Wizard
Base Class: Wizard

The potioneer is a mysterious and skilled class of wizard, renowned for their mastery in the arcane art of concocting flesh-altering potions. These enigmatic practitioners blend science and sorcery to craft elixirs that can transform the human form in wondrous or unsettling ways. Veiled in a cloud of secrecy, these wizards work diligently in dimly lit laboratories, wielding a myriad of rare ingredients and ancient scrolls to unlock the secrets of bodily metamorphosis, all while keeping the delicate balance between beauty and monstrosity in their potions.

Mixologist

Beginning when you select this school at 2nd level, you gain proficiency with Alchemist's Supplies, Brewer's Supplies, and the Sleight of Hand skill.

Atrocious Concoctions

Also at 2nd level, you have been taught complex and intricate elixirs that reshape and alter flesh. Over the course of a long rest, you can craft a number of concoctions equal to your Intelligence modifier, provided you have access to Alchemist's Supplies. When you craft a concoction, you must roll on the table below for the effect it will produce when consumed.

You or another creature can consume a concoction as an action. You can have an amount on hand at any time equal to your proficiency bonus. Each concoction lasts for a variable amount of time, depending on the result. If you or another creature drinks a concoction while already under the effects of one, they must make a Constitution saving throw against your spell save DC, or be Poisoned until the effects wear off. Creatures usually immune to the Poisoned condition are not immune in this case.

d8 Concoction Duration
1 The drinker's skin begins to produce a terrible-smelling oil, growing gills, webbed hands and feet. They can breathe underwater, and gain a swimming speed of 50 feet. 8 hours
2 The drinker grows spider-like legs, protruding from their back. They can move up, down, and across vertical surfaces and upside down along ceilings, while leaving their hands and feet free. They also gain a climbing speed equal to their walking speed. 8 hours
3 The drinker's eyes become large and segmented. They gain the benefits of the Darkvision and Detect Magic spells, with the ranges increased to 120 feet. 1 hour
4 The drinker's legs become longer and bend backwards, like those of a grasshopper. They gain the benefits of the Jump and Longstrider spells. 1 hour
5 The drinker's arms grow long and rubbery, bending and twisting in unnatural shapes. Their melee reach increases by 15 feet, and they have advantage on Sleight of Hand checks. 10 minutes
6 The drinker's body becomes coated with razor-sharp spines. Hostile creatures that end their turn within 5 feet of them or hit them with a melee attack will take 2d6 magical piercing damage. 10 minutes
7 The drinker gains a thick, chitinous shell. They gain a +2 bonus to their AC, and can add your Intelligence modifier to their Strength ability checks and saving throws. 1 minute
8 The drinker's skin becomes thick and bluish in colour, distorting their features. They gain resistance to all damage. 1 minute

Potion Mystic

At 6th level, you learn to magically control your concoctions, allowing you to apply them to your allies all over a battlefield. As an action, you can turn a concoction you have on your person into a floating ball of liquid, sending it to an ally within 30 feet of you and granting them the effect. You can also use this ability with other potions, such as a Potion of Healing.

In addition, you can now drink one of your concoctions as an action or bonus action.

Sour Mix

At 10th level, your concoctions can heal your allies and harm your foes. When you or an ally drink a concoction, they regain 2d4 + your Intelligence modifier hit points. You can now use your Potion Mystic ability on an enemy. Instead of gaining the effect, you can force them to make a Constitution saving throw against your spell save DC or take 3d8 + your Intelligence modifier acid or poison damage (your choice) and become Poisoned for 10 minutes, not being Poisoned and taking half the damage on a success. A creature usually immune to the Poisoned condition is not in this case.

Alchemical Abomination

At 14th level, your flesh and stomach have grown accustomed to your brews, turning you into something truly monstrous. You are now immune to acid damage, poison damage and the Poisoned condition, including from your concoctions. When you are under the effects of one of your concoctions, you have advantage on Constitution and Strength saving throws.

Potioneer Image

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