Base Class: Bard
If you look around a room and can’t spot the sucker well then it’s you.
Snake Oil Salesman make a living off their charismatic word and knowledge of the obscure. Relying on suggestion, and placebo the Snake Oil Salesman is a Jack of all trades. Able to help those around him with bravado and a fancy bottle.
Granpappy’s Remedy
You may use a bonus action to make any one person with a bottle of Granpappy’s Remedy drink the elixir and receive the benefits. The player takes the elixir and rolls on the table. The Snake Oil Salesman may make a charisma check DC 12 to adjust the roll on the table up or down up to their charisma bonus.
Granpappy’s Remedy Table
1. Nothing Happens
2. + Charisma Modifier to next attack or ability check
3. + Charisma Modifier to next damage roll
4. Remove one affect on the character
5. Gain Advantage on the next roll
6. + Charisma bonus to armor class for 1d6 rounds
7. Heal 1d4+ Charisma Modifier
8. Temporarily Blind for the next 1d4 turns
A character must make a short or long rest before they can gain the benefits of Granpappy’s Remedy again. You may refill/make four bottles of Granpappy’s Remedy per long rest. You may only ever have 8 bottles total. Snake Oil Salesman may never use Remedy on their self.
Flimflam
On his turn the Snake Oil Salesman may make one enemy with humanoid level intelligence have disadvantage on rolls for a number of rounds equal to his Charisma Modifier
The Real Deal
Every day at sunrise the Snake Oil Salesman can create two real potions. Upon reaching level 11 you must choose four potions from the DM’s guide that you are able to make. At the start of everyday roll a d4 and create the appropriate potions. if unused The potions go away.
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