Potioneer
Hit Points
Hit Dice: d8 per Potioneer level
Hit Points at first Level: 8+ Your Constitution Modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Potioneer level.
Proficiences
Armor: Light Armor, Hide
Weapons: Simple Weapons, One Martial Weapon (cannot be heavy)
Tools: Poisoner’s Kit, Alchemist’s Supplies, Herbalism Kit
Saving Throws: Intelligence, Charimsa
Skills: Choose three from Arcana, Nature, Medicine, History, Religion, and Perception.
Overview & Creation
Potioneers are a unique breed of individuals with an interest in combining different items and magics in order to create something new. They see themselves as divine creators, capable of making things possible through the mixing of different components. They enjoy the study of the world and focus their attention on their knowledge and skill rather than mere casting. For them, potion casting is an art form worthy of study and attention. In the world of Eos, a potioneer is revered for their unique skill to produce magics and results that other casters may not be able to produce in the same way. It’s the ingenuity of a portioner that allows for new ideas and creations.
Study and Practice
The Potioneer puts a lot of value in study and practice. They spend time studying nature, various magic forms, and testing out mixtures in laboratories. Of all the practices, Potioneers are perhaps the most studious, spending time reading books and scrolls. They find themselves just as home within the confines of a library as they would out in nature or in a laboratory. They seem to know the answers to many questions, or at least pretend that they do in order to seem intelligent.
Being a Potioneer
To Be a Potioneer, you must be studious and vigilant. You’ll want to understand as well why you chose to be a Potioneer in the first place. Do you enjoy the study or do you enjoy seeing the unique reactions your potions can create in the world around you? Were your parents Potioneers or did you fall into this practice? Either way, you have some form of connection to a background of schooling including active courses within laboratories. Many potioneers will set up shop or have a laboratory within a fixed location. Do you have a laboratory or shop of your own or is the world your laboratory?
Class Features
Potioneer’s Journal
You have a journal in which you keep all of your potioneer formulas and studies. If you lose your journal, you can recreate your notes in a new journal over a long rest.
Basic Potions
You have started a path to the frontier of potion making, learning secrets and combining magic with the environment. At level one you have the basic knowledge needed to make simple potions. Utilize the table in order to make those potions. When making potions, you must roll a d20. If you roll a 1, then the potion either explodes or is neutralized. At a 20, this potion will automatically provide the max effect, known as a “Max Potion”.
Potions
Potion Name |
Material Cost |
Potion Effect |
Position Description |
Equipment Required |
Vial of Poison |
5vr |
1d6 Poison Damage+Poison condition for one minute |
To be put in any liquid or drank raw |
Poisoner's Kit |
Potion of Healing |
10vr |
2d8 Hit Points Regained |
To drink raw and takes an action to drink |
Medicine Kit |
Arcane Potion |
25vr |
Drinker regains 1d4 EP, Drink raw |
Takes a Bonus Action |
NA |
Tinkerer
At the 3rd level you gain proficiency in one type of artisan’s tools and expertise in a set of tools you are already proficient in. You gain expertise in another set of tools at levels 7, 14, and 18.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2 or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score past 20 using this feature.
Take Blood
At 5th level, you have figured out how to use the blood from a creature a potion giving a feature from that creature’s stats. The potion’s consumer may only have one of these effects at any given time. At level 12 this this increases to 2. Upon consumption, there is 20% chance of becoming poisoned and taking 1d4 poison damage for each turn one minute. Regardless of poisoning, you gain use of this feature for 24 hours.
Potion Name Material Cost Potion Effect
Feature Gain One pint of creature’s blood and 200ns Gain any one racial feature of the creature.
Potion Name |
Material Cost |
Potion Effect |
Feature Gain |
One pint of creature's blood and 20vr |
Gain any one racial feature of the creature. |
More Potions and Explosions
At the 6th level you have worked through many trials to get this far, and can now craft more potions at your DM’s choice along with any potions you create now do not need to be drunk raw to take effect. You learn the formula of 3 potions which are Common or Uncommon which you pick from the potions listed in the DMG, you gain 3 more at level 16 which can be Rare. These potions will be recorded in the journal.
Permanent Effect
At the 9th level the great potioneer has figured out a way to give themselves permanent features from Taking Blood. If you drink the same Feature Gain potions five times in a row, you will permanently gain that feature. You may only ever have one of these effects, should you attempt another permanent effect you will lose the previous one and gain the new one.
Max Abilities Limit Increase
At 10th level you have reached the pinnacle of brain power and your brain has been permanently enhanced through SCIENCE. Your Intelligence and Wisdom ability scores are increased by 2 and maximum is increased to 22.
Elixir
At the 11th level you are able to create elixir made specifically for the subject, further tinkering could have drastic results or unimaginable break throughs. These potions may only be taken once.
Elixir's Name |
Material Cost |
Elixir Effect |
Elixir of Health |
1500vr sample of Dragon Blood |
Permanently adds 1d4+2 to your max health. |
Elixir of Stone-Skin |
2000vr sample of Stone Giant Flesh |
Permanently adds +1 to your AC. Works with unarmored Defense. |
Big Explosion
Starting at 13th level, your study and experimentation have allowed you to discover more bombs and grow in your overall bombmaking skill. All bombs do additional damage equal to half your level(rounded down). Additionally, the following bombs are added to your journal. Creatures in range of your bombs must succeed a dexterity saving throw, taking half damage on a save and full damage on a success.
Bomb Name Material Cost Bomb Damage Throwing Range
Boomie McBoomBoom 800ns 3d20 Piercing Damage in a 30 foot radius. 10x your strength modifier in feet (minimum 20 feet)
Ice Grenade 900ns 4d20 cold damage in a 15 foot radius. 10x your strength modifier in feet (minimum 20 feet)
Bomb Name |
Material Cost |
Bomb Damage |
Throwing Range |
Boomie McBoomBoom |
80vr |
3d20 Piercing Damage in a 30 foot radius |
10x your strength modifier in feet (minimum 20 feet) |
Ice Grenade |
90vr |
4d20 cold damage in a 15 foot radius |
10x your strength modifier in feet (minimum 20 feet) |
Big Elixir
At the 15th level the potioneer has discovered the secret to more elixirs through their time of study and practice.
Elixir Name |
Material Cost |
Elixir Effect |
Elixir of Life |
300vr |
Restores half the total hit points and adds 2d20 temporary hit points |
Elixir of Undying |
100vr |
Whenever you are reduced to 0 hit points, you are instead brought back to 1hp. This effect can occur a total of 1d4 times within 8 hours of consumption. |
Spell in a Bottle
At level 16th, you’ve learned how to capture concentrated magic expression itself in a bottle with the assistance of a spellcaster. You are now capable of creating the Magic Potion, capturing specific spells and allowing use of those spells by others. In order to do this, the spellcaster must pay the EP cost as if casting the spell.
Potion Name Material Cost Potion Effect
Magic Potion 250ns for each spell level A magic user can cast any spell into the potion and can be drunk, allowing the creature to cast this spell once regardless of the class and level.
Potion Name |
Material Cost |
Potion Effect |
Magic Potion |
25vr for each spell level |
A magic user can cast any spell into the potion, which can be drunk, allowing the creature to cast this spell once regardless of the class and level. |
Potion Cost Decrease
At the 17th level the cost of the potion making has been too much strain on the resources plus you know the potion well enough to make minor changes. All potions (Potions only) are decreased by 20 vr. If the cost goes below 0 vr, it is increased to 50 vr.
Elixir of Aurite
At the 19th level, you’ve discovered how to change the atomic structure to Aurite. This Elixir is now recorded into the journal.
Elixir Name Material Cost Potion Effect
Elixir of Aurite 600ns Pour this molten Aurite like substance on the object or creature, up to large size, that comes into contact with this elixir becomes solid Aurite. This effect can only be reversed by Greater Restoration for a creature, and is permanent for objects.
Elixir Name |
Material Cost |
Potion Effect |
Exlir of Aurite |
60vr |
Pour this molten Aurite like substance on the object or creature, up to large size, that comes into contact with this elixir becomes solid Aurite. This effect can only be reversed by Greater Restoration for a creature, and is permanent for objects. |
Living Creation
At 20th level you’ve made a massive breakthrough. By combining blood, magic, and other resources, you can now create golems and other creatures allowed by your DM. These creatures are considered constructs and follow your verbal instructions. They do not require to breathe, eat, drink, or sleep. Once they are reduced to 0 hit points, they are crumbled to dust. These creations take 24 hours to make.
Creation Name |
Material Cost |
Creature Created |
Stone Golem |
1200vr |
Create a Stone Golem |
Iron Golem |
1500vr |
Create an Iron Golem |
Alchemical Servants |
80vr |
Create 4 Alchemical Servants |
Starting Equipment
You start with the following equipment, in addition to any equipment granted by your background:
• (a) Enchanted Cloth or (b) Hide
• (a) Handaxe, Daggers (5) or (b) Any Martial Weapon (not heavy)
• (a) Herbalism Kit or (b) Poisoner’s Kit or (c) Alchemist’s Supplies
• Scholar’s Pack or Diplomat’s Pack
• Potioneer’s Journal
Spellcasting
Cantrips
As a potioneer, your study of magic has given you access to several different magical insight. However, you focus your time and energy on the study and development of magical potions. As such, you only cast cantrips, but you are capable of leaning cantrips from any class.
Spellcasting
Intelligence is your casting ability for any spell. You use your intelligence anytime your spell refers to your spellcasting ability. In addition, you use your intelligence modifier when setting the saving throw DC for any spell you cast and when making an attack roll with one.
Spell Save DC=8+ your proficiency bonus+ your intelligence modifier
Spell Attack Modifier=Your proficiency bonus+ your intelligence modifier
Level | Proficiency Bonus | Features | Cantrips Known | Potions Available Per Day |
---|
1 | +2 | Basic Potions, Potioneer's Journal, Cantrips | 2 | 3 |
2 | +2 | Explosions | 2 | 3 |
3 | +2 | Tinkerer | 2 | 4 |
4 | +2 | Ability Score Improvement | 3 | 5 |
5 | +3 | Take Blood | 3 | 5 |
6 | +3 | More Potions and Explosions | 3 | 5 |
7 | +3 | - | 4 | 6 |
8 | +3 | Ability Score Improvement | 4 | 6 |
9 | +4 | Permanent Effect | 4 | 6 | |
10 | +4 | Max Ability Limit Increase | 5 | 6 |
11 | +4 | Elixir | 5 | 7 |
12 | +4 | Ability Score Improvement | 5 | 7 |
13 | +5 | Big Explosion | 6 | 8 |
14 | +5 | - | 6 | 8 |
15 | +5 | Big Elixir | 6 | 8 |
16 | +5 | Ability Score Improvement | 6 | 8 |
17 | +6 | Potion Cost Decrease | 6 | 8 |
18 | +6 | - | 6 | 9 |
19 | +6 | Ability Score Improvement, Elixir of Amorite | 6 | 9 |
20 | +6 | Living Creation | 6 | Unlimited |