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Becoming the Nose
An adventuring perfumer might seem strange to most but the few who know of their expertise respect them. Turning the tides of battle with a magically imbued scent can be achieved by any young artificer but most tend to tinker with their machines. A Nose is flexible in any social setting as their perfumes can offset most social blunders. Notes of subtle perfumes change the fates of many by befuddling the senses and bewitching hearts.
Expanded Spell List
Starting at 3rd level, you always have certain spells prepared after you
reach particular levels in this class, as shown in the Perfumer Spells
table. These spells count as artificer spells for you, but they don’t
count against the number of artificer spells you prepare.
Eau d’Arcane
Beginning at 3rd level you can make a number of individual perfumes and incenses equal to your proficiency modifier plus your Intelligence modifier per long rest. Creating an incense or perfume expends 10g worth of materials and any person can use it. Using a perfume or incense requires an action and expends it after use, unless it specifically mentions a number of charges. A perfume or incense does not stack and instead will reapply the odor (if possible), with appropriate saves for the new application. You cannot end the effect of a perfume except by means such as anti-magic field, counterspell (effective at even its lowest level), or dispel magic. An incense can be ended by those means as well or early through expending a bonus action to snuff it out, in which case the smoke will suffuse the area of its effect for 1 minute. Incenses and perfumes last 30 days before losing magical potency.
You can make the following perfumes and incenses at this level from the list at the end of this class: Scent no. 00 - Zephyr Essence, Scent no. 01 - Amity Elixir, Scent no. 02 - Prismatic Stench, Scent no. 03 - Celestial Vigil, and Scent no. 04 - Vitality Essence.
Intelligently Designed
At 5th level after using a perfume or incense you can add your Intelligence modifier to your next attack or damage roll (calling before making the attack roll).
You are able to create the following perfumes and incenses in addition to previously learned scent: Scent no. 05 - Mnemonic Essence, Scent no. 06 - Ethereal Elixir, Scent no. 07 - Astral Oracle, and Scent no. 08 - Echoing Dispatch.
Flexible Odors
Starting at 9th level you can expend a use of your flash of genius while spraying a perfume to apply one of the following effects:
- Ignite the perfume's cone for 3d6 fire damage with a Dexterity save against your spell save DC.
- Magically imbue it with 2d6 temporary Hit Points for any creature within the perfume's cone.
- Blind all creatures in the perfume's cone for 1 minute if they fail their save.
- Cast invisibility targeting all creatures in the cone lasting for 1 minute.
You can also expend a use of your flash of genius to empower an incense’s area of effect with one of the following effects (this only lasts until the incense is expended or canceled early.):
- Bright light shines out from the incense in a 10ft sphere then followed by 10ft of dim light, this light is blocked by solid objects.
- Magical darkness covers the area of the incense (10ft sphere), a creature with darkvision can’t see through this darkness, and non-magical light can’t illuminate it.
- Weapon attacks are treated as if they are magical and have the +1 property if not already a +1, otherwise improve that weapon by +1 up to +3.
- The area of the incense is affected by calm emotions for its duration.
You are able to create the following perfumes and incenses in addition to previously learned scents: Scent no. 09 Necromantic Elixir, Scent no. 10 Ephemeral Cascade, Scent no. 11 Illusory Veil, and Scent no. 12 Purifying Fumigation.
Instant Scent
Beginning at 15th level as a reaction, when a creature would leave your zone of control without taking the disengage action, you may spray a perfume or light an incense.
As well, when you cast a spell, you may create an incense or perfume instantaneously by flipping a coin and calling the correct result. This feature may be used thrice per long rest.
You can make the following perfumes and incenses in addition to any scents you have learned to create at this level from the list at the end of this class: Scent no. 13 Enrapture Essence, Scent no. 14 Serenity Elixir, Scent no. 015 Destiny's Covenant, Scent no. 16 Tranquility Essence, Scent no. 17 Subterfuge Elixir, Scent no. 18 Ethos Infusion, Scent no. 19 Nullification Fog, and Scent no. 20 Frostbound Tempest.
*Plume of Sleuth
1st-level enchantment
Casting Time: 1 bonus action
Range: Self
Components: S
Duration: 1 hour
You gain the trait Keen sense (smell) for the duration of the spell effect.
At Higher Levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain the effect for 8 hours. When you use a spell slot of 5th or higher, you maintain the effect for 24 hours.
(ノ◕ヮ◕)ノ*:・゚✧
~Perfume and Incense list~
Scent no. 00 Zephyr Essence
Range: 60 foot line
Casting time: 1 action
Duration: Instantaneous
Type: Perfume
You can push a cloud of perfume or incense up to 60 ft with this perfume. Has 5 charges before expending its contents.
Scent no. 01 Amity Elixir
Range: 15 foot cone
Casting Time: 1 action
Duration: 1 minute
Type: Perfume
You can push a cloud of perfume or incense up to 60 ft with this perfume. Has 5 charges before expending its contents.
Scent no. 01 - Amity Elixir
Range: 15 foot cone
Casting time: 1 action
Duration: Variable
Type: Perfume
Creatures within the cone must make a Constitution save against your spell save DC or be marked. Upon being marked by this perfume, for the duration, you have advantage on all Charisma checks directed at the creatures. When the spell ends, the creatures realize that you used magic to influence it and are immune to this perfume fore 24 hours.
Scent no. 02 - Prismatic Stench
Range: 15 foot cone
Casting time: 1 action
Duration: Variable
Type: Perfume
Four scents fill a 15 foot cone. All creatures must make a Constitution save against your spell save DC or be marked by the scent. For each target, roll a d4 to determine which scent affects it.
1. Floral. On a failed save, the target is fascinated for a number of rounds equal to your Intelligence modifier minus 1 (minimum 1); thereby being unable to take any action other than the dodge action. Any obviously hostile effect will break the trance immediately.
2. Musk. On a failed save, the target is sickened by the scent. That target receives -2 to all rolls for a number of rounds equal to your Intelligence modifier minus 1 (minimum 1).
3. Fruit. On a failed save that creature becomes confused† for a number of rounds equal to your Intelligence modifier minus 1 (minimum 1).
4. Special. The target is marked by two scents. Roll twice more, re-rolling any 4s. Receiving a scent twice will cause it to stack thereby doubling its duration. If the creature is affected by the confused and the fascination condition, then that creature hurts itself with a melee weapon attack if able, or if not able to then the lowest level spell in its arsenal. In any case, if the hit was a success, it loses the fascination status conditions.
†Confuse: roll 1d4 and determine which direction they aim an attack action (or spell if they cannot take the attack action) based on this key: 1 North, 2 East, 3 West, 4 South. Alternatively on a hex map, you may roll 1d6 assigning areas corresponding to the hexes: 1 Northwest, 2 Northeast, 3 East, 4 Southeast, 5 Southwest, and 6 West.
Scent no. 03 - Celestial Vigil
Range: Self (10-foot-radius sphere)
Casting time: 1 action
Duration: Up to 8 hours
Type: Incense
As Alarm.
Scent no. 04 - Vitality Essence
Range: Self (10-foot-radius sphere)
Casting time: 1 action
Duration: Up to 1 hour
Type: Incense
All creatures within this incense deal an additional 1d4 per weapon attack. If ammo from a ranged weapon would leave the field it still benefits from this effect.
Scent no. 05 - Mnemonic Essence
Casting Time: 1 action
Range: 15 foot cone
Duration: 1 minute
Type: Perfume
As detect thoughts except only the creatures marked by the perfume’s cone are affected.
Scent no. 06 - Ethereal Elixir
Range: 5 feet
Casting time: 1 action
Duration: Variable
Type: Perfume
You create a cloud of perfume that can be perceived through a Perception check against your Spell Save DC. The cloud of perfume lasts a number of rounds equal to your Intelligence modifier plus your proficiency modifier. If you step into the cloud of perfume you can exit at another cloud of perfume that is of this scent and within 60 feet. Once you use this perfume the scent clouds become very noticeable and no longer require a Perception check to perceive them. This perfume has two charges before it is expended.
Scent no. 07 - Astral Oracle
Range: Self (10-foot-radius sphere)
Casting time: 1 action
Duration: Up to 1 hour
Type: Incense
You, and anyone else within the incense fumes, can magically scry the location of a creature, object, or place in real time. Your attempts are not known unless wards had been erected to purposefully detect a scryer. You can only scry within a mile of your current location and if its on the same plane of existence as you.
Scent no. 08 - Echoing Dispatch
Range: Self (10-foot-radius sphere)
Casting time: 1 action
Duration: Up to 1 hour
Type: Incense
You create a one-way magical connection with a willing creature you have met. They can hear anything you want as if it were spoken directly into their mind. This effect only persists if the creature is within a mile of you. If the creature is unwilling you can forge the connection anyway but the target must make an Intelligence save or be the unwilling target of your telepathic communication.
Scent no. 09 - Necromantic Elixir
Casting Time: 1 action
Range: 15 foot cone
Target: A pile of bones or a corpse of a Medium or Small humanoid within range
Duration: 1 minute
Type: Perfume
As animate dead except all bones or corpses marked with the odor are affected and disintegrate upon reaching 0 Hit Points or until the perfume’s effect wears off, whichever is first.
Scent no. 10 - Ephemeral Cascade
Casting Time: 1 action
Range: 15 foot cone
Duration: Up to 1 minute
Type: Perfume
All creatures in the cone must make a Constitution save or be marked by your perfume. If successfully marked by different perfume within a minute, you deal 4d6 + 5 force damage. Upon taking damage in this way this perfume dissipates.
Scent no. 11 - Illusionary Veil
Casting Time: 1 action
Range: 10 ft sphere
Duration: Up to 10 minutes
Type: Incense
As major image except the image must exist within the confines of the incense’s range and no longer requires concentration to maintain the image.
Scent no. 12 - Purifying Fumigation
Casting Time: 1 action
Range: Self (10-foot-radius sphere)
Target: One creature or object
Duration: Instantaneous
Type: Incense
As remove curse except you can direct which creature or object is affected in the 10ft sphere, without touch.
Scent no. 13 - Enrapture Essence
Casting time: 1 action
Target: Two creatures in love, within a 15ft cone
Duration: 1 day
Type: Perfume
Only has an effect on creatures with an existing romantic relationship. For the next day the two creatures can telepathically communicate and if moving towards the other gain 20 feet of movement. Can only be used once every seven days on the same two creatures.
Scent no. 14 - Serenity Elixir
Casting Time: 1 action
Range: 15 foot cone
Duration: 1 minute
All creatures within the cone must make a Constitution save or be unable to cast spells. Creatures marked may attempt to make the save again at the end of each of its turns, and on a success they are no longer marked.
Scent no. 015 - Destiny's Covenant
Casting time: 1 action
Range: 10 ft sphere
Duration: Up to 10 minutes
Type: Incense
All creatures within the range of the incense makes a Constitution save against your spell save DC. If they fail they experience one if the following discrete effects, you choose which one to apply:
-bane: disadvantage on the next saving throw.
-boon: advantage on the next saving throw.
After being marked by this perfume that creature becomes immune to this perfume for the next 24 hours.
Scent no. 16 - Tranquility Essence
Range: Self (10-foot-radius sphere)
Casting time: 1 action
Duration: Up to 1 minute
Type: Incense
Any creature within the incense's zone cannot reach 0 Hit Points.
Scent no. 17 - Subterfuge Elixir
Range: 15 Foot cone
Casting time: 1 action
Duration: 1 minute
Type: Perfume
Spray this perfume in the cone and mark all creatures within its range. For creatures that are marked with this scent, magic that would determine if they are telling the truth indicates that creature is being truthful.
Scent no. 18 - Ethos Infusion
Range: 15 foot cone
Casting time: 1 action
Duration: 1 minute
Type: Perfume
Creatures within the cone must make a Constitution save against your spell save DC or be marked. Upon being marked by this perfume the creature’s alignment shifts to its opposite. For example, a lawful evil person would now be chaotic good. This behavior shift persists until the perfume wears off. If a Player Character would be affected by this perfume it should be assumed actions are done in good faith to the alignment shift. If not, the DM should have some suggestions for how to play the scenario, if not outright taking control of the character for the duration. If the Player Character is true neutral roll 1d8 to receive a random alignment following these results: 1 lawful good, 2 neutral good, 3 chaotic good, 4 lawful neutral, 5 chaotic neutral, 6 lawful evil, 7 neutral evil, and 8 chaotic evil.
Scent no. 19 - Nullification Fog
Range: Self (10-foot-radius sphere)
Casting time: 1 action
Duration: Up to 1 hour
Type: Incense
As antimagic field.
Scent no. 20 - Frostbound Tempest
Range: Self (10-foot-radius sphere)
Casting time: 1 action
Duration: Up to 1 minute
Type: Incense
All creatures within the area must make a Constitution save or take 8d8 cold damage, or half on a success. Creatures that start their turn inside the zone are at disadvantage to maintain concentration on Constitution saving throws.
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