Witchblade
The order of the witchblades teaches its members to brew
a wide variety of hellbroths, deadly poisons, corrosive acids,
and other such concoctions and decoctions. Armed with
coated blades and explosive vials of both chemical and
alchemical mixtures, they are prepared for any situation. No
matter how much wealth a noble accrues, or how big and
strong a monster grows, they are nothing compared to the
merciless touch of nature - and you are its vessel.
These debilitating, mind-numbing effects are produced
by secret recipes, which are often only bequeathed
from parent to child, or mentor to mentee. This oral
tradition usually goes back to a particularly creative, and
conveniently amoral alchemist, a back-alley apothecary, a
trained physician, or even a disgruntled gardener.
Whichever the case might be, you know your way around
both a dagger and a cauldron. In the hands of a witchblade
like you, a couple droplets can change the course of history.
You gain proficiency with poisoner’s kits and blowguns, and you have advantage on checks made to harvest poison from a dead or incapacitated creature.
Witchblades rely on compounds, natural or otherwise, which have detrimental effects on creatures that are exposed to them. You know three recipes from the Minor Compounds Table below. On your adventures, you might find other recipes from the Minor Compounds table. You can learn a recipe found in this way by spending 8 hours experimenting with it.
Whenever you finish a short or long rest, you can brew two vials of minor compounds of your choice from the recipes you know. The compounds remain potent until the end of your next short or long rest.
You can prepare one additional minor compound vial, and learn one additional minor compound recipe when you reach 9th, 13th and 17th levels in this class.
You can administer your compounds in three ways:
You learn two recipes from the Major Compounds Table below. On your adventures, you might find other recipes from the Major Compounds table. You can learn a recipe found in this way by spending 24 hours experimenting with it. Whenever you finish a long rest, you brew one vial of major compound of your choice from the recipes you know. The compound remains potent until the end of your next long rest. You learn an additional major compound recipe when you reach 13th, and 17th level in this class, and you can prepare one additional major compound vial when you reach 17th level in this class. Major compounds can be administered in the same ways as minor ones, but the duration of major compounds is dictated by the recipe used rather than by the way it was administered. Major compounds are more volatile, and using a sneak attack to administer it consumes the entire contents of the vial.
You include psychoactive reagents to your compounds. Whenever you prepare a vial, you can decide whether creatures subjected to its contents will have to make a Constitution or a Wisdom saving throw.
When you replace your Sneak Attack with administering a compound, you can choose instead to deal half your Sneak Attack damage in addition to administering the compound
Bonus Proficiencies
3rd-level Witchblade featureYou gain proficiency with poisoner’s kits and blowguns, and you have advantage on checks made to harvest poison from a dead or incapacitated creature.
Witchblade Compounds
3rd-level Witchblade featureWitchblades rely on compounds, natural or otherwise, which have detrimental effects on creatures that are exposed to them. You know three recipes from the Minor Compounds Table below. On your adventures, you might find other recipes from the Minor Compounds table. You can learn a recipe found in this way by spending 8 hours experimenting with it.
Whenever you finish a short or long rest, you can brew two vials of minor compounds of your choice from the recipes you know. The compounds remain potent until the end of your next short or long rest.
You can prepare one additional minor compound vial, and learn one additional minor compound recipe when you reach 9th, 13th and 17th levels in this class.
You can administer your compounds in three ways:
- Whenever you use your Sneak Attack, you can choose to replace the extra damage with the effects of one of your prepared compounds. This does not consume the vial’s contents. If the compound has a duration, it lasts until the end of your next turn.
- As an action, you can toss one of your vials to a surface you can see within 30ft of you. The vial is destroyed, and it spreads a cloud of colorful gas which dissipates almost immediately. Any creature within 10ft of the point of impact is subjected to the compound. If the compound has a duration, it lasts for one minute, and the creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
- As a bonus action, you pour the compound into up to 5 gallons of liquid or 5 pounds of food. Any creature which consumes the tainted item is subjected to the compound after 10 minutes. The vial is emptied and cannot be used anymore. If the compound has a duration, it lasts for one hour.
Brewmaster
9th-level Witchblade featureYou learn two recipes from the Major Compounds Table below. On your adventures, you might find other recipes from the Major Compounds table. You can learn a recipe found in this way by spending 24 hours experimenting with it. Whenever you finish a long rest, you brew one vial of major compound of your choice from the recipes you know. The compound remains potent until the end of your next long rest. You learn an additional major compound recipe when you reach 13th, and 17th level in this class, and you can prepare one additional major compound vial when you reach 17th level in this class. Major compounds can be administered in the same ways as minor ones, but the duration of major compounds is dictated by the recipe used rather than by the way it was administered. Major compounds are more volatile, and using a sneak attack to administer it consumes the entire contents of the vial.
Mind Wrack
13th-level Witchblade featureYou include psychoactive reagents to your compounds. Whenever you prepare a vial, you can decide whether creatures subjected to its contents will have to make a Constitution or a Wisdom saving throw.
Pernicious Strike
17th-level Witchblade featureWhen you replace your Sneak Attack with administering a compound, you can choose instead to deal half your Sneak Attack damage in addition to administering the compound
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