Martial Archetype: Supply Specialist

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Supply Specialist
(Martial Archetype)

The Supply Specialist is a fighter that focuses less on their own martial prowess, and more on how they can enable the other members of their adventuring party to rise to their fullest potential. Through the use of potions and magical scrolls, they ensure that their allies are always prepared to face whatever challenge they come across. This subclass is popular among kobolds due to their affinity for teamwork, as well as their desire to aid their "dragon" allies to the best of their abilities.

Potion Master

When you select this Martial Archetype at 3rd level, you create a number of lesser potions equal to your proficiency bonus at the end of every long rest. You can select any of the potions from the Lesser Potions list, as long as you meet the level prerequisite. Additional types of lesser potions become available at 7th, 10th, and 15th level. The lesser potions described in this class are temporary potions, and function differently from regular potions. Creatures can only be under the effect of one lesser potion at a time. Consuming a new lesser potion immediately ends any current lesser potion effects with a duration longer than instantaneous. These lesser potions lose their potency and expire after 24 hours.

Lesser potions can be distributed to the party at any point during the adventuring day, and can be consumed as an action. You can use your action to drink a potion yourself, or administer it to a friendly creature within 5 feet of you.

If the lesser potion has a choice of effects, then you must choose which effect upon creation. However, you can quickly change that choice as an object interaction on your turn by adding minor ingredients, before it is consumed.

You gain proficiency with the Herbalism Kit, which allows you to create potions of healing with the rules in Xanathar's guide to everything (page 130). In addition, you count as one size category larger when determining your carrying capacity.

Infuse Scrolls

In order to help your allies you have vigorously studied the basics of magic as well as the art of writing scrolls. At 3rd level you can create temporary scrolls to aid your allies.

Unlike most magic users you are not able to cast regular spells, but instead you can infuse your known spells into temporary scrolls, which can be used to cast the spells with. The scroll's spell level is determined by your Fighter level. At 3rd level you learn three 1st-level wizard spells of your choice, and as you gain levels in this subclass you learn additional wizard spells of your choice. These spells must be of a spell level equal to or lower than the Spell level of your scroll, as shown on the Scroll table. Each time you level up you can exchange one known spell for a different one.

You use your Intelligence whenever a spell on one of your scrolls refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC of your scrolls and when making a spell attack roll with one:


Spell save DC = 8 + your proficiency bonus + your Intelligence modifier


Spell attack modifier = your proficiency bonus + your Intelligence modifier


Those who use your scrolls can use these values or their own, whichever is higher.

You gain scroll slots as you level up in this class, allowing you to create a temporary scroll for each slot. When you finish a long rest, you can spend 10 minutes with parchment, quill, and ink to create temporary spell scrolls for all your available scroll slots, each containing one spell you have learned. If the spell has a lower spell level than the scroll, then it will be cast as a higher level spell. Additionally, if the scroll's spell has a material component cost, then you must use those materials when creating the scroll. Each temporary scroll only contains the spell until you have finished a long rest.

Spells known, scroll slots and spell level, based on Fighter level
Fighter level Spells known Scroll slots Spell level
3rd 3 1 1st
4th 4 1 1st
5th 4 2 1st
6th 4 2 1st
7th 5 2 2nd
8th 6 2 2nd
9th 6 2 2nd
10th 7 3 2nd
11th 8 3 2nd
12th 8 3 2nd
13th 9 3 3rd
14th 10 3 3rd
15th 10 4 3rd
16th 11 4 3rd
17th 11 4 3rd
18th 11 4 3rd
19th 12 4 4th
20th 13 4 4th


You can give these scrolls to allies, who can use them like they would use normal scrolls, provided they can cast 1st level or higher spells. Remarkably, due to your innate talent at writing scrolls, the usage of these special spell scrolls is not restricted by class spell lists, nor available spell levels. You can give a scroll to a friendly creature within 5 feet of you as an action.

You can also attempt to use these scrolls yourself, but when you do you must make an Intelligence check to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other effect. If there is an ally within 10 feet of you who can cast 1st level or higher spells, then it can choose to use its reaction to grant you advantage on this roll.

You can also use normal scrolls, without being restricted by class spell lists or available spell levels. However, you follow the same rules as if you were attempting to use one of your own temporary scrolls.

Combat Assistant

Beginning at 7th level, you can use a bonus action on your turn to take one of the following special actions:

  • Aid. You can administer a single potion to yourself or a friendly creature within 5 feet of you, granting the friendly creature its effect.
  • Arm and Restock. You can give a friendly creature within 15 feet of you any amount of ranged ammunition and a weapon you are carrying. They can equip the new weapon and stow any weapon or item they are currently carrying without spending any actions.
  • Handyman. You can use the Use an Object action.
  • Here. You can give an item, such as a potion or a scroll, to a friendly creature within 15 feet of you.

Additionally, when creating potions of healing with the rules in Xanathar's guide to everything (page 130), you can reduce the time spend and gold required by one step. For example, you can create a potion of greater healing within 1 day at the cost of 25 gp. You can create potions while adventuring, provided you have the herbalism kit on hand. As part of a long rest, you can work on a single potion, which counts as if you had spend 1 day working on it.

Improved Potions

At 10th level, you've greatly improved the process of supplying an adventuring party. You now prepare the improved version of each of your lesser potions at the end of every long rest.

Your improvements to your potions have made them much smaller, without losing any of their potency. Potions you have made yourself (lesser and regular) can now be consumed as a bonus action by friendly creatures.

Resourceful

Beginning at 15th level, you're always ready to support those who travel with you. If you begin combat with no lesser potions prepared, you can scrounge around in your supplies, and prepare one lesser potion of your choice.

Additionally, once per day after finishing a short rest, you can regain one spell scroll that you prepared this long rest.

Quartermaster

At 18th level, your close work with your supplies has toughened your body and soul to a point only few have reached. Starting at 18th level your Constitution score is increased by 2, and your maximum Constitution score is 22.

Additionally, you are always under the effect of one lesser potion of your choice. The lesser potion must have a duration longer than instantaneous. You can change this effect at the end of a short or long rest. If the effect has a choice of effects, then you can also change this choice at the end of a short or long rest.

Lesser Potions

Detailed below are the lesser potions available to the Supply Specialist fighter, they are presented in alphabetical order.

Lesser Adrenaline Potion.
Prerequisite 15th level (duration, instantaneous)
This potion shocks the adventurer's system back to life, provided they died within the last minute. They regain hit points equal to your fighter level and can immediately take one action. When a creature consumes this potion they immediately gain one level of exhaustion.

Lesser Berserker Potion.
Prerequisite 15th level (duration, 1 hour)
When consumed, this potion allows the adventurer to push beyond the limits of normal mortals. While under the effects of this potion you do not fall unconscious when you drop to 0 hit points. However, you still continue to make death saving throws, but at disadvantage.

Lesser Warding Potion.
Prerequisite 7th level (duration, 1 minute)
When consumed, this potion wards the adventurer's body. They gain resistance to your choice of acid, cold, fire, poison, lightning, thunder, force, necrotic, psychic, or radiant damage for the duration (your choice).
Improved Potion: Effect duration increases to 1 hour.

Lesser Healing Potion.
(duration, instantaneous)
When consumed, this potion soothes the weary adventurer. They regain hit points equal to 1d6 + your fighter level.
Improved Potion: hit points regained increases to 2d6 + your fighter level.

Lesser Heightening Potion.
Prerequisite 7th level (duration, 1 minute)
When this potion is consumed, the adventurer's abilities become heightened. They gain advantage on your choice of Strength, Constitution, Dexterity, Intelligence, Wisdom, or Charisma checks and saving throws for the duration.
Improved Potion: Effect duration increases to 1 hour.

Lesser Limbering Potion.
(duration, 1 hour)
When consumed, this potion enhanced the muscles of the adventurer. Their speed is increased by 10 feet.
Improved Potion: Their speed is increased by 20 feet.

Lesser Tenacious Potion.
Prerequisite 10th level (duration, 1 minute)
When consumed, this potion increases the adventurer's grit. They are immune to either charm, fear, or paralyzed effects for the duration (your choice).
Improved Potion: Effect duration increases to one hour.

 

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