Bard
Base Class: Bard

Not everyone appreciates the fine art helping people realize that they need to buy what you’re selling, especially when what you’re selling is at the edge of the “curative” medicine!  The Snake Oil Salesman, however, takes this burden upon himself for the betterment of all society.  Roaming from town to town, he will help poor folks to improve their overall health, wealth, and state of mind…for a small fee of course.

Distinguished Professor of Medicine

At 3rd level you have adopted the moniker of Professor and are adept in the artful usage of the medicinal language.  You can awe a crowd with your knowledge in newest sciences while peddling your restorative droughts.  You gain proficiency in the persuasion skill if you are not already proficient.  Once per day, you can put on an elaborate “educational” seminar, adding your persuasion skill modifier to this performance.  All creatures within 60’ who can see or hear you must make a wisdom saving throw or be enchanted by your promises of improved well-being (creatures who cannot be charmed are not affected by this performance).  The saving throw is equal to the result of your performance roll. Creatures who fail their save are compelled to purchase your tonics (immediately if possible).  They will offer payment up to a maximum of your charisma modifier x bard level in gold pieces, assuming they have such funds available to them.  A benevolent healer may offer a dose for a reduced fee, of course.

Charismatic Chemistry

Additionally, a 3rd level, your forays into the realms of curative pharmacology have allowed you to produce a unique catalogue of “medicines”.  When one of your curatives is consumed, roll a d20, adding your charisma modifier to determine its effect.

  • 1-5: The imbiber feels immediate relief (healing 1 hit point) but is poisoned 1 day later for 8 hours.
  • 6-10: Absolutely nothing happens.
  • 11-15: What’s this? A tingling in the body, the medicine must be working!  Heal 1 hit point.
  • 16-20: It worked?! Of course it did! Amazing results! Heal 1d4+charisma modifier hit points.

Note: NPCs who imbibe one of your curatives will also have additional reactions on the efficacy of your product, taking effect one day after consumption.  If you rolled 1-10 for your curative effect, the NPC attitude towards you becomes hostile and they will tell other NPCs in their locale that you are a charlatan.  If you roll above a 10, NPCs become friendly, spreading the word of your incredible curative creations within their realm of influence.

Placebic Panacea

At 6th level, the sheer weight of your persuasive prognoses promises can embolden the mind so as to overcome all manner of disease.  When a creature imbibes one of your concoctions, they must make a wisdom saving throw against the result of your performance roll when they obtained it.  If the creature succeeds the save, the potion will have no additional effects beyond the result of your Charismatic Chemistry result.  Creatures who cannot be charmed automatically make their save.  If the creature fails, they will receive additional physical relief.  A singular negative physical effect that is most vexing the imbiber (e.g. blindness, diseased, poisoned) will be removed for a number of days equal to how much they failed their saving throw by.  If they fail by more than 10, the effect will be permanently removed.  NPCs will become hostile if the negative effect would return to them. 

Preeminent Pharmacologist

By 14th level, you have amassed enough adherents to your incredible medicine that many cannot do without it.  When someone consumes on of your curatives, they will feel a sudden invigoration lasting for 8 hours. While invigorated they receive your charisma modifier + bard level in temporary hit points and cannot feel fatigue or exhaustion.  At the end of this effect they must make a constitution save equal to 10 plus the number of your tonics they have consumed in the past week (or 7 days).  If they fail, they suffer 1 level of exhaustion (which cannot be removed by normal rest), for each potion that was consumed during that week period.  This effect lasts for 1 day per level of exhaustion, and levels of exhaustion are cumulative, leading to further debilitating effects (and even death - as detailed in the player's handbook).  If someone would suffer more than 3 levels of exhaustion at once, they become addicted to your medicines, and will do all they can to seek your curatives, paying nearly any price to obtain it.

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