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Living Crucible

Enhance Your Martial Prowess with Alchemy

Fighters who become Living Crucibles have discovered an external means of power. While most Fighters train in martial traditions or study the art of war, Living Crucibles hone their craft of alchemy to endure compounds poisonous to others. In exchange for this rigorous physical and mental preparation, these Fighters are able to temporarily push their bodies past their natural limits. Under the influence of their alchemical compounds, these warriors can see in darkness, enhance their speed, inure themselves to magical attacks, and more.

Features

Level 3: Compound Creator

You learn to create alchemical compounds toxic to others but empowering to you.

Compounds. You learn three compounds of your choice from the “Compound Options” section below. You learn two additional compounds of your choice when you reach Fighter levels 7, 10, and 15. Each time you learn new compounds, you can also replace one compound you know with a different one.

Creating. Whenever you finish a Long Rest while holding Alchemist’s Supplies, you can use that tool to magically produce any number of compounds. The compound appears in a vial, and the vial vanishes when the compound is consumed or poured out. If any compound remains when you finish a Long Rest, the compound and its vial vanish.

Consuming. As a Bonus Action, you can consume one compound. You can consume a number of compounds up to one plus your Constitution modifier (minimum of one). Once you reach this limit, you cannot benefit from more compounds until you finish a Long Rest.

You can benefit from multiple compounds at the same time, but consuming multiple vials of the same compound provides no additional effects.

Only you can benefit from your compounds. Any other creature that consumes a compound must succeed on a Constitution saving throw (DC 8 plus your Intelligence modifier plus Proficiency Bonus) or have the Poisoned condition for 1 minute.

Level 3: Student of Alchemy

You gain Alchemist’s Supplies, and you have proficiency with it. In addition, your Proficiency Bonus is doubled for ability checks with Alchemist’s Supplies.

Level 7: Living Cauldron

The number of compounds you can safely consume increases to three plus your Constitution modifier (minimum one).

At Fighter level 18, the number of compounds you can safely consume increases to five plus your Constitution modifier (minimum one).

Level 10: Rapid Consumption

When you use a Bonus Action to drink a compound, you can drink a second compound.

Level 15: Toxin Transmutation

You have Resistance to Poison damage. Also, as a Bonus Action, you can end the Poisoned condition on yourself.

When you end the Poisoned condition on yourself in this way, you can choose to gain Temporary Hit Points equal to your Fighter level. You regain the ability to gain these Temporary Hit Points after completing a Long Rest.

Level 18: Living Catalyst

When you finish a Long Rest, you can replace one compound you know with another one.

Compound Options:

The compounds are presented here in alphabetical order.

Adrenal Injection. For 1 minute, your Speed increases by 10 feet. In addition, once on each of your turns, you can jump up to 30 feet by spending 10 feet of movement.

Allsense Injection. For 1 minute, you have Blindsight with a range of 30 feet. Arcane Eye Oil. For 1 hour, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell’s school of magic.

This sense is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.

Draught of Bull’s Strength. For 10 minutes, you have Advantage on Strength checks and Strength saving throws.

Draught of Cat’s Grace. For 10 minutes, you have Advantage on Dexterity checks and Dexterity saving throws

Draught of Bear’s Endurance. For 10 minutes, you have Advantage on Constitution checks and Constitution saving throws.

Draught of Fox’s Cunning. For 10 minutes, you have Advantage on Intelligence checks and Intelligence saving throws.

Draught of Owl’s Wisdom. For 10 minutes, you have Advantage on Wisdom checks and Wisdom saving throws.

Draught of Eagle’s Splendor. For 10 minutes, you have Advantage on Charisma checks and Charisma saving throws.

Elfsight Oil. For 8 hours, you have Darkvision with a range of 120 feet.

Fleshknit Phosphate. For 1 minute, you regain Hit Points equal to your Proficiency Bonus at the start of each of your turns if you have at least 1 Hit Point.

Ironmind Injection. For 1 hour, you have Advantage on saving throws to avoid or end the Charmed or Frightened condition.

Liquid Courage. You gain Temporary Hit Points equal to twice your Fighter level plus your Constitution modifier. If any of these Temporary Hit Points remain after 1 minute, they vanish.

Liquid Rage. For 1 minute, your attacks with weapons and Unarmed Strikes deal an extra 1d4 damage on hit.

Presto Powder. For 10 minutes, you have Advantage on Initiative rolls and you can take the Dash or Disengage action as a Bonus Action.

Spellshine Ointment. For 1 minute, you have Resistance to Force, Necrotic, Psychic, and Radiant damage.

Steelskin Ointment. For 1 minute, you have Resistance to Bludgeoning, Piercing, and Slashing damage.

Tenmen Tincture. For 1 hour, you count as one size larger when determining your carrying capacity, and when you attack with a Melee weapon whose mastery property you can use, you can replace that property with the Topple property for that attack.


Created by

Ceadeus.

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