Anyone who has ever witnessed a raging barbarian or flurrying monk is aware that the body possesses hidden strengths that can be accessed through specialized training or awakened by magic. Alchemists using this knowledge can enhance their own, often less-than-robust physiques to rival their more muscular colleagues. Of course, nothing comes without a cost...
Basic Concoction
At the 2nd level, when you choose this science, you learn how to brew a special, personalized potion, called a concoction, that enhances your physical abilities at the cost of slightly diminished mental capacities while it is active. You can create a dose of your concoction at the end of a long rest, or as part of any downtime day activity. The dose remains viable for up to 10 days before it ceases to have any effect. If any other creature drinks your concoction, it must make a Constitution saving throw against your spell save DC or become poisoned for 1 minute.
When you take an action to drink your concoction, you undergo the following changes until the effects of your concoction end:
You become mighty. You have advantage on Strength checks and Strength saving throws. When you make a melee weapon attack using Strength or an unarmed strike, you gain a bonus to your damage roll equal to half your proficiency bonus, rounded down.
You become able to endure great pain. You have resistance to bludgeoning, piercing, and slashing damage.
You become unable to think as clearly as usual. You have a disadvantage on Intelligence checks and Intelligence saving throws, and cannot cast or concentrate on any spell.
The effects of your concoction last for 1 minute. They end early if you are knocked unconscious. You otherwise cannot end the effects of the concoction before the duration’s end.
Once you have drunk your concoction, you must take a long rest before you can use it again. Should you drink a second dose of your concoction before you take a long rest, you gain its effects but must make a Constitution saving throw against your spell save DC or become poisoned for the duration.
Discoveries of Mutation
At 6th and 10th levels, your studies of the science of mutation reveal secrets that can enhance and augment your concoctions. You can also select one of these discoveries instead of a regular discovery.
Additional Concoction. You can now drink a second dose of your concoction before you take a long rest without risking becoming poisoned.
Clarity Concoction. You no longer suffer disadvantage on Intelligence checks or Intelligence saving throws while under the effect of your concoction, but you still cannot cast any spells while it is active.
Tooth and Claw. Your concoction-altered form is especially feral. While using your concoction, your unarmed strikes deal 1d6 slashing damage.
Troll Concoction. The effects of your concoction do not end early if you are knocked unconscious. While affected by your concoction, you regain hit points equal to your proficiency bonus at the start of your turn. If you take acid, fire, or psychic damage, this discovery doesn’t function at the start of your next turn. You must start making death saving throws only if you start your turn with 0 hit points and don’t regenerate.
Grand Concoction
At 14th level, you realize the secret of a superior type of concoction and can choose to make it instead of the regular kind whenever you create a concoction.
The grand concoction can sometimes be used by others. Any creature other than you who drinks it must make a Constitution saving throw as usual. On a failure, the creature is poisoned for 1 minute, but on a success, they gain the abilities and hindrances of a standard concoction. The creature cannot make use of any concoction-related discoveries you may possess. While this might allow your allies to use your concoction, an enemy could also steal a dose and use it against you.
When you drink a dose of your grand concoction, its effects are greater. You gain these effects in addition to those of your basic concoction:
Your skin thickens. You add your Constitution bonus to your AC while wearing no armor or light armor.
Your senses sharpen. You gain advantage on Wisdom (Perception) checks and add your Wisdom bonus to your damage rolls when making a ranged weapon attack.
Your intellect shines through the haze. You add your Intelligence bonus to your damage rolls when making a melee weapon attack or an unarmed strike.
Your movements accelerate. You can make an additional attack as a bonus action whenever you take the Attack action on your turn.
All other details of the concoction remain the same. You cannot use a standard concoction after using a grand concoction, or vice versa, without taking a long rest in between the uses, unless you have made a discovery which indicates otherwise.