Splash Potionist

The Splash Potionist makes use of contact-based concoctions stored in a fragile glass vial. These make for excellent ranged potions and poisons, as they can be thrown, shattering upon impact and spattering those nearby with the creation stored within.

Splash Potions and Poisons

Splash Potionists specialize in ranged potions and poisons. These concoctions are thrown like bombs, however have the effect of a poison, or half that of a potion, to all those within the effect radius.

Splash Poisons are affected by any Discoveries that affect poisons, and Splash Potions are affected by any Discoveries that affect potions. Both are affected by any Discoveries that affect any element of bombs other than damage.

When throwing a Splash Potion or Poison, you must select a spot or target within range, 30 feet. When throwing at an empty spot, you must make a ranged attack against an AC of 10, when throwing at another target, you must make a ranged attack against the target's AC. Upon failure, the DM rolls 1d8, and moves the splash location by 5ft in a direction indicated by the roll.

Against Splash Poisons, all affected targets must make a Constitution Saving Throw against your Alchemist DC, succeeding this save negates all damage.

Splash Focus

At 2nd level, a splash potionist's splash potions and poisons use d6s instead of d4s as concoction dice.

In order to truly master this craft, Splash Potionists forfeit their knowledge of bombs and consumable potions.

Resilient Skin

At 2nd level, excessive tinkering with contact-based poisons have hardened your skin, you have resistance to all damage dealt by your own splash poisons.

Splash Potionist Discoveries

A Splash Potionist gains the following discoveries at certain levels. Some of these are unique to the Splash Potionist, while others are available to other studies.

Elemental Concoctions

At 2nd level, your experiments have delved into techniques that alter the makeup of your concoctions, creating poisons that can freeze, burn or corrode anything it comes into contact with.

You've also found that, through the same techniques, your potions can be modified to grant resistance to these effects.

This Discovery has the same effect as the general Discovery of the same name, but with Acid damage in place of Lightning damage.

Holy Hand Grenade

At 6th level, through a briliant stroke of genius, you have created a splash potion filled with holy water.

This Holy Hand Grenade can be thrown like other splash poisons, however it only affects undead, dealing radiant damage equal to your Concoction Dice.

For the purposes of Discoveries and other traits, the Holy Hand Grenade is considered a poison, however it's damage is not affected by poison Discoveries.

Shatterglass Vials

At 6th level, you create your poison vials from Shatterglass. These vials send out glass shrapnel shards upon breaking.

Any creatures affected by your Splash Poisons must also make a Dexterity Saving Throw against your Alchemist Save DC, or take 1d6 Piercing Damage plus 1 Damage of the same type as the poison

Hardened Skin

At 10th level, through repeated exposure to your own concoctions, you have developed complete immunity to your own Splash Potions.

Additionally you receive a +1 to AC if you are wearing Light Armor or No Armor.

High Volume Vials

At 14th level, you have discovered that more fluid in the vials means more fluid on the targets.

You may spend an additional Reagent Point when creating a Splash Poison or Potion to increase it's effect radius to 10 feet.

Potion Launcher

At 18th level, you have created a complex shoulder-mounted device for the purpose of throwing potions.

Splash Poison and Potion throwing range is increased to 60 feet, and you no longer need to make a ranged attack on the target, as you always hit your mark.

Self-Counter

At 18th level, you have added trace elements of your poisons to your potions.

Any creature affected by one of your Splash Potions receives resistance to all damage from your Splash Poisons until the end of combat. If your potion already grants resistance to the poison's damage type, the creature is rendered completely immune to the poison, and takes no damage.

Creatures affected by this are still affected by the 1d6 Piercing Damage of Shatterglass Vials.