"Watching the bubbles pop and the fires burn makes your heart race and consuming your creations make it go even faster."
Potion Connoisseur - At 1st level, Your time left brewing has left you well served. You are able to notice small little changes in concoctions such as the shade of colour, shape of the bubbles, and the thickness of the liquid. You are able to identify the type and effect of a potion/oil just by looking at it.
Water Into Wine - At 5th level, You have found a way to use your Leos to create potions out of seemingly nothing. As a free action you are able to create one lesser potion (Health, Poison, Swiftness, Night vision) without ingredients. You need a container of water to create the potion. (Exhaust)
Proficient in Potions - At 10th level, you have become adept at mixing and matching your potions together. This has allowed you to further your research into the weird and wonderful world of alchemy, You gain 3 extra expansion points to spend on the alchemy tree
Penny Pincher - At 15th level, Your knowledge of how potions are brewed is incredible. This has allowed you to cut corners in the potions that you make without it having any impact on the overall effect. You are now able to make potions using only one of each required ingredient. If this ability causes recipes to overlap. You may choose which potion to brew up.
Hidden Treat - At 20th level, Lesser potions are now beneath you. You now know how to make lesser potions more potent using. As a bonus action you are able to increase the strength of a lesser potion making it a regular potion. You may use this ability a number of times equal to your proficiency bonus.
Born Talent - At 1st level, ever since you were a small rizzler you’ve had a way with instruments like no other, strumming the string of a lute like it was your last night alive. You gain proficiency in presentation and persuasion.
Sounds of Inspiration - At 5th level, You have not only learnt the art of charming people with your words but you have also learnt to inspire them with your mad bars. As an action you may give all your allies within a 10ft radius inspiration, you may use this ability a number of times equal to your proficiency bonus.
Bard's Lament - At 10th level, Your tunes swirl around the air and your allies can be graced with your sick beats. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. Exhaust
Practice makes Perfect - At 15th level, You’ve been playing the lute so long you're an official master at the instrument. You are now able to wield the instrument in such a way that anyone in a 30 ft radius is susceptible to your charm. You now have expertise on presentation and persuasion
Master of One - At 20th level, Everyone who's ever known you thinks you're just a lousy musician, a one trick pony, a background character. However you know that you can cook up more than music. Acting class has taught you how to fight. As a free action. You can give yourself expertise on Attack AND Damage rolls. This effect lasts a number of rounds equal to your charisma modifier. Exhaust
"Your him, the one, the only, slept with your professor and their three daughters (all in the same night) and have the musical abilities of an angel descending down to your plane. "
"Your hands callused by the constant smashing of iron, the sparks wiz past only confirming your master craft."
Metal worker - At 1st level, You've got a sharp eye and an even sharper mind, your hands can create amazingly simple creations of metal and leather that leave the commoners and peasants gawking. You gain advantage in tinkering checks and any checks to identify blades and materials.
Metal wearer - At 5th level, You've spent most of your life in the forge smithing weapons and armour, because of this you have a lot of practice using the armour you made. You gain 3 extra expansion points to spend on the armour tree
Metal wielder - At 10th level, you have honed your craft to a point where you are able to master most weapons learning the work and weight ratio of the weapon, all that can be said is your workmanship is no joke. When using a versatile weapon you can take the higher of the two damage rolls even if you're wielding the weapon with one hand.
Metal wardrobe - At 15th level, Your time spent in the forge has served you well, giving you skin that's as tough as steel but armour that's even tougher adding your own hints of metal and adjustments to make what you're wearing just the smallest bit higher quality. You have an additional (+1) to your armour class. additionally while wearing armour that gives a disadvantage on stealth or endurance you ignore it.
Metal wizard - At 20th level, You hands can’t stop creating masterpieces even without trying you only create perfection, your so good to the point it's a curse. As a Bonus Action you may Imbue your weapon with an element from the below, allowing you to deal an additional 2d6 of that damage type.
Inferno Leos - The Additional damage you deal is Fire.
Blitz Leos - The Additional damage you deal is Ice.
Flash Leos - The Additional damage you deal is Lighting.
Mourne Leos - The Additional damage you deal is Acid.
If you are already able to imbue your weapons, you can now use one damage dice higher for those imbued weapons.
Learning Chef - At 1st level, You've picked up your cookbook and have worked up a willingness to learn. You gain advantage in cooking checks and any checks to identify foods and meals.
Casual Chef - At 5th level, You've learned 70% of the meals in the book and have started experimenting on your own, getting better and better as you go. Any foods you create you may bless giving it the innate ability to heal, the better the food was made the better the heal. Exhaust
Fooding cooking list below of healing depending on roll, what materials in the food give buffs.
The Healing Benefits are based on the cooking roll. The values are as follows: Natural 1 = -1d6 Health, Natural 2-5 = 1d4 Health, Natural 6-10 = 1d6 Health, Natural 11-15 = 1d8 Health, Natural 16-19 = 1d10 Health, Natural 20 = 1d12 Health
Master Chef - At 10th level, Your knowledge in the kitchen has made you an expert in all things culinary. You are now able to imbue certain effects into the things that you cook. The effects you can use are: Enabled (+2) to a stat of the Chefs Choice, Spicy kick (+10ft) to movement. Each effect lasts 4 rounds. Your chef's blessing can also now be used a number of times equal to your proficiency bonus.
Let him Cook - At 15th level, You are simply incapable of creating bad food. Anyone who says otherwise just lacks the sophistication to be able to enjoy your culinary masterpieces. You now have advantage and proficiency on your cooking rolls.
Chefs Kiss - At 20th level, No one can match your efficiency and raw skill in the kitchen. Cooking has become second nature to you. Even when asleep you can cook up the most delicious feasts that would leave nobles unsatisfied with their normal delicacies. You can now imbue up to three effects into your food. These effects stack with one another but each effect you imbue counts as a use from your previous abilities.
"You're a well established cook and find making new foods exciting and invigorating, your pan skill shocks those around you and the food that comes out of it shocks them even more."
"The soil, the petals, the feeling of happiness you're nothing more than a man enjoying your flowers."
Bliss - At 1st level, The wind in your hair, the birds chirping, some say you look like a loser, others say you look like a talentless scumbag, but to you, you know you can grow one of the most poisonous plants and slip it in their morning coffee. You gain the ability to grow a Basic Herb and have advantage on Nature checks.
I speak for the Trees - At 5th level, The plants begin to whisper willowing secrets about your wife’s affair and communicate to you what happens when you're at work. You are granted the innate ability to speak with plants, with different plants having varying levels of intellect. This ability additionally grants advantage on survival checks if there is a plant within 5ft of you (excluding self grown plants).
Herbalist - At 10th level, The shining glow from a sunflower, bright as a crisp orange and soft as the sun's rays allowing sight onto your empty wallet from paying your child support. As a bonus action you can summon a sunflower that when consumed as a bonus action heals you for 1D10 health. If you do this as an action. You gain 10 health. You may use this ability a number of times equal to your proficiency bonus.
- At 15th level, You are able to grow more exotic and rare plants. As a free action you may grow one rare plant of your choice. You may use this ability a number of times equal to your proficiency bonus
- At 20th level, As a bonus action. You are able to manipulate plants to do basic actions. They can not be used to attack or deal damage.
Trained Hero - At 1st level, You have begun a training built for hero alone testing you to your upper limits creating a true hero out of an ordinary man. You gain proficiency in Athletics and Dexterity Checks.
Suuuper Jump - At 5th level, Your hero training has strengthened you up to the point where your legs allow flight like jumping, rising you above high walls over steep fences and most importantly up to the first branch on low bearing trees!!. When you make a standing high jump, instead of only jumping half that distance you can jump the full height.
Plot Armor - At 10th level, Your determination, strength, speed pushes you through and allows you to go past your limits and go plus ultra, even foes don’t quite understand how you avoid death so easily. It's almost as though an exterior force is helping you. When you are reduced to zero hit points you are instead reduced to 1 hit point.
Do not fear, for I am here - At 15th level, Is it a bird?Is it a Plane? No! It's you gleaming atop an averagely high building. Your appearance strikes fear into enemies and your mere presence provides relief to your allies. All around know that they are safe with you there. You now have a permanent (+2) to your damage rolls.
I’m Stronger, I’m Smarter, I’m better, I am Better - At 20th level, You are that guy. You know it. Your teammates know it. Even your enemies know it. You can push past the limits that normal men can only dream of, Nahhh, you can push past the limits that even heroes can only dream of. You gain a permanent +2 to Strength and Intelligence.
"Is it a bird, a plane, no it's you, with a smile on your face and a shine in your eye you help old gamgam across the street and save cats from trees you're the guy."
"The aura around shows your spirits is as fierce as a lion, any and all around you naturally feel respect and trust from you and your voice gets them all fired up."
Voice of Command - At 1st level, Your commanding voice can get someone fired up and push them that extra small step they need or give them clarity allowing them to break the wall between getting a free potion and getting a free piece of chin music. You may inspire a target creature, the target can roll a d4 and add the number rolled to one ability check of their choice, they can roll the dice before or after making the ability check. Exhaust
Even louder - At 5th level, Your commanding voice gets even louder and the words you spout become more frequent. You may use your Voice of command a number of times equal to your proficiency bonus per long rest.
Commanded Respect - At 10th level, Your inspiring words hold much more weight amongst you fellow team. Allowing them to push themselves further than they could ever imagine, instead of rolling a 1d4, the target may now add a 1d6 to their roll instead. You may use this ability a number of times equal to your proficiency bonus
Protective Embrace - At 15th level, You've earnt the respect from your teammates. Now you need to prove that you're a good leader. If an ally within 5ft of you takes damage you can use your reaction to reduce that damage by 1d12 + Strength. You may use this ability a number of times equal to your proficiency bonus.
Follow the Leader - At 20th level, You have become the voice that all listen to, some play your voice on repeat just to put them to sleep. You are the perfect leader. At the start of your turn, any allies within 10ft of you heal 10 hit points.
Well Connected - At 1st level, Everybody recognizes your face and knows it well remembering when you were there helping them sell their cattle, you were there when Albert's mother was bedridden. When in an urban environment, you will always have a place to stay, food on the table and a fresh change of clothes. You have an advantage on persuasion when finding a place to sleep or food to eat.
Yes, It Is Me - At 5th level, Being such a renowned face people are just so trusting of you, allowing you to access areas that the general public are normally prohibited from entering. You have advantage when trying to get into places you shouldn't be in. (Deception)
Trusting Face - At 10th level, You can’t do bad. At least that's what you made the people think. For your most loyal followers, tricking them is as easy as putting up tax prices. You now have expertise on persuasion.
I knew your father - At 15th level, Your family's connections run much deeper than you realized. From the best blacksmiths to the finest of chefs. At this level you are given a gift of your choice from one of these connections. You may choose one of these blessings: Blacksmith’s Blessing, Chefs Blessing, Hero’s Blessing, Bards Blessing.
Blacksmith’s Blessing - You gain (+1) to your armour class.
Chefs Blessing - You gain a permanent (+10) to your health total.
Hero’s Blessing - You gain a (+2) to Damage rolls.
Bard’s Blessing - You may give everyone within a 10ft radius inspiration once per long rest.
A Nobles Retirement - At 20th level, You have travelled the world. Been to the largest events held by man. Interacted with the top 1% of elites and you are starting to get tired. However there is still one final gift for you. A final blessing given to you from your parents. When this blessing is used you regain all expended uses of One class ability. Exhaust.
"Your presence is one that everyone knows, your voice is one that reminds others of a place far from the land, and the smile on your face only represents the pride of home."
"You’ve studied enough to know the most random things for the most random occasions, pulling facts that linger at the back of your head to light."
Fun Fact - At 1st level, The library has taught you basically everything you need to know apart from street smarts putting your knowledge meters ahead of the common schmuck. You can recall a sizable amount of information about any given person or location.
I've actually been reading about this - At 5th level, you've recently taken an interest in your local wildlife and how they function. This has provided valuable insight which you can take with you to the battlefield. As a free action you may choose one creature you can see. You are able to determine that creature's type and one of its weaknesses. Exhaust.
Believe it or not, I am a master at… - At 10th level, your countless years locked up in your parents basement you have discovered some absolute gems in your books. You are granted proficiency in 2 of the following skills: Taming, Leos, History, Investigation, First Aid, Nature, Presentation, Religion, Survival, Tinkering. If you already have proficiency in a chosen skill. You gain expertise instead.
I can tell by these scars that - At 15th level, you have mastered the anatomy of almost every creature known to man. At a glance you are able to fully comprehend a being's condition. As an action you are able to tell how damaged a creature is. You may use this ability a number of times equal to your proficiency bonus.
I’m surrounded by idiots - At 20th level, Your superior intellect and Extensive charm make you ponder why you would ever spend your valuable time mingling among such uncultivated simpletons. You know they need you though. The library of knowledge that you store in your cerebrum has allowed you to accurately predict events that could happen in the near future. As a bonus action you may choose one ally and inform them of your prediction. That Ally will have advantage on their attack rolls and ability checks for a number of rounds equal to your intelligence modifier. You may use this ability a number of times equal to your proficiency bonus.