Field Alchemist
Those that rely heavily upon alchemy in battle learn ways to quickly throw together less potent versions of the Witcher Oils that many Witchers use to hunt their prey. A quick squeeze and application of prepared ingredients can make an improvised Witcher Oil that while not as powerful as conventional Witcher Oil is better than nothing. They carry a wide variety of alchemical ingredients that they can use to heal minor wounds and create any number of other effects. The School of the Manticore produces a majority of Field Alchemists.
Subclass Features
Field Alchemy
You are skilled at applying your skills in alchemy especially on the battlefield. You gain the following features
Your repertoire of alchemical knowledge has grown. You know an additional 2 Witcher Potions and 4 Witcher Oils that do not count towards the amount of Alchemical Creations you can learn.
You can quickly and deftly maintain your creations with great skill. You can maintain additional Witcher Oils and Potions up to your WIS modifier (Minimum 1).
You have a fast and steady hand. You can apply Witcher Oil as a bonus action.
You have access to many Witcher Oils and Potions unavailable to other Witchers.
Collector and Gatherer
You have a great need of materials to both use in alchemy and to sell to buy materials for alchemy. You have Expertise in Nature checks to find alchemical ingredients.
Alchemical Repertoire
You modified your Alchemist’s Supplies to be an arcane set specific to you. Your Alchemist’s Supplies can magically generate certain ingredients. Once per long rest or short you can use an action and create a non Field Alchemic Witcher Oil without requiring any components as long as you know how to make it. Any Witcher Oils created with this feature vanish after one hour.
Crafty Alchemist
You know how to work with people as well as many ingredients. You gain the following features
Crafty Producer: Your discount from your Crafty Producer feature is increased to 40%.
Batch Craft: When you make an Alchemical Creation you can maximize what you have on hand and create more of what you desire. When you create a Witcher Oil not using your Alchemical Repertoire feature you create three Oils of the same kind. And when you can create a Witcher Potion not using your Alchemical Repertoire feature you can create two Potions of the same kind. You can Batch Craft once per long rest.
Master of Alchemy
You have honed your craft to a great degree and have become a Witcher renowned for alchemy. You gain the following features
Overcharge Oil: When you apply a Witcher Oil to a weapon or ammunition you can expend 2 Stamina and make it volatile. The Oil has a bonus to damage of 1D10 of a damage type of your choice from the following: Acid, Cold, Fire, Lightning, Necrotic, or Poison.
Transmute Oil: You can manipulate Witcher Oils that are already applied and change them to better suit your needs. You can use a bonus action to change a non Field Alchemist specific Oil to another non Field Alchemist specific Oil, you can change Field Alchemist specific Oils to like Oils as well.
Exclusive Alchemical Creations
Witcher Oil
Little Bellower’s Bane
Components: A small amount of ingredients always on hand at virtually no cost
Time: One Action
Effect: While applied to your weapon or ammunition, your attacks deal an additional 1D4 + your WIS modifier in damage to Draconic creatures.
Small Cold Iron Salve
Components: A small amount of ingredients always on hand at virtually no cost
Time: One Action
Effect: While applied to your weapon or ammunition, your attacks deal an additional 1D4 + your WIS modifier in damage to Fey creatures.
Cut and Distilled Mullein
Components: A small amount of ingredients always on hand at virtually no cost
Time: One Action
Effect: While applied to your weapon or ammunition, your attacks deal an additional 1D4 + your WIS modifier in damage to Aberrations.
Quiet Element’s Scream
Components: A small amount of ingredients always on hand at virtually no cost
Time: One Action
Effect: While applied to your weapon or ammunition, your attacks deal an additional 1D4 + your WIS modifier in damage to Elementals.
Tamed Feral’s Poison
Components: A small amount of ingredients always on hand at virtually no cost
Time: One Action
Effect: While applied to your weapon or ammunition, your attacks deal an additional 1D4 + your WIS modifier in damage to Beasts.
Not-so-scary Frightful’s Nightmare
Components: A small amount of ingredients always on hand at virtually no cost
Time: One Action
Effect: While applied to your weapon or ammunition, your attacks deal an additional 1D4 + your WIS modifier in damage to Monstrousities.
Gently Hanged Man’s Venom
Components: A small amount of ingredients always on hand at virtually no cost
Time: One Action
Effect: While applied to your weapon or ammunition, your attacks deal an additional 1D4 + your WIS modifier in damage to Humanoid creatures.
Easy Lycan’s Agony
Components: A small amount of ingredients always on hand at virtually no cost
Time: One Action
Effect: While applied to your weapon or ammunition, your attacks deal an additional 1D4 + your WIS modifier in damage to Lycanthropes and other Shapechangers.
Happy Pious Tears
Components: A small amount of ingredients always on hand at virtually no cost
Time: One Action
Effect: While applied to your weapon or ammunition, your attacks deal an additional 1D4 + your WIS modifier in damage to Fiends.
Slightly Sacraligious Sacramental Wine
Components: A small amount of ingredients always on hand at virtually no cost
Time: One Action
Effect: While applied to your weapon or ammunition, your attacks deal an additional 1D4 + your WIS modifier in damage to Undead creatures.
Penitent Sinner’s Blood
Components: A small amount of ingredients always on hand at virtually no cost
Time: One Action
Effect: While applied to your weapon or ammunition, your attacks deal an additional 1D4 + your WIS modifier in damage to Celestials.
Not-so-bad Storm King’s Ruin
Components: A small amount of ingredients always on hand at virtually no cost
Time: One Action
Effect: While applied to your weapon or ammunition, your attacks deal an additional 1D4 + your WIS modifier in damage to Giants.
Talentless Tinker’s Backup
Components: A small amount of ingredients always on hand at virtually no cost
Time: One Action
Effect: While applied to your weapon or ammunition, your attacks deal an additional 1D4 + your WIS modifier in damage to Constructs.
Witcher Potion
Bindweed (Lv 3)
Components: Spirits (1 gp), Aquatic Herbs (30 gps)
Time: 1 Hour
Effect: Upon drinking this salty and astringent tasting liquid your body tenses and fibers grow along your joints and in key places where armor may cover. You gain Resistance to Bludgeoning or Piercing damage (Your choice) for one minute.
Non-Witcher Effect: A non-Witcher drinking this must make a DC 12 saving throw taking 2D4 Poison damage or half as much on a successful save.
Blizzard (Lv 7)
Components: Spirits (1 gp), Fiend Tissue (350 gps - CR 3 or more creature), Cold Iron (75 gps), Iceling Wing (275 gps)
Time: 24 hours
Effect: Upon drinking this cold and bitter liquid your body becomes loose and your mind becomes hyperactive. You have advantage on DEX saving throws and can take the Dodge or Disengage action as a bonus action for one hour.
Non-Witcher Effect: A non-Witcher drinking this must make a DC 15 saving throw taking 3D6 Poison damage or half as much on a successful save.
De Vrie’s Extract (Lv 7)
Components: Spirits (1 gp), Aberration Tissue (350 gps - CR 3 or more creature), Blessed Silver (75 gps), Shard of Clear Crystal (275 gps)
Time: 24 hours
Effect: Upon drinking this airy and tasteless liquid your eyes become enchanted allowing you to see Invisible objects and creatures as well as traps and hidden doors as if they were outlined in white.
Non-Witcher Effect: A non-Witcher drinking this must make a DC 15 saving throw taking 3D6 Poison damage or half as much on a successful save.
Full Moon (Lv 11)
Components: Spirits (1 gp), Giant Tissue (500 gps - CR 10 or more creature), Steel (250 gps), Eye of a 10th level Spellcaster (850 gps), Necromancer’s Dried Heart (500 gps)
Time: 1 Week
Effect: Upon drinking this murky liquid that tastes of mold and ancient paper your reserves of Stamina swell giving you +10 bonus to your Stamina maximum for 8 hours.
Non-Witcher Effect: A non-Witcher drinking this must make a DC 16 saving throw taking 4D6 Poison damage or half as much on a successful save.
Kiss (Lv 3)
Components: Spirits (1 gp), Assorted Medicines or Medications (25 gps)
Time: 1 Hour
Effect: Upon drinking this chalky and sickly sweet liquid your body feels warm as if embraced. Incoming nonmagical Bludgeoning, Piercing, and Slashing damage is decreased by 2 for one minute (Damage cannot be decreased below 0 with this Potion).
Non-Witcher Effect: A non-Witcher drinking this must make a DC 12 saving throw taking 2D4 Poison damage or half as much on a successful save.
Maribor Forest (Lv 11)
Components: Spirits (1 gp), Fey Tissue (500 gps - CR 10 or more creature), Bronze Poplar Heartwood (250 gps), Corpse Flower Bud (850 gps), Drop of Blessed Vampire Blood (500 gps)
Time: 1 Week
Effect: Upon drinking this refreshing liquid that tastes of sunshine and loamy earth life essence flows throughout your body. At the start of each of your turns you regain 2 hit points as long as you have at least one hit point remaining for 2 hours. If you place a severed limb in its proper place within the duration of this Potion the limb reattaches after one minute.
Non-Witcher Effect: A non-Witcher drinking this must make a DC 16 saving throw taking 4D6 Poison damage or half as much on a successful save.
Petri’s Philter (Lv 15)
Components: Spirits (1 gp), Dragon Tissue (2,500 gps - CR 13 or more creature), Orichalcum (1,000 gps), Bottled Deathlock Mastermind Essence (1,000 gps), Bone of a Grandmaster Witcher (500 gps)
Time: 2 weeks
Effect: Upon drinking this coarse and fiery liquid your soul resonates with past Witchers and you glow with a soft gray/white light. The save DC for your Signs increases by 4 for one hour.
Non-Witcher Effect: A non-Witcher drinking this must make a DC 18 saving throw taking 6D8 Poison damage or half as much on a successful save.
Shrike (Lv 7)
Components: Spirits (1 gp), Monstrosity Tissue (350 gps - CR 3 or more creature), Morguth Iron (75 gps), Talon of a Dire Giant Bird of Prey (275 gps)
Time: 24 hours
Effect: Upon drinking this bracing liquid that tastes of sweat and iron your body and mind become sharpened and enhanced. Your critical hit range increases by 2 (18-20) for one minute.
Non-Witcher Effect: A non-Witcher drinking this must make a DC 15 saving throw taking 3D6 Poison damage or half as much on a successful save.
White Raffar’s Deconcoction (Lv 15)
Components: Spirits (1 gp), Giant Tissue (2,500 gps - CR 13 or more creature), Tin (1,000 gps), Dire Troll Heartstrings (1,000 gps), Iota of Elemental Plane of Earth (500 gps)
Time: 2 weeks
Effect: Upon drinking this gritty liquid that tastes of fatty meat your heart beats like a frantic drum. You regain all spent Stamina.
Non-Witcher Effect: A non-Witcher drinking this must make a DC 18 saving throw taking 6D8 Poison damage or half as much on a successful save.
Willow (Lv 3)
Components: Spirits (1 gp), Bark of Five Exotic/Magical Trees (20 gps)
Time: 1 Hour
Effect: Upon drinking this bitter and sour liquid you become aware of your body in a new way as if from afar. You become Immune to the Stun and Paralyzed condition and you cannot be knocked Prone for 10 minutes.
Non-Witcher Effect: A non-Witcher drinking this must make a DC 12 saving throw taking 2D4 Poison damage or half as much on a successful save.