Soupmancer Subclass, Recipe of Cold

Recipe of Cold

Bonus Proficiency

When you choose this Recipe at 1st level, you gain proficiency in Dexterity Saving Throws and Thieves’ tools you also Gain resistance to cold damage.


To Cool For Comfort

Also at 1st level. (instet flavor text here) you can use soup healing charges to do an extra soup dice in poison damage on every attack you make.


2nd

Expertise

At 2nd level, (instet flavor text here) choose two of your proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.


3rd

potant poison

at 3rd level, (instet flavor text here) when you deal poison damage to a creature it works as if they where weaker to it then normal, a creature without any kind of resistance or immunity to poison damage is treated as if it has vulnerability to poison damage, you treat resistance to poison damage as if they had no resistance instead, and you treat immunity to poison damage as resistance instead.


6th

Evasion

at 6th level, (instet flavor text here) you can nimbly dodge out of the way of certain area effects, such as an ancient red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.


Cold Soup minions

at 11th level (instet flavor text here) you have found a way to make your soup come alive by letting it simmer in a sealed pot you infuse with magic, the longer they get to be in there before you let them out for the first time the stronger they grow, to let your soup elemental out you need to spend your action putting down the pot in an unocupaide space within 5 feet of you and then to relese the presuser letting it out and ending its growt, the soup elementals cant get back hit points from resting insted for a permante one after you have let them out you can only heal them half your soupmancher level in hit points a day by letting them by back into the pot, you can only have one pot at a time and only one soup elementals in the pot at a time but you can make as many soup elementals as you want over time.

• by letting it simmer for a day you can make a cold soup Mephit but it disappears 1 hour after you summoned it, or let it simmer for 3 days to make it permanent.

• by letting it simmer for 4 days you can make a cold soup Elemental but it disappears 1 hour after you summoned it, or let it simmer for a 12 days to make it permanent.

• by letting it simmer for 13 days you can make a cold soup Myrmidon but it disappears 1 hour after you summoned it, or let it simmer for 39 days to make it permanent.

you soup needs to be stired and having the water refresed after every long rest as the water veporizes, you can collect these veporos in a special thermo can with a nozzel and gain a number of vapor points equal to your proficiency bonus when you do so, you can use your action to summon a weaker visions of the soup elementals within 15 feet of you until the end of your next turn by spraying vapors out with the nozzel you can use as many vapor points to summon as many soup elementals as you want when you take this action, a Mephit cost 1 vapor point, a Elemental cost 2 vapor points, and a Myrmidon for 3 points, the vapors will disapated after a long rest.

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Cold Soup Mephit

tiny elemental , neutral

Armor Class 12

Hit Points 27 (6d6 + 6)

Speed 30 ft., fly 30 ft.


:STR 6(-2):DEX 14(+2):CON 12(+1):INT 7(-2):WIS 10(0):CHA 11(0):


Damage Resistances acid, Lightning, Thunder


Damage Immunities cold, Fire, Poison


Condition Immunities Poisoned


Senses Darkvision 60 ft., Passive Perception 10


Languages Aquan,


Challenge 1/4 (50 XP)


Proficiency Bonus +2


Death Burst. When the mephit dies, it explodes in a burst of soup. Each creature within 5 feet of the mephit must succeed on a DC 10 Dexterity saving throw or take your soup dice cold damage.


False Appearance. While the mephit remains motionless, it is indistinguishable from an ordinary puddel of soup.


Innate Spellcasting (1/Day). The mephit can innately cast Armor of Agathys, requiring no material components. Its innate spellcasting ability is Charisma.


Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) slashing damage.


Soup Breath (Recharge 6). The mephit exhales a 15-foot cone of soup. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 2 soup damage in cold damage on a failed save, or half as much damage on a successful one.


Spiked Soup. whenever the Mephit deals damage it adds your soup dice in poison damage

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Cold Soup Elemental

medium elemental , neutral

natural armor 17 (natural armor)

66 (12d10 + 0) hit points


:STR 20(5):DEX 20(5):CON 10(0):INT 6(-2):WIS 10(0):CHA 6(-2)


Damage Resistances acid, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks


Damage Immunities cold, Fire, Poison


Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious


Senses Darkvision 60 ft., Passive Perception 10


Languages Aquan


Challenge 5 (1,800 XP)


Proficiency Bonus +3


Soup Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.


Freeze. If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn.


Multiattack. The elemental makes two slam attacks.


Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.


Whelm (Recharge 4–6). Each creature in the elemental's space must make a DC 16 Strength saving throw. On a failure, a target takes 14 (2d8 + 5) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 16). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space.

The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 14 (2d8 + 5) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength check and succeeding.


Spiked Soup. whenever the elemental deals damage it adds your soup dice in poison damage

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Cold Soup Myrmidon

small elemental , neutral


Armor Class 18 (Plate)

Hit Points 76 (17d8 + 0)

Speed 40 ft., swim 40 ft.


:STR 20(+18):DEX 20(+5):CON 10(0):INT 8(-1):WIS 10 (+0):CHA 10(+0):


Damage Resistances acid, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks


Damage Immunities cold, Fire, Poison


Condition Immunities Paralyzed, Petrified, Poisoned, Prone


Senses Darkvision 60 ft., Passive Perception 10


Languages Aquan and one language of its creator’s choice


Challenge 7 (2,900 XP)


Proficiency Bonus +3


Magic Weapons. The myrmidon’s weapon attacks are magical.


Actions

Multiattack. The myrmidon makes three Scimitar attacks and one offhand attack with their bonus action.


Scimitar. Melee Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 5) slashing damage.


Soup Strikes (Recharge 6). The myrmidon uses Multiattack. Each attack that hits deals an extra 1 soup dice in fire damage. when they hit they can also give a soup dice of tempory hit points to an allie within 10 feet of them as part of that same attack.


Spiked Soup. whenever the Myrmidon deals damage it adds your soup dice in poison damage

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14th

Lethal Poison

at 14th level, (instet flavor text here) Your poison is now even more powerfull, you treat resistance to poison damage as if they they where vulnerability instead, and you treat immunity to poison damage as if they had no immunity instead. Also When you attack and hit a creature, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, it is poisoned until the end of your next turn.


20th

Legendary Poison

at 20th level, (instet flavor text here) your poison now aftect even legendary creatures, when you hit a creature that was Legendary Actions they will lose one Legendary Actions until the end of their next turn.

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