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Published by goroiamanuci, 2023-07-28 14:56:35

Irongut - The Homebrewery

Irongut - The Homebrewery

Fighter Archetype: Irongut Irongut is a slang term used for alchemically modified warriors found across many societies. Fighters trained in this tradition acclimate their bodies to consume toxic potions, gradually developing the fortitude to stomach more potent concoctions. Few Ironguts survive longer than a handful of years. The combination of military life and poisonous chemistry results in a frighteningly high mortality rate. But those who do find themselves forever changed. Bonus Proficiencies When you choose this archetype at 3rd level, you gain proficiency with Alchemist Supplies and resistance to poison damage. Draughts Starting at 3rd level, you can brew toxic Draughts to improve your abilities. You learn two Draughts of your choice, from among the choices described below, and each time you gain a level in this class, you can replace one Draught you know with a different one from this feature. When you reach certain levels in this class, you learn additional Draughts, as shown in the below table. Draught Table Fighter Level Draughts Known 3rd 2 7th 3 10th 4 15th 5 You can produce a number of Draughts equal to your proficiency bonus after each long rest using Alchemist Supplies. You can consume a number of Draughts equal to your Constitution modifier, but must take a short rest before consuming more. If someone other than an Irongut consumes a Draught, they must make a DC 15 Constitution save or become Poisoned for 24 hours. Regardless of the save, they gain no positive effects from consuming the Draught. Practiced Beginning at 7th level, you have mastered the mechanical process of retrieving and consuming potions. Using potions now takes a Bonus Action instead of an Action for you. Acclimated Beginning at 10th level, your body has adapted to gain the most benefit from potions. The duration of potions you consume is doubled (to a maximum of 24 hours). Also, potions that you consume which restore hit points now restore an additional amount equal to your Constitution modifier. However, your body begins to age at twice its normal rate. Inured Starting at 15th level, your alchemical tolerance renders you immune to disease and poison. Immortal At the 18th level, your body has become suffused with strange energies and resists death. You have Advantage on death savings throws and no longer age. When you take a short rest, you recover the maximum possible hit dice instead of rolling. Toxic Alchemy Any fool apprentice can cook a potion. The hard part is keeping it from killing the drinker. Alchemical Draughts are relatively easy to produce, requiring little more than skill with Alchemist Supplies and some specialized guidance from an Irongut. However, professional alchemists of good standing will outright refuse to create Draughts, on the grounds that such recipes are obviously poisonous. Draughts only produce their positive effects when ingested by an individual that has undergone significant training. Even then, regular consumption guarantees a shortened lifespan.


Draught Options The following Draughts are available to you when you learn a Draught. If a Draught has a level requirement, you must be at least that level in this class to learn the Draught. Third Level Draughts Name Effect Fell Brew False Life Consecrated Brew Shield of Faith Troll Brew Cure Wounds Marching Brew Longstrider Feybane Brew Protection from Evil and Good Seventh Level Draughts Name Effect Lycan Brew Alter Self Witch’s Brew Enhance Ability Sky Brew Lesser Restoration Clear Sight Brew See Invisibility Oak Brew Pass Without a Trace Tenth Level Draughts Name Effect Quicksilver Brew Haste Warding Brew Protection from Energy Dancer’s Brew Water Walk Savior’s Brew Remove Curse Haze Brew Gaseuous Form Fifteenth Level Draughts Name Effect Libra Brew Freedom of Movement Void Brew Greater Invisibility Gargoyle Brew Stoneskin Jekyll’s Brew Polymorph Lazarus Brew Death Ward Draught Mechanics Each Draught behaves like a potion. It requires an action to use while in combat, it is consumed after use, and it only affects the user. The effect produced is equivalent to the lowest level version of the spell listed. Ironguts can create a number of Draughts on each long rest equal to their proficiency bonus. They can brew multiples of the same Draught should they chose. Due to their toxicity, Ironguts are only capable of consuming a number of Draughts equal to their Constitution modifier. Characters will need to take a short rest before being able to consume additional Draughts. Irongut Traditions In some societies Ironguts might be drafted from condemned criminals, or represent a caste of knights honored for sacrificing their health to protect their lands. In other lands, local traditions may frame Draught consumption as a form of religious ascension. As a historical example, the practice of imbibing quicksilver elixirs to attain immortality was well-documented in ancient China, and attempted by several emperors.


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