Base Class: Fighter
The Supply Specialist is a fighter that focuses less on their own martial prowess, and more on how they can enable the other members of their adventuring party to rise to their fullest potential. Through the use of potions and magical scrolls, they ensure that their allies are always prepared to face whatever challenge they come across.
Pack Mule
At 3rd level, you count as one size category larger when determining your carrying capacity. Additionally, you gain proficiency in one artisans tool of your choice
Potion Master
When you select this Martial Archetype at 3rd level, you create a number of lesser potions equal to your proficiency bonus at the end of every long rest. You can select any of the potions from the Lesser Potions list, as long as you meet the level prerequisite. Additional types of lesser potions become available at 7th, 10th, and 15th level. The lesser potions described in this class are temporary potions, and function differently from regular potions. Creatures can only be under the effect of one lesser potion at a time. Consuming a new lesser potion immediately ends any current lesser potion effects with a duration longer than instantaneous. These lesser potions lose their potency and expire after 24 hours.
Lesser potions can be distributed to the party at any point during the adventuring day, and can be consumed as an action. You can use your action to drink a potion yourself, or administer it to a friendly creature within 5 feet of you. If the lesser potion has a choice of effects, then you must choose which effect upon creation. However, you can quickly change that choice as an object interaction on your turn by adding minor ingredients, before it is consumed. You gain proficiency with the Herbalism Kit, which allows you to create potions of healing with the rules in Xanathar's guide to everything (page 130).
Ritualist
You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.
At 3rd level, you acquire a ritual book holding three 1st-level spells of your choice, and the spells you choose must have the ritual tag. Intelligence is your spellcasting ability for these spells.
If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your ritual book. the spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents the material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.
Combat Assistant
Beginning at 7th level, you can use a bonus action on your turn to take one of the following special actions:
Aid. You can administer a single potion to yourself or a friendly creature within 5 feet of you, granting the friendly creature the potions effect.
Arm and Restock. You can give a friendly creature within 15 feet of you any amount of ranged ammunition and a weapon you are carrying. They can equip the new weapon and stow any weapon or item they are currently carrying without spending any actions.
Handyman. You can use the Use an Object action.
Here. You can give an item, such as a potion, to a friendly creature within 15 feet of you.
Additionally, when creating potions of healing with the rules in Xanathar's guide to everything (page 130), you can reduce the time spend and gold required by one step. For example, you can create a potion of greater healing within 1 day at the cost of 25 gp. You can create potions while adventuring, provided you have the herbalism kit on hand. As part of a long rest, you can work on a single potion, which counts as if you had spend 1 day working on it.
Improved Potions
At 10th level, you've greatly improved the process of supplying an adventuring party. You now prepare the improved version of each of your lesser potions at the end of every long rest.
Your improvements to your potions have made them much smaller, without losing any of their potency. Potions you have made yourself (lesser and regular) can now be consumed as a bonus action by friendly creatures.
Recourceful
Beginning at 15th level, you're always ready to support those who travel with you. If you begin combat with no lesser potions prepared, you can scrounge around in your supplies, and prepare one lesser potion of your choice.
Quartermaster
At 18th level, your close work with your supplies has toughened your body and soul to a point only few have reached. Starting at 18th level your Constitution score is increased by 2, and your maximum Constitution score is 22. Additionally, you are always under the effect of one lesser potion of your choice. The lesser potion must have a duration longer than instantaneous. You can change this effect at the end of a short or long rest. If the effect has a choice of effects, then you can also change this choice at the end of a short or long rest.
Lesser Potions
Detailed below are the lesser potions available to the Supply Specialist fighter, they are presented in alphabetical order.
Lesser Adrenaline Potion.
Prerequisite 15th level (duration, instantaneous)
This potion shocks the adventurer's system back to life, provided they died within the last minute. They regain hit points equal to your fighter level and can immediately take one action. When a creature consumes this potion they immediately gain one level of exhaustion.
Lesser Berserker Potion.
Prerequisite 15th level (duration, 1 hour)
When consumed, this potion allows the adventurer to push beyond the limits of normal mortals. While under the effects of this potion you do not fall unconscious when you drop to 0 hit points. However, you still continue to make death saving throws, but at disadvantage.
Lesser Warding Potion.
Prerequisite 7th level (duration, 1 minute)
When consumed, this potion wards the adventurer's body. They gain resistance to your choice of acid, cold, fire, poison, lightning, thunder, force, necrotic, psychic, or radiant damage for the duration (your choice).
Improved Potion: Effect duration increases to 1 hour.
Lesser Healing Potion.
(duration, instantaneous)
When consumed, this potion soothes the weary adventurer. They regain hit points equal to 1d6 + your fighter level.
Improved Potion: hit points regained increases to 2d6 + your fighter level.
Lesser Heightening Potion.
Prerequisite 7th level (duration, 1 minute)
When this potion is consumed, the adventurer's abilities become heightened. They gain advantage on your choice of Strength, Constitution, Dexterity, Intelligence, Wisdom, or Charisma checks and saving throws for the duration.
Improved Potion: Effect duration increases to 1 hour.
Lesser Limbering Potion.
(duration, 1 hour)
When consumed, this potion enhanced the muscles of the adventurer. Their speed is increased by 10 feet.
Improved Potion: Their speed is increased by 20 feet.
Lesser Tenacious Potion.
Prerequisite 10th level (duration, 1 minute)
When consumed, this potion increases the adventurer's grit. They are immune to either charm, fear, or paralyzed effects for the duration (your choice).
Improved Potion: Effect duration increases to one hour.
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