to create, and deftly wield, the potion slinger.
This archetype focuses on the ability to design, craft, and utilize powerful, yet dangerous potions as ammunition. Through creative innovation and immaculate aim, you become a distant force of death on the battlefield. However, dabbling in chemicals can be a dangerous science, alchemy carries an inherent instability that can occasionally leave you unable to attack for a time. This is the danger of new, untested technologies in a world where the arcane energies that rule are ever present.
Should this path of Chemicals, Science, and the Elements call to you, keep your wits about you, hold on to your convictions as a fighter, and let skill meet luck to help your potions stay potent.
Potion Proficiency
Starting when you choose this archetype at 3rd level, you gain proficiency with your handy potion slinger, allowing you to add your proficiency bonus to attacks made with your slinger.
Chemical Madman
Upon choosing this archetype at 3rd level, you gain proficiency with Alchemist Supplies. You may use them to craft potions at half the cost, repair a damaged Potion Slinger or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate Slingers are only available through crafting.
Slinger Properties
Slingers are a new technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
Potion Swapping. you must spend 1 research point and an action in order to change the potion element type you are using during combat. you can change the type of potion you want to use out of combat beforehand without using a research point if you choose to do so. At the 7th lvl you can swap potion types without using an action
Chemical Reactions. Whenever you make an attack roll with your Potion Slinger, and the dice roll is equal to or lower than the weapon’s Al-chemical Reaction score, the potion becomes unstable. The attack misses, and the weapon cannot be used again until you spend an action to try and remix the potion. To remix the potion, you must make a successful Alchemist Supplies check (DC equal to 8 + Al-chemical Reaction score). If your check fails, you will run out of actions and not be able to finish mixing the potion correctly until next turn or can try and throw the potion by hand with disadvantage on your attack role. Creatures who use a Potion Slinger without being proficient increase the weapon’s Al-chemical Reaction score by 1.
Elemental Rupture. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire, ice, lightning or other selected damage depending on the potion in use. If the weapon misses, the potion fails to detonate, or bounces away harmlessly before doing so.
Name | Cost | Ammo | Damage | Weight | Range | Properties |
---|---|---|---|---|---|---|
Potion Slinger | 25g | 1g (20) | 1d8 fire/cold/lightning | 18 lb. | (40/100) |
Two-Handed, Al-Chemical Reaction 1
|
Reinforced Potion Slinger | 100g | 2g (20) |
1d10 fire/cold/lightning |
20 lb. | (60/120) | Two-Handed, Al-Chemical Reaction 1 |
Steel Potion Slinger | 300g | 4g (20) | 1d12 fire/cold/lightning | 25 lb. | (80/160) |
Two-handed, reload 1, Al-Chemical Reaction 2
|
Dragons Breath | Crafted | 10g (5) | 2d12 fire/cold/lightning | 25 lb. | (100/225) | Two-handed, reload 1, Al-Chemical Reaction 3 |
Elemental Fusions
When you choose this archetype at 3rd level, you learn how to imbue elements into your potions which can cause different effects.
Elemental Potions. You learn to imbue 1 elemental effects into your potions of your choosing, which are detailed under “Elemental Infusion Options” below. Many Potions add effects an attack in some way. you will also gain the ability to combine potions to create new effects you can only use one combined potion per turn and it must be stated one will be used before the attack roll is made.
You may combine 2 of your potions to add both effects from the potion into the shot. However due to the volatile nature of the potion the creature you make an attack against with the combined potion gains advantage on all saving throws against the effects, and you must use 2 research points to use a combined potions.
You learn an additional elemental potion and combination effect of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one.
Research Points. You gain a number of research points equal to your Wisdom modifier (minimum of 1). You regain 1 expended research point each time you roll a 20 on the d20 roll for an attack with a Potion, or deal a killing blow with a Potion to a creature of significant threat (DM’s discretion). You regain all expended grit points after a short or long rest.
Saving Throws. Some of your Potion's require your targets to make a saving throw to resist the potion's effects. The saving throw DC is calculated as follows:
Potion Effect save DC = 8 + your proficiency bonus + your Dexterity modifier
Cautious Tactics
When you reach 7th level, you add your proficiency bonus to your initiative. You can also stow a secondary potion with a different element than what you currently have equipped, then you may equip that potion without having to use an action while in combat. you can use this to swap potions in combat once before requiring a short rest
Deft Chemist
Upon reaching 10th level, you learn how to quickly attempt to fix a potion that was not mixed correctly. You can spend a research point to attempt to repair a bad potion (but not after a second failure on mixing) as a bonus action.
Quick Swapping
Starting at 15th level, you can swap potions as a bonus action without having to use a research point. You may also prepare a secondary potion type to switch to in combat.
Volatile Research
At 18th level, your Potion Slinger's attacks score a critical hit on a roll of 19-20, and you regain a research point on a roll of 19 or 20 on a d20 attack roll.
Chemical Spill
Upon reaching 18th level, whenever you score a critical hit on an attack with a Potion Slinger, the target additionally suffers half of the damage from the attack at the end of its next turn. Note Elemental effects do not apply to the secondary half damage.
Elemental Infusion Options
Venomous Fog
Poison Damage
You imbue the potion with poisonous gas to be fired from your Slinger. When the Potion Explodes the Poison courses through your enemy causing them to seize up. On a hit, the creature suffers poison damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.
Volcanic Devastation
Fire Damage
You imbue a potion with the powers of Burning Magma, you can expend one or more research points to enhance the volatility of the attack. For each research point expended, the attack gains a +2 to the Slinger's Al-Chemical Reaction score. If the attack hits, you can roll one additional weapon damage die per grit point spent when determining the damage.
Arctic Tundra
Cold Damage
you imbue your potions with the freezing effects of a blizzard. When you attack you may spend a research point to cause the enemy to have their movement reduced. The Enemy must make a constitution saving throw or the enemy will be Frozen(Stunned) until the start of your next turn.
Gale Winds
Bludgeoning Damage
When you make a Slinger attack against a creature, you can expend one research point to attempt to trip them up and force them back. On a hit, you deal an additional 1d4 and the creature suffers bludgeoning damage and must succeed on a Strength saving throw or be pushed 15 feet away from you.
Lighting Storm
Lightning Damage
You imbue your potions with the the devastating effects of lighting. When you make a Slinger attack against a creature, you can expend one research point to attempt to topple a moving target. On a hit, you deal an additional 1d6 and the creature suffers lightning damage and must make a Strength saving throw or be knocked prone.
Necrotic Ooze
Necrotic damage
You've combined hundreds of ingredients to create a horrendous necrotic potion that slowly eats through anything it hits. When you make a Slinger attack against a creature, you can expend one research point to inflict necrotic damage on a target. On hit the target takes an initial 1d4 necrotic damage and at the start of each of it’s turns as well. A Creature can end this by using its action to make a Dexterity saving throw.
Potion Slinger Proficiency
Starting when you choose this archetype at 3rd level, you gain proficiency with Potion Slingers, allowing you to add your proficiency bonus to attacks made with Slingers.
Chemical Madman
Chemical Madman
Upon choosing this archetype at 3rd level, you gain proficiency with Alchemist Supplies. You may use them to craft potions at half the cost, repair a damaged Potion Slinger or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate Slingers are only available through crafting.
Slinger Properties
Slingers are a new technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
Potion Swapping. you must spend 1 research point and an action in order to change the potion element type you are using during combat. you can change the type of potion you want to use out of combat beforehand without using a research point if you choose to do so. At the 7th lvl you can swap potion types without using an action
Chemical Reactions. Whenever you make an attack roll with your Potion Slinger, and the dice roll is equal to or lower than the weapon’s Al-chemical Reaction score, the potion becomes unstable. The attack misses, and the weapon cannot be used again until you spend an action to try and remix the potion. To remix the potion, you must make a successful Alchemist Supplies check (DC equal to 8 + Al-chemical Reaction score). If your check fails, you will run out of actions and not be able to finish mixing the potion correctly until next turn or can try and throw the potion by hand with disadvantage on your attack role. Creatures who use a Potion Slinger without being proficient increase the weapon’s Al-chemical Reaction score by 1.
Elemental Rupture. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire, ice, or lighting damage depending on the potion in use. If the weapon misses, the potion fails to detonate, or bounces away harmlessly before doing so.
Elemental Fusions
Elemental Fusions
When you choose this archetype at 3rd level, you learn how to imbue elements into your potions which can cause different effects.
Elemental Potions. You learn to imbue 1 elemental effects into your potions of your choosing, which are detailed under “Potion Types” below. Many Potions add effects an attack in some way. you will also gain the ability to combine potions to create new effects you can only use one combined potion per turn and it must be stated one will be used before the attack roll is made.
You learn an additional elemental potion and combination effect of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one.
Research Points. You gain a number of research points equal to your Wisdom modifier (minimum of 1). You regain 1 expended research point each time you roll a 20 on the d20 roll for an attack with a Potion, or deal a killing blow with a Potion to a creature of significant threat (DM’s discretion). You regain all expended grit points after a short or long rest.
You may combine 2 of your potions to add both effects from the potion into the shot. However due to the volatile nature of the potion the creature you make an attack against with the combined potion gains advantage on all saving throws against the effects, and you must use 2 grit points to use a combined potions.
Saving Throws. Some of your Potion's require your targets to make a saving throw to resist the potion's effects. The saving throw DC is calculated as follows:
Potion Effect save DC = 8 + your proficiency bonus + your Dexterity modifier
Cautious Tactics
When you reach 7th level, you add your proficiency bonus to your initiative. Outside of combat you can also stow a secondary potion with a different element than what you currently have equipped, then you may equip that potion without having to use an action while in combat.
Deft Chemist
Upon reaching 10th level, you learn how to quickly attempt to fix a potion that was not mixed correctly. You can spend a research point to attempt to repair a bad potion (but not after a second failure on mixing) as a bonus action.
Quick Swapping
Starting at 15th level, you can swap potions as a bonus action without having to use a research point. You may also prepare a secondary potion type to switch to in combat.
Volatile Research
At 18th level, your Potion Slinger's attacks score a critical hit on a roll of 19-20, and you regain a research point on a roll of 19 or 20 on a d20 attack roll.
Chemical Spill
Upon reaching 18th level, whenever you score a critical hit on an attack with a Potion Slinger, the target additionally suffers half of the damage from the attack at the end of its next turn. Note Elemental effects do not apply to the secondary half damage.
Potion's Elemental Fusion
You may combine 2 of your potions to add both effects from the potion into the shot. However due to the volatile nature of the potion the creature you make an attack against with the combined potion gains advantage on all saving throws against the effects, and you must use 2 grit points to use a combined potions.
Arctic Tundra (Cold Damage)
You imbue your potions with the freezing effects of a blizzard. When you attack you may spend a research point to cause the enemy to have their movement reduced. The Enemy must make a constitution saving throw or the enemy will be Frozen(Stunned) until the end of their turn.
Gale Winds (Bludgeoning Damage)
When you make a Slinger attack against a creature, you can expend one research point to attempt to trip them up and force them back. On a hit, the creature suffers an additional 1d4 bludgeoning damage and must succeed on a Strength saving throw or be pushed 15 feet away from you.
Lightning Storm (Lightning Damage)
You imbue your potions with the devastating effects of lighting. When you make a Slinger attack against a creature, you can expend one research point to attempt to topple a moving target. On a hit, the creature suffers an additional 1d6 lightning damage and must make a Strength saving throw or be knocked prone.
Necrotic Ooze (necrotic damage)
You've combined the nastiest of ingredients to create a horrendous necrotic potion that slowly eats through anything it hits. When you make a Slinger attack against a creature, you can expend one research point to inflict necrotic damage on a target. On hit the target takes an initial 1d4 necrotic damage and at the start of each of it’s turns as well. A Creature can end this by using its action to make a Dexterity saving throw.
Venomous Fog (Poison Damage)
You imbue the crippling effects of a poisonous gas to your potion to be fired from your Slinger. When the Potion Explodes the poison courses through your enemy causing them to seize up. On a hit, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.
Volcanic Devastation (Fire Damage)
You imbue a potion with the powers of Burning Magma, you can expend one or more research points to enhance the volatility of the attack. For each research point expended, the attack gains a +2 to the Slinger's Al-Chemical Reaction score. If the attack hits, you can roll one additional weapon damage die per grit point spent when determining the damage.
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