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College of Scent

The sense of smell is one of the most important
adaptations that any creature has. A small difference
of scent between flowers or pieces of meat might
mean the thin line between life and death. Sentient
creatures have been able to take their animal instinct
for scent and refine it; trained artisans have become
even more proficient in manipulating the scents, and
some masters of the craft even managed to invoke
arcane techniques through their work.
On the Silk Road, you may encounter some of these
people in colorful bazaars, caravanserais and crowded
streets, exercising their craft as exotic perfume
merchants, renowned herbalists, or honored guests
and entertainers of high ranking courts. Their skill in
manipulating the scents are usually bolstered by their
silver tongues and well-honed manners, making them
masters of persuasion and deception.
Level 3: Mesmerizing Aroma: Starting at 3rd level,
your expertise on the nature of fragrance gives you
access to the first stage of scent-craft. You can spend
1 hour and appropriate resources to create your own
elixirs. You can use these elixirs as a bonus action.
Due to the arcane binding of these elixirs, you can’t
have more than 3 elixirs in your possession at the
same time. If you create an elixir after the third one,
the first one loses its magic unless you spend one of
your bardic dice to create one.
You can also give other creatures the elixirs you have
created, but they must treat it as a normal object, so
they can’t use their bonus action to use them unless
they are granted that ability from another source (e.g.
the Thief’s Fast Hand feature)
The list of the elixirs can be found below. You can
work with your GM to create new elixirs that do not
appear on the list.

Elixir of
Dreams Resources* Effect Charges Characteristics
Enchanting
Scent - The
Rose of Qaf
50 gp and one
2nd-level spell
slot.
You can affect only one creature
with one charge. The creature
must be within 5 feet of you.
The creature must succeed on a
Constitution saving throw against
your spell save DC or be charmed
by you for 1-hour or until it takes
damage. The person does not
know it is charmed by you.
2
Upon uncorking
the bottle the
sickly sweet of
rosewater rises to
your nostrils. The
scent rises up like
a plume of pink
smoke.
Empowering
Scent - The
Enduring Ivy
25 gp and one
1st-level spell
slot.
You can affect only one person
with one charge. The creature
must be within 5 feet of you. The
creature gains 1d6 temporary hit
points.
2
An ivy green liquid
that smells very
delicately of mint.
Revealing
Scent - The
Miragebane
50 gp and one
2nd-level spell
slot.
You can affect only one person
with one charge. The creature
must be within 5 feet of you.
The creature must succeed on
a Constitution saving throw
against your spell save DC or
reveal its original shape if it's
a shapechanger. In addition, it
reveals if it is not native to this
plane, but you learn no further
information about its origin. The
creature also can’t turn invisible
or change shapes for the next 10
minutes.
3
The liquid
resembles an
orange juice with
green herbs in it.
Lucky Scent
- The Bottled
Chance
25 gp and one
2nd-level spell
slot.
You can affect only one person
with one charge. The creature
must be within 5 feet of you. It
has an advantage on an ability
check you determine for the next
10 minutes.
2
Vivid, almost neon
green in color, this
liquid froths and
bubbles.
Serpent’s
Scent - The
Gaib Zehir
20 gp and one
1st-level spell
slot.
This bottle can be tossed up to
30 ft. away and breaks when it
hits a solid surface. It affects a
20 ft. radius sphere. All inside
the sphere must succeed on a
Constitution saving throw or be
poisoned for 1 minute. They can
repeat the saving throw at the
end of each of their turns.
2
Almost solid, this
elixir is viscous
and yellow-green in
color.
Slowing
Scent
50 gp and one
3rd-level spell
slot
You can affect only one creature
with one one charge. The
creature must be within 5 feet of
you. It must make a Constitution
saving throw. On a failed save, its
speed is halved for 10 minutes.
2
At first glance, this
elixir looks just like
milk until shaken,
after which sinister
blue tints can be
seen.
Swift Rose
45 gp and one
1st-level spell
slot
It increases the movement speed
by 10 feet of the drinker. 2
The liquid
resembles wispy
clouds driven by the
wind.
table continues next page
12
Subclass Options
Mist of Qaf
40 gp and one
1st-level spell
slot
You can affect only one creature
with one charge. The creature
must be within 5 feet of you.
It gives disadvantage on WIS
(Perception) checks to that
creature. It lasts for 10 minutes.
2 It appears as
bottled smoke.
Essence of
Hogweed
50 gp and one
1st-level spell
slot
You can affect only one creature
with one charge. The creature
must succeed on a Constitution
saving throw or be blinded for 1
minute. It can repeat the saving
throw at the end of each of its
turns.
5
The gas in the
bottle resembles a
crimson cloud.
Liquid
Inspiration
25 gp and one
1st-level spell
slot.
You can affect creatures within
15 ft. of you. The character gains
a Bardic Inspiration die (d6) for
10 minutes. This does not scale
with your Bardic Inspirations,
and this can’t be stacked with
Bardic Inspiration.
3
The liquid
resembles a Rosé
wine.
Scent of
Summer
20 gp and one
1st-level spell
slot.
You can affect one creature
within 10 ft. of you with one
charge. It gives resistance to
extreme heat. It lasts for 24
hours.
5
You are afraid to
touch this vial: it
looks like bottled
lava…surely it will
burn you.
Scent of
Winter
20 gp and one
1st-level spell
slot.
You can affect one creature
within 10 ft. of you with one
charge. It gives resistance to
extreme cold. It lasts for 24
hours.
5
The liquid
resembles the
most clear water
from the the most
remote glacier; it is
so pure and so cold
you feel like you
could cut yourself
on it.
Rock-hard
Scent
75 gp and one
2nd-level spell
slot.
You can affect one creature
within 10 ft. of you with one
charge. It gives you resistance to
one type of damage from the list:
fire, cold, lightning, thunder, acid,
poison. It lasts for 1 hour.
2
An unpleasant vial
that looks like it's
filled with mud–or
at least you hope
it’s mud.
*Resources: The cost represents the needed herbs,
plants, goods, tools and similar equipment. At your
GM’s discretion, some of the resources can be
found in shops, trading posts, hunters’ guilds, or in
the wilderness.
Level 3: Heightened Senses: Starting at 3rd level, you
become an expert at identifying scents and fragrance
around you. You have the benefits below:
D You now can identify a humanoid’s specific scent
and never forget it.
D You learn detect poison and disease spell. It is
considered a bard spell for you. It doesn’t count
against the bard spells you know. You can cast
it without needing any components and without
expending a spell slot as if you are smelling the
air. You can’t do so again until you finish a long
rest. You can normally cast the spell with your
spell slots and expending one of your bardic dice.
D You can focus your ability to recognize scents
using your bonus action by spending your
bardic dice. While focusing you have advantage
on Perception checks rely on smell and Insight
checks to determine someone’s lying within 30 ft.
of you for the next 10 minutes.
Level 6: Bottled Arcana: Starting at 6th level, the
number of elixirs you can have prepared at the
same time is now 4. Also, your power to smell and
identify scents has made you an expert at detecting
otherworldly creatures. You learn the detect evil and
good spell. It doesn’t count against the bard spells you
know, but it is considered a bard spell for you. You can
cast it without needing any components and without
expending a spell slot as if you are smelling the air.
13
Subclass Options
You can’t do so again until you finish a long rest. You can normally cast the spell with your spell slots or by
expanding a bardic die.
Additionally, you have mastered the ability to store your magical power in scents. Instead of making an elixir,
you can store a spell (1-action spell) that is 3rd-level or lower in one of your elixir bottles. For every level of the
spell you must spend 10 gp. The bottles contain the spells until you cast them or you make a new one after the
4th. You can later cast those spells using an action.
Level 14: Elixir of Dreams: Starting at 14th level, the number of elixirs you can keep at the same time is now 6.
Additionally, you can spread ideas and emotions with your abilities. You learn the following elixirs and you must
consult with your GM for appropriate ideas, emotions, states of mind and other capabilities for these elixirs. If
an elixir forces a saving throw, you can spend one of your bardic dice as a reaction to grant a minus bonus to it.
Elixir of
Dreams Resources Effect Charges Characteristics
Kızguran
- The
Crimson
Liquid
250 gp and
one 5th-level
spell slot
120 ft. area from the scent’s origin.
Every creature that has 5
Intelligence or higher must make a
Constitution saving throw against
your spell save DC or fall
under the effects of the odor for
the next hour. The failed creatures
are frenzied and start attacking
the closest target. If the frenzied
creature has them, melee attacks
must be used.
2
The liquid
resembles molten
incandescent iron;
it is comfortably
warm to the touch
unless shaken,
when it begins to
burn red hot…
The Bottled
Doubt
250 gp and
one 5th-level
spell slot
250 ft. area from the odor’s origin.
Every creature that has 5
Intelligence or higher must make
a Constitution saving throw or fall
under the effects of the odor for the
next hour. Every creature that is
affected gets the “Paranoid” flaw.
2
The liquid looks
like the most
vibrant and strange
ultramarine.
The
Potential of
Everything
500 gp and
one 7th level
spell slot.
You put an idea of your choice into
the bottle. You can spread doubt
about a political figure, some dirty
whispers about a certain individual,
sow rumors about a great threat
lying beneath the city. The potential
is endless. Consult with your
GM before producing this elixir.
This elixir can affect 300 ft., and
its effects last for a day. After the
effects have ended, some creatures
may still believe the ideas you
sowed at the GM’s discretion.
1
This liquid
resembles a
dark shadow
falling across an
otherwise sunlight
day, or a stain of
necrotic magic
infecting an oasis.