feat-TrialOfTheGlade

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WIP

This will likely be Reworked as a Ranger Archetype that grants full access to these potions as they level, and the feat will provide a selection of three potion recipes, and three oils recipes. Allowing the feat to be taken multiple times to gain more, however making Ranger the preferred method for acquiring the full Trial of the Glade potion and oil list. However the base benefits of being able to handle Glade Oiled weapons would allow a party to all use a Rangers best oils without having to make the oils themselves.

To Do: Generalize ingredient requirements to help fit other campaign settings and usages. Example: Replace Wolf Tallow with Canine Tallow, and Panther Eye with Feline Eye. Allows potions to be reached a lot easier, reduces DM overhead to ensure players can find ingredients they need to actually use this archetype/feat.

To Do: Price out ingredients so they can be purchased without players having to always collect them fresh.

Trial of the Glade

“The Trial of the Glade tests a persons fortitude. They poison you for a week straight, and your body either adapts to it or you die.” -Rahsai

Pioneered by the Glade of the Crescent Moon in Kana, the Trail of the Glade represents a week long trail of toxins. The trail is held by one who has already passed, and they administer the toxins in the proper quantity at the proper time. Success is never guaranteed, and those undergoing the Trail become very sick during. If their body adapts they come out the other side of the ordeal with a build up immunity to Glade Potion Toxicity. Some suffer through the trails and gain nothing, their body surviving but not adapting to the toxicity. But most die during the process, the toxins used are strong and only select few can survive the trial, none the less adapt to it.

“Before you go through with this, remember that this trial was created by Lycanthropes, in fact it’s killed Lycanthropes.” -Brant

While it was born in the Lycanthropic Glade on the Crescent Moon in Kana, the Trial of the Glade ironically has been picked up by Noxian monster hunters looking for an edge against their prey. Before the Noxians took up the trail, the Trail of the Glade had never claimed a life, as Lycanthropes tend to have high fortitude and regenerative traits, but once other mortals attempted, some were not prepared for the harshness of the trials. A small selection of Noxian Monster Hunters now bear the title of Glade Hunters, those who have risked the trials and survived. They’re easily recognized in fights by their collection of potions and varicose veins that the potions tend to cause.

Requirements

Constitution: 14

Effects

Gain the ability to brew three Glade Potions and three Glade Oils.
Gain advantage on Constitution saves against Poisons (not Toxicity).
Can handle some Toxicity before suffering negative effects.
Can handle Glade Oiled weapons without gaining Toxicity.

Glade Potions

Potions of the Glade are made from different monster parts and Alchemist’s Liquor. The potions are extremely Toxic, only those who have passed the Trial of the Glade can drink them without worry of becoming poisoned.

Brewing Time

Each potion can be brewed in an hour, players make an Intelligence DC 8 + (Toxicity x 2) check at the end of the hour. If they’re Brewing a single potion and are not distracted they gain advantage to this roll. If distracted (Anything beyond holding a conversation or eating) at any time from the brewing process the player rolls at disadvantage at the end of the hour. Failure results in loss of all materials.

Potion Viability

Most potions can be reused for about a year before they lose potency and need to be re-crafted. Proper maintenance and under usage can keep a potion going strong for up to two years, although most discard them after three months as the taste starts to go south.
Potions are recharged using charges of Alchemist’s Liquor, ranging from 1 to 3 charges, usually linked to the strength of the potion.

Ingredients

Ingredients go bad rather quickly, but the Alchemist’s Liquor has a preserving effect on the ingredients however it also renders them inactive if not properly mixed.
Fauna: 1 week if properly preserved, else 2 days.
Flora: 2 weeks if properly preserved, else 4 days.
After this time has passed, it loses its potency and is no longer viable for a potion. Means of preservation vary depending on the material. For example, keeping flesh on ice and under a cloth will keep it preserved, however the same will not work for a Fire elements essence.

Recharging

Glade Potions are recharged via Alchemist’s Liquor, however they take 10 minutes to gain enough potency to be drunk after being refilled.

Toxicity

Potions have a Toxicity rating, the more toxic potions are far more dangerous to those who haven’t survived the Trial of the Glade. Each level of toxicity also causes the lower levels effects.
It takes an hour to lose a level of Toxicity.
A Lesser Restoration spell will remove a single level of Toxicity.
A Greater Restoration spell will remove up to three levels of Toxicity.

Potion Toxicity has a noticeable effect on the drinker, varicose veins. Those who have passed the Trials won’t show signs until they’ve reach at least three Toxicity of active potions even if they’re not suffering any negative effects yet. As the toxicity grows color drains from the face and limbs, taking on a sickly white or green tone. Those who haven’t past the trail suffer varicose veins and color tinting from Toxicity one and growing stronger if Toxicity increases.

Toxicity Potency

When you ingest a Glade Potion, you gain that potions level of Toxicity. Those who have survived the Trail of the Glade have a resistance to the Toxicity of Glade Potions, allowing them to ingest toxicity up to a point before they start suffering effects. Those who haven’t passed the Trial of the Glade suffer Toxicity immediately and have no safe level of Toxicity. If a survivor of the Trail of the Glades has a Safe Toxicity of 5, they can ingest 5 levels of Toxicity with no ill effect, if they ingest another level of Toxicity, they only suffer first level Toxicity.

Safe Toxicity: Proficiency Level + Constitution Mod.

Past Toxicity 1, you’ll make a Constitution Save every minute, use a single roll for Toxicity 2 and higher. For example at Toxicity 4, a player makes a roll and gets a 15, they suffer the failure effects of Toxicity 4 but not 3 or 2.

Toxicity 1: Gain Poisoned status, Gain one level of Exhaustion, up to Exhaustion one.
Toxicity 2: Toxin Constitution Save DC 12 every minute. Failure: Take 1d6 poison damage.
Toxicity 3: Gain one level of Exhaustion, up to Exhaustion two. Toxin Constitution Save DC 14 ever minute. Failure: Take 1 point of Dexterity and Wisdom Damage.
Toxicity 4: Gain one level of Exhaustion, up to Exhaustion three. Toxin Constitution Save DC 16 every minute. Failure: Take 1 point of Strength, Constitution, and Intelligence damage.
Toxicity 5: Toxin Constitution Save DC 18 every minute. Failure: Gain one level of Exhaustion.

Potions

Alchemist’s Liquor

Cost: 25 gold. (Purchased at an Alchemist or Magic shop)
Effect: Contains 6 charges, can be used during a short rest to recharge Glade Potions or Glade Oils.
Details: A clear liquid, that smells of Alcohol and lavender.
Ingredient 1: A Bottle of Strong Spirits (10 gold)
Ingredient 2: An ounce of ground Lavender (1 gold)
Ingredient 3: A half ounce of Formaldehyde (5 gold)

Potion Category (Haste)

Dancing Leaves

Potency: Lesser Haste
Recharge Cost: 1 charge of Alchemists’s Liquor to recharge
Effect: Gain + 1 AC, Gain an additional action on its turn, it can be the Dash, Disengage, Hide, or Use an Object.
Duration: 1 minute.
Toxicity: Level 1
Ingredient 1: Six ounces of Feline Blood (2 gold)
Ingredient 2: A Venom Gland (12 gold)
Ingredient 3: Licorice root shavings (1 gold)

Swirling Winds

Potency: Haste
Recharge Cost: 2 charges of Alchemists’s Liquor to recharge
Effect: Gain + 2 AC for five minutes, advantage on Dexterity Saving throws, Gain an additional action on its turn, it can be the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object.
Duration: 5 minutes.
Toxicity: Level 2
Ingredient 1: Dancing Leaves Potion
Ingredient 2: two ounces of Fey Flesh (2 gold)
Ingredient 3: A handful of Honeysuckle (4 silver)
Ingredient 4: Eye of a Displacer Beast (40 gold)
Ingredient 5: A handful of Lycanthrope Fur (15 gold)

Raging Hurricane

Potency: Greater Haste
Recharge Cost: 3 charges of Alchemists’s Liquor to recharge
Effect: Gain + 3 AC, advantage on Dexterity Saving throws, Gain an additional action on its turn, it can be the Attack (Extra Attacks allowed), Dash, Disengage, Hide, or Use an Object.
Duration: 15 minutes.
Toxicity: Level 3
Ingredient 1: Swirling Leaves Potion
Ingredient 2: an inch square patch of Demons Wing Leather (60 gold)
Ingredient 3: Belladonna flower (10 gold)
Ingredient 4: An Air Elemental’s Essence (100 gold)
Ingredient 5: An ounce of Clippings from a Nightmare’s mane. (50 gold)
Ingredient 6: An ounce of Powdered Hydra or Chimera tooth (70 gold)

Potion Category (Regenerate)

Blossom

Potency: Lesser Regenerate
Recharge Cost: 1 charge of Alchemists’s Liquor to recharge
Effect: Restore 1 health at the start of your turn.
Duration: 5 minute.
Toxicity: Level 2
Ingredient 1: Fin of a shark (2 gold)
Ingredient 2: A slug (4 copper)
Ingredient 3: Flower of an Anemone (2 silver)

Bluebird

Potency: Regenerate
Recharge Cost: 2 charges of Alchemists’s Liquor to recharge
Effect: Restore 2 health at the start of your turn.
Duration: 10 minute.
Toxicity: Level 3
Ingredient 1: Blossom Potion
Ingredient 2: A Cockatrice Feather
Ingredient 3:
Ingredient 4:

Troll

Potency: Greater Regenerate
Recharge Cost: 3 charges of Alchemists’s Liquor to recharge
Effect: Restore 3 health at the start of your turn. Dismembered limbs can be reconnected if held back in place, and done within a minute of losing the limb.
Duration: 15 minute.
Toxicity: Level 4
Ingredient 1: Bluebird Potion
Ingredient 2:
Ingredient 3:
Ingredient 4:
Ingredient 5:

Potion Category (Hunters Mark)

Wild Resolve

Potency: Lesser Hunters Mark
Recharge Cost: 1 charge of Alchemists’s Liquor to recharge
Effect: Pick a target, deal an extra 1d6 damage to that target, once the target is reduced to 0 health the mark may use a bonus action to re-target the effect.
Duration: 1 minute.
Toxicity: Level 1
Ingredient 1: Tallow (4 silver)
Ingredient 2: Canine Eye (4 gold)
Ingredient 3: Creeping Vine (2 silver)

Wild Beast

Potency: Hunters Mark
Recharge Cost: 2 charges of Alchemists’s Liquor to recharge
Effect: Pick a target, deal an extra 1d8 damage to that target, once the target is reduced to 0 health the mark may use a bonus action to re-target the effect. Gain advantage for Wisdom (Perception) or Wisdom (Survival).
Duration: 5 minutes.
Toxicity: Level 2
Ingredient 1: Wild Resolve
Ingredient 2:
Ingredient 3:
Ingredient 4:
Ingredient 5:

Wild Hunt

Potency: Greater Hunters Mark
Recharge Cost: 3 charges of Alchemists’s Liquor to recharge
Effect: Pick a target, deal an extra 1d12 damage to that target, once the target is reduced to 0 health the mark may use a bonus action to re-target the effect. Gain advantage for Wisdom (Perception) or Wisdom (Survival).
Duration: 15 minutes.
Toxicity: Level 3
Ingredient 1: Wild Beast
Ingredient 2:
Ingredient 3:
Ingredient 4:
Ingredient 5:
Ingredient 6:

Glade Oils

Along with Potions, those who have survived the Trails of the Glade are taught to make and use Combat Oils. These oils must be recharged like Glade Potions via the use of Alchemist’s Liquor, and can only applied to a weapon with an edge. The down side is that oils must be reapplied after using them, as the oil is used up in combat.

Ingredients

Oils, compared to potions, last nearly forever once made. Potions have been kept as long as 5 years and maintained their potency.

Recharging

Glade Oils are recharged via Alchemist’s Liquor, however they take 10 minutes to gain enough potency to be applied to weapons after being refilled. As a result, multiple weapons could be coated, but it takes at least 10 minutes per weapon, and however many charges of Alchemist’s Liquor to reinvigorate the oils.

Application

Applying an Oil to a weapon takes a minute and must be applied to non-magical weapons. Magic tends to interact poorly with the oils alchemical compounds, rendering the oils worthless. The Oil can be applied to weapons other than the person who has completed the Trial of the Glade. Each oil can only be used once before needing to be recharged.

One who has not completed the Trial of the Glade must make an Intelligence check DC 12 to successfully apply a Glade Oil to a weapon without gaining a level of Toxicity.

Oils can not overlap, if an oil has been applied to a blade, it must be wiped clean before another oil can be added to the blade. Mixing oils tends to cause corrosive effects on a weapon, eating through wood, metal, and other material, effectively ruining the weapon.

Due to the hydrophobic quality of oil, Glade Oiled weapons can be used underwater. The down side is that they usually need to be cleaned with Alchemist’s Liquor, or other substances to remove the oil from the blade.

Toxicity

The Glade Oils are still highly toxic, mostly due to their ingredients, this is part of what makes them so useful in combat. However due to this toxicity of the oils, anyone who uses a Glade Oiled weapon gains a level of Toxicity if they haven’t passed the Trial of the Glade once a combat encounter ends. This toxicity is due to the intense nature of combat, it’s easy for oils to slide off the weapon due to swings and strikes. That being said, anyone who survives a battle after being struck with a Glade Oiled weapon gains a level of Toxicity.

Shambler Oil

Recharge Cost: 1 charges of Alchemists’s Liquor to recharge
Effect: Deal 2d6 extra damage to Effected targets, Ignore Effected targets Resistances.
Effected Targets: Zombies, Mummies, Skeletons, and Ghouls.
Uses: 10 uses from a single application.
Ingredient 1: Four ounces of Tallow (4 silver)
Ingredient 2: Eight ounces of Human Bone Dust (25 gold)
Ingredient 3: Eight ounces of seed oil (1 gold)

Specter Oil

Recharge Cost: 1 charges of Alchemists’s Liquor to recharge
Effect: Deal 2d6 extra damage to Effected targets, Ignore Effected targets Resistances.
Effected Targets: Ghosts, Specters, Wraiths and other intangibles.
Uses: 10 uses from a single application.
Ingredient 1: Four ounces of Tallow (4 silver)
Ingredient 2: Four ounces of Ectoplasm (25 gold)
Ingredient 3: Eight ounces of seed oil (1 gold)

Dragon Oil

Recharge Cost: 1 charges of Alchemists’s Liquor to recharge
Effect: Deal 2d6 extra damage to Effected targets, Ignore Effected targets Resistances.
Effected Targets: Dragons and Dragonborn.
Uses: 10 uses from a single application.
Ingredient 1: Four ounces of Pancreas bile. (8 silver)
Ingredient 2: Six ounces of Hell hound’s Blood. (30 gold)
Ingredient 3: A handful of Snapdragon petals. (1 silver)

Fey Oil

Recharge Cost: 1 charges of Alchemists’s Liquor to recharge
Effect: Deal 2d6 extra damage to Effected targets, Ignore Effected targets Resistances.
Effected Targets: Elves, Pixie, Dryads, and other Humanoid Fey.
Uses: 10 uses from a single application.
Ingredient 1: Imp Bile Gland. (3 gold)
Ingredient 2: Four ounces of Ectoplasm (25 gold)
Ingredient 3: Fey Wild Lilly. (1 gold)

Moon Oil

Recharge Cost: 1 charges of Alchemists’s Liquor to recharge
Effect: Deal 2d6 extra damage to Effected targets, Ignore Effected targets Resistances.
Effected Targets: Lycanthropes.
Uses: 10 uses from a single application.
Ingredient 1: Four ounces of Feline Tallow. (8 silver)
Ingredient 2: Wolfs Bane (Belladonna).
Ingredient 3: A coin of Powdered Silver.

Gallows Oil

Recharge Cost: 1 charges of Alchemists’s Liquor to recharge
Effect: Deal 2d6 extra damage to Effected targets, Ignore Effected targets Resistances.
Effected Targets: Humans and Dwarves.
Uses: 10 uses from a single application.
Ingredient 1: Dog Tallow
Ingredient 2: A Snake’s Venom Glades
Ingredient 3: White Rose petals.

Ferryman’s Oil

Recharge Cost: 2 charges of Alchemists’s Liquor to recharge
Effect: Deal 3d6 extra damage to Effected targets, Ignore Effected targets Resistances. Effected target must make a Constitution Save DC 14 each time they are hit or become Poisoned for an hour.
Effected Targets: Humans and Dwarves.
Uses: 15 uses from a single application.
Ingredient 1: Gallows Oil
Ingredient 2: Lantern Mushroom
Ingredient 3: Nightshade
Ingredient 4: Giant Spider Venom Glands
Ingredient 5: Mongoose Liver

feat-TrialOfTheGlade

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