Way of the Elixir (5e Subclass)

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Way of the Elixir[edit]

Monk Subclass

Monks of the Way of the Elixir study the elements of creation and their magical properties in the pursuit of knowledge and power. Monks of this tradition believe that experimenting with the substances of the world around them can unlock secret powers within the world and themselves, and do so through the art of alchemy. Their elixirs can heal the ill and wounded, curse their foes with malign magic, and even control the elements. Some even incorporate the alchemical arts into their martial arts, throwing potions of harm and realigning substances in their very body for combative boons. Those that pursue the Way of the Elixir tend to be fascinated with divinity and Apotheosis, or simply desire knowledge and healing.


Secrets of Alchemy

When you choose this tradition at 3rd level, you gain proficiency in either the Arcana skill or the Medicine skill. You also gain proficiency with alchemist’s supplies.


Alchemical Strike

At 3rd level, you incorporate alchemy into your fighting style. With this feature, you gain a number of damaging potions equal to your Wisdom modifier. When you take the Attack action or make an unarmed strike, you can forgo one of the attacks or unarmed strikes to instead expend a damaging potion and throw it. When you do so, choose a target within 20 feet of you and make an unarmed attack against them, throwing or smashing the damaging potion against the target. On a hit, you deal either acid, cold, fire, lightning, necrotic, or poison damage (your choice of damage type) equal to your Martial Arts die plus your Proficiency bonus.

You regain all damaging potions when you finish a long rest.

Additionally, as a free action on your turn, you can spend a Ki point to reproduce a spent damaging potion.


Secret Elixirs

At 3rd level as well, you can create elixirs with mystical effects. During a long rest, you can use alchemist supplies to produce a number of secret elixirs equal to your Wisdom modifier (minimum of 2). When you do so, you choose the secret elixir’s effect from the list below. You must have at least one secret elixir effect from the Shadow Elixir list and one from the Bright Elixir list (keeping a balance of your secret elixirs).

Secret Elixirs and Effects
Shadow Elixirs Bright Elixirs
Venom The affected creature must make a Constitution Saving throw, taking an amount of poison damage equal to a roll of your Martial Arts die on a failed save or half as much on a successful save. The affected creature also gains the poisoned condition for 1 minute on a failed save as well. Vitality The affected creature regains hit points equal to two rolls of your Martial Arts die plus your Wisdom Modifier.
Slow The affected creature must make a Wisdom Saving throw. On a failed save, the creature’s speed is halved and it gains a -2 to its AC and any Dexterity Saving throw it makes for 1 minute. On a successful save, the creature’s speed only decreases by 5 feet for 1 minute. Quicken The affected creature can take the Dash or Disengage action as a bonus action, and the creature gains a +2 to its AC and any Dexterity Saving throw it makes for 1 minute.
Accused The affected creature takes an additional amount of necrotic damage equal to a roll of your Martial Arts die once per round for 1 minute when hit with an attack. (You choose when the additional damage is dealt.) Fury The affected creature gains a bonus to its damage rolls equal to your Wisdom modifier for one minute.
Flash The affected creature must make a Wisdom Saving throw or become blinded and deafened for 1 minute. Luck The affected creature gains three d4s which the affected creature can spend and add a d4 to an attack roll, skill check, or saving throw. All d4s are lost after 1 minute.
Weaken The affected creature has any damage that it deals reduced by an amount equal to a roll of your Martial Arts die for 1 minute. Damage reduced in this way cannot be reduced below 1. Bolster The affected creature gains a bonus to attack rolls and saving throws equal to your Wisdom modifier.
Fyre The affected creature must make a Dexterity Saving throw, taking fire damage equal to 2 rolls of your Martial Arts die plus your Wisdom modifier on a failed save, or half as much on a successful save. Additionally, any creature within 5 feet of the affected creature must also make a Dexterity Saving throw, taking 1 roll of your Martial Arts die plus your Wisdom modifier worth of fire damage on a failed save, or half as much on a successful save. Transform The affected creature has the spell Alter Self cast on it. The affected creature chooses what transformation from the spell. When cast in this way, there is no need to concentrate on the spell and it only last for 10 minute.


As an action, you can consume a secret elixir, and grant its effects to yourself or a target creature within 30 feet of you. If a secret elixir effect requires a Saving throw, the DC is equal to your Ki Save DC. Any creatures other than yourself that consumes a secret elixir does not gain any of its effects (only you know how to unlock an elixir’s secrets). Any secret elixirs created with this feature lasts until it is consumed or until the end of your next long rest.


Transmutive Technique

Starting at 6th level, you can change how you use your secret elixirs. Using your secret elixirs, you can use the following effects:

Adaptive Mixture When you take either acid, cold, fire, lightning, necrotic, or poison damage, you can use your reaction to expend one of your secret elixirs and gain resistance to that damage type for 1 hour. This resistance applies before you take the triggering damage.

Secrets of Vitality Before using a secret elixir with a bright elixir effect, you can choose to either have it have its original effect, or change the elixir’s effect to that of the Vitality effect. Alternatively, you can expend the elixir with the bright elixir effect to cast Lesser Restoration with a range of 30 feet.

Baleful Alchemy When you hit a creature with your Alchemical Strike feature, you can expend a secret elixir with a shadow elixir effect to force the target creature to make a Constitution saving throw against your Ki Save DC, losing resistance to one of the following damage types for 1 minute on a failed save: acid, cold, fire, lightning, or poison damage. If the target creature has immunity to the chosen damage type, its immunity changes to resistance for 1 minute instead. A creature affected by Baleful Alchemy can repeat the saving throw at the start of its turn to end the effect early.


Improved Alchemical Strike

Starting at 11th level, you can replace any attack or unarmed strike with the use of a damaging potion from your Alchemical Strike feature, up to replacing four attacks with damaging potions.


Balance of the Elixirs

At 17th level, you learn how to balance, or imbalance, the very substance of creatures and your elixirs. When you hit a creature with an unarmed strike, you can spend 3 Ki point to cause the next Saving throw that that creature makes within the next hour to be at disadvantage. Alternatively, you may touch a creature and spend 3 ki points to have their next Saving throw made within an hour to be made at advantage.

Additionally at 17th level, you may change the effect of one prepared secret elixir to another one from the table of Secret Elixir Effects (you don’t need to keep a balance of bright and shadow elixirs when doing so). Doing so costs a Ki point and a bonus action. Once you’ve changed an elixir using this feature, you can’t do so again until you’ve finished a long rest.


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