\pagebreak 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. \columnbreak ### 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.*