Base Class: Monk
Some members of the Cult of the Prepared Ones choose to rise through the ranks to become Elders, Governors, or Prophets. Others are content to stay as Mythicals or Deacons. Some, however, decide to abandon the rank system and devote themselves to study of the Cult's religious texts, such as the Great Binder and the Book of Notes. These cultists become monks, and follow the Way of the Grey Mind. They specialize in the mixture of chemicals and using them as a weapon. In addition, they use special modified pencil darts, which they can put chemicals inside to mix upon impact and are injected.
Laboratory Mixtures
Starting at 3rd level, you learn how to combine chemicals to create dangerous effects. Chemicals that can be mixed to create effects include:
- Alchemist’s fire
- Acid
- Poison
- Antitoxin
- All potions(assumed to have a volume of 1 ounce per potion.)
- Oil
- Holy Water
- Water
- Oil of Etherealness
- Universal Solvent
- Sovereign Glue
- Ale
- Blood
- Ink
At 3rd level, you know five mixtures. You gain additional mixtures at 6th, 9th, 12th, 15th, and 18th levels. When you create a mixture, you must have a container that can hold the created amount.
It takes one action to create a mixture, assuming that you are holding the necessary equipment. Traveler’s Clothes and Robes can hold three vials or flasks in the belt. One object interaction can remove any amount of containers from the belt. Additionally, a component pouch can hold up to five vials or flasks, of which up to two can be removed with one interaction. When mixing fluids that either must be in a closed container, or must be mixed in a closed container, you must use Alchemist’s Supplies.
Ingredients the required ingredients are listed in ratio form. A minimum of 2 ounces can be created at a time, though there is no limit to the maximum amount that can be created at once.
Features features are listed after the ingredients section and describe how the mixture must be stored or used. Features are:
- Closed: the mixture must be stored in a closed container(vial, flask, jug, bottle, barrel) without air. Some or all of its effect takes place on contact with air, and it is unusable once exposed to air(Oil of Oiliness is still usable if exposed to air, though its fumes can only be used once)
- Thrown: You can use an attack to throw the container, an improvised finesse weapon, up to 20 feet, destroying a glass or ceramic container on impact. For a metal container, roll a d20. On a 15 or higher, the container survives and is usable. On a 11-14, the container can be repaired for 1/10 its original cost. On a 10 or lower, the container is destroyed beyond repair. On a miss, roll a luck check. The container is intact on an 11 or higher. On a 10 or lower, a random point within 10 feet is hit by the container, which explodes.
- Topical: A creature can spend 1 minute rubbing two ounces of this mixture on itself or another creature to produce its effect.
- Drinkable: two ounces of the mixture can be drunk as a bonus action, which causes its effects to take place.
Saving Throws: some mixtures require a saving throw to be made. The saving throw is as follows:
Mixture Save DC = 8 + proficiency bonus + Intelligence modifier
Draught of Resolve
2 parts Blood, 1 part Holy Water. Drinkable
A creature that drinks this loses one level of exhaustion. If the creature has no levels of exhaustion, the creature gains a d10, which it can add to one ability check, saving throw or attack roll. There is to limit to how long the die lasts.
Ink of Bonding
1 part Blood, 1 part Poison, 2 parts Ink.
A contract written and signed between using this ink is magically binding. If the contract is broken, the creature that breaks it must succeed on a Charisma saving throw or have the Imprisonment(burial) spell cast on it without components by the writer (after which it makes the spell's regular Wisdom save). The condition of release is the passage of 10 years. Both creatures know intuitively before signing a contract written with Ink of Bonding what will happen if the contract is broken.
Liquid Explosion
Closed, Thrown.
A creature hit by the attack takes 5d6 fire damage. Creatures within 5 feet must succeed on a Dexterity saving throw or take 2d6 fire damage. The attacked creatures and others that failed their save are caught on fire. Creatures that are on fire take 1d6 fire damage at the start of their turns. A creature can use an action to make a Dexterity check. On a success, they put out the flames and stop taking damage.
Oil of Oiliness
1 part Oil, 1 part Oil of Sharpness, 1 part Oil of Slipperiness, 1 part Oil of Etherealness. Topical, Closed
Creatures that come into contact with the oil are immediately overcome by awe at the oiliness of this oil and are automatically charmed by you for 24 hours. When a creature breathes in the fumes from this oil, it is Stunned until the end of its next turn as it is shocked by the insane oiliness of this oil. For every hour after touching the oil or breathing it’s fumes, a creature must make a Wisdom saving throw or gain one level of exhaustion as it intensely tries to find out how the oil is so oily. On a successful save, they instead lose one level of exhaustion and stop making saving throws. They cannot die from being exhausted in this way.
When rubbed into a creature, its statistics all become 30 for one minute, and for that minute it gains all features of its class(es) at level 20, ignoring Ability Score Increases, and gains resistance to all damage. At the end of this effect, it’s level returns to normal and it’s ability scores return, and the target is Incapacitated for 1 week as it reels from the oil's intense oiliness.
Oil of the Shadowfell
1 part Ink, 2 parts Oil of Etherealness. Topical
The creature that this oil is rubbed on is transported to the Shadowfell as if they had cast the Plane Shift spell. Creatures within 30 feet of the transported creature must succeed on a Constitution saving throw or take 8d6 Necrotic damage, as flickers of the Shadowfell seep through the rift momentarily.
Potion of Life Transference
1 part Blood, 1 part Potion of Healing(common). Drinkable
The drinker may lose as many hit points as they choose. One creature of their choice gains as many hit points as the drinker chose to lose. If the amount would put the target above their maximum hit points, they gain the extra health in temporary hit points.
Potion of Unprejudiced Pain
1 part Holy Water, 1 part Poison, 1 part Acid. Thrown.
Deals 12 + your Intelligence modifier damage to any creature that is hit. That damage cannot be reduced in any way. Automatically hits when thrown.
Pencil Darts
Starting at 6th level, you can use 1 minute to hollow out the inside of a pencil and modify it to create a dart that can be used to inject Laboratory Mixtures into a target. The pencil can hold up to two ounces of fluid, which can be separated as needed. When the darts hit a target, any contained fluids mix and are injected. On a miss, the pencil dart remains intact and the mixture is not lost. For mixtures that deal damage, the creature that the damage is injected into takes all of the damage, including area-of-effect damage. The creature may make a Constitution saving throw to attempt to halve the damage. Failing the save causes any other effects to occur, including effects such as catching on fire. When a Topical mixture is placed into a dart, there is no effect upon the injected creature.
Gifted Chemist
Instead of purchasing ingredients for your mixtures, you may attempt to create them using your Alchemist’s supplies. You can create them for their original cost, divided by the number of minutes you spend creating it. The minimum cost of creating a liquid in this way is one gold piece. In addition, when creating a magic item that is a mixture ingredient, you may create them for their original cost, divided by ten for every hour that you spend working on the ingredient, to a minimum cost of ten gold pieces. The created item can only be used as an ingredient, as it is optimized for such a purpose and far too concentrated for normal use. Magic items created in this way count as two ounces of the regular item per ounce created.
Master of Mixtures
When you inject an effect with your pencil darts that causes a saving throw, a creature has disadvantage. In addition, you can spend five ki points to create any non magical mixture ingredient as a bonus action. You do not need Alchemist’s supplies to mix ingredients while keeping a vacuum. The range of throwing mixtures increases to 40 feet. You gain the Acid Splash, Poison Spray, Firebolt, and Ray of Frost, cantrips, using Intelligence as your spellcasting modifier. You may decide whether these spells are Arcane, Divine, or Primal magic.
Previous Versions
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