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Witcher

Arcane (R. Cane) Dopper

Being a skilled alchemist is a slippery slope. Some Witchers use their skills to craft drugs to make their harsh life more bearable and end up addicted. These addicts gain arcane powers along with their dependency more as a side effect of interacting with their mutagen than by design. Witchers of the School of the Manticore are the only ones who have the talent in alchemy to cross into dark territory and push the limits of alchemy.

1D12 Effect
1You detonate in a multicolored explosion forcing each creature within 30 ft of you to make a DC 15 DEX saving throw taking 4D6 damage on a failed save for half as much on a successful save. You automatically fail the saving throw. The damage dealt is determined by the damage roll: 1 deals Poison damage, 2 deals Acid damage, 3 deals Fire damage, 4 deals Cold damage, 5 deals Thunder damage, and 6 deals Psychic damage.
2Icy hot tingles run along your arms giving you disadvantage on attack rolls and ability checks that rely on your arms for one hour.
3Each creature other than you within 60 ft of you turns Invisible for one hour. Creatures turned Invisible this way cannot see their own bodies and have Disadvantage on D20 tests for one minute until they get used to the feeling.
4Your legs turn rubbery for one hour reducing your movement speed to 5 ft and giving you disadvantage on DEX saving throws and ability checks that use DEX.
5Your tongue catches fire and you take 1D10 Fire damage and you cannot speak until you complete a long rest.
6You grow a long beard of feathers for one hour after which they explode off your face with a loud “Cockadoodledoo” that can be heard for 300 ft.
7-12Nothing happens

Subclass Features

Lv 3

Skilled Alchemist

You are a pioneer in the field of alchemy. You learn one additional Alchemical Creation. Through experimentation you gained a hidden reserve of Stamina that you can only use in your production of R. Cane. You have a bonus reserve of Stamina equal to your WIS modifier (Minimum 1).

R. Cane Dopping

Only Witchers of the School of the Manticore are able to produce the necessary drugs to become an Arcane Dopper. You can craft a number of varieties of R. Cane as long as you have Stamina available and your Alchemist’s Supplies. You can craft one variety of R. Cane during the course of a long rest. You create a number of R. Cane equal to the total number of Stamina expended halved and rounded down (Spending 2 Stamina creates one use of R. Cane) in its creation. R. Cane remains stable for 24 hours after which it becomes Colorless R. Cane. Spells Cast with R. Cane use the Sign or spellcasting DC of the user or if they do not have the spellcasting ability they use WIS for their spellcasting ability.

Once a creature takes R. Cane they must succeed a DC (10 + the amount of failed WIS saving throws within the last week) WIS saving throw and on a failed save become addicted to R. Cane. A creature addicted to R. Cane cannot complete a long rest without taking R. Cane. A creature can attempt a DC 20 WIS save to try and quit R. Cane once per week.

Creatures other than Arcane Dopper Witchers have disadvantage on saving throws to resist R. Cane. It is highly dangerous and frowned upon to sell R. Cane with any news of R. Cane sales causing a Witcher of the School of the Manticore or an Inquisitor Witcher to investigate the claims.

After the duration of a dose of R. Cane runs out, the user must make a R. Cane Surge roll. If the user has rolled on the R. Cane Surge Table in the last hour, it makes the roll with disadvantage. Only one dose of R. Cane can be active in a creature at a time. Taking an additional dose gains no additional effect and deals 2D6 Necrotic damage to the creature that took the extra dose.

R. Cane Surge Table

R. Cane Varieties

Black R. Cane

Upon drinking a vial of this shiny black substance you become filled with dark power. You deal an additional 1D6 Necrotic damage on each attack for 1 minute. Once during the duration you can use a bonus action and cast the spell Inflict Wounds.

Blue R. Cane

Upon drinking a vial of this icy blue substance you become filled with icy power. You deal an additional 1D6 Cold damage on each attack for 1 minute. Once during the duration you can use a bonus action and cast the spell Armor of Agathys that lasts for the duration of the effect.

Brown R. Cane

Upon drinking a vial of this gritty brown substance you become filled with toxic power. You deal an additional 1D6 Poison damage on each attack for 1 minute. Once during the duration you can use a bonus action and cast the spell Ray of Sickness.

Green R. Cane

Upon drinking a vial of this bitter green substance you become filled with caustic power. You deal an additional 1D6 Acid damage on each attack for 1 minute. Once during the duration you can use a bonus action and cast the spell Tasha’s Caustic Brew.

Purple R. Cane

Upon drinking a vial of this scintillating purple substance you become filled with psionic power. You deal an additional 1D6 Psychic damage on each attack for 1 minute. Once during the duration you can use a bonus action and cast the spell Dissonant Whispers.

Red R. Cane

Upon drinking a vial of this hot red substance you become filled with fiery power. You deal an additional 1D6 Fire damage on each attack for 1 minute. Once during the duration you can use a bonus action and cast the spell Hellish Rebuke as a 2nd level spell.

White R. Cane

Upon drinking a vial of this shining white substance you become filled with holy power. You deal an additional 1D6 Radiant damage on each attack for 1 minute. Once during the duration you can use a bonus action and cast the spell Guiding Bolt.

Yellow R. Cane

Upon drinking a vial of this icy blue substance you become filled with icy power. You deal an additional 1D6 Lightning damage on each attack for 1 minute. Once during the duration you can use a bonus action and cast the spell Witch Bolt that lasts for the duration of the effect.

Colorless R. Cane

Upon drinking a vial of this clear substance you become sickened. While it fulfills the needs of R. Cane addiction you must make a CON saving throw and on a failed save you become Poisoned for one hour.

The “Bad Stuff”

The “Bad Stuff” is a mixture of many R. Cane types that is highly volatile. The “Bad Stuff” does not go bad like regular R. Cane. Drinking this murky substance causes the results of rolling a 1 on the R. Cane Surge Table. Drinking the “Bad Stuff” causes you to roll with disadvantage for 24 hours on saving throws to not develop R. Cane addiction.

Lv 7

Ride the High

When you take R. Cane you can give into the high and roll with disadvantage on the saving throw to avoid addiction. When you do so you gain temporary hit points equal to your Witcher level + your WIS modifier (Minimum 1). If you fail a saving throw to avoid addiction after “Riding the High” you blackout and roll on the Hedonism Table when you take your next long rest.

Lv 11

Drug Resistance

After taking R. Cane for so long your body has developed a resistance to it and other similar effects. You have Resistance to Necrotic damage and are Immune to Poison damage and the Poisoned conditions and other negative effects of druglike effects.

Lv 15

Hard R. Cane

You develop a more potent strain of R. Cane. You can create one Hard R. Cane per batch of R. Cane you make. Hard R. Cane deals twice as much damage (2D6) during the duration and the spell level of the spell it contains becomes a 2nd level spell or a 3rd level for Red R. Cane.