BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Alchemist

An Alchemist is an expert at combining reagents to produce mystical effects. Alchemists use their creations to give life and to leech it away. Alchemy is the oldest of artificer traditions, and its versatility has long been valued during times of war and peace.

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with alchemist's supplies. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Alchemist Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Artificer LevelAlchemist Spells
3rdHealing word, Ray of Sickness
5thFlaming sphere, Melf's acid arrow
9thGaseous cloud, Mass Healing Word
13thBlight, Death ward
17thCloudkill, Raise dead
Overflowing Elixir

Beginning at 3rd level, whenever you finish a long rest, you can magically produce an Overflowing elixir in an empty flask you touch. Roll on the Overflowing elixir table for the elixir's effect, which is triggered when someone drinks the elixir. As an action, a creature can drink the elixir or administer it to an incapacitated creature. Only one creature may benefit from this elixir at a time, but it is not consumed when drunken. If an existing drinker is benefiting from your Overflowing elixir, and another creature drinks it, the first creature loses the effects. The effects all last for 10 minutes

Creating an Overflowing elixir requires you to have alchemist supplies on your person, and any elixir you create with this feature lasts until the end of your next long rest.

When you reach certain levels in this class, you can make more elixirs at the end of a long rest: two at 6th level and three at 15th level. Roll for each elixir's effect separately. Each elixir requires its own flask.

d6Effect
1Quicken. The drinker gains an additional bonus action on their turn.
2Swiftness. The drinker's walking speed increases by 10 feet
3Resilience. The drinker gains a +1 bonus to AC
4Blessed. The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make.
5Enlarge. The drinker's size category and all their equipment is increased by one size.
6Transformation. The drinker's body is transformed as if by the Alter Self spell. The drinker determines the transformation caused by the spell, additionally they gain one skill as a part of this transformation to gain proficiency in, or add a d4 to if they were already proficient
Battlefield Alchemy

Also at 3rd level, You've started to throw ingredients together on the fly, creating effects on the battlefield based on what you mix together. As an action you may begin to mix a "volatile concoction", choose a "reagent", and "Catalyst" from the lists below. Once you have done so, roll a Intelligence(Alchemy tools) check vs DC 12 (+ dc modifiers from all components) in order to successfully create the "volatile concoction" you must pass this check, wasting your action and all components on failure. You may only have one created at a time, if you succeed on a check to make another, the first one becomes an inert and useless sludge, however any ongoing effects remain. Other creatures may take a volatile concoction from you as an item interaction and use it as the fuse specifies.

All "catalysts" have a material component with a specified cost, which are consumed when you create(or fail an attempt to). Some Catalysts may only be purchased in certain places, and others may need to be collected. You DM may give you unique and rare catalysts with their own specified effects as well.

Dm's Note: It is recommended to create a "cheat sheet" of concoctions you will make on a more regular basis for gameplay flow.

Restorative Reagents

Starting at 5th level, you can incorporate restorative reagents into some of your works:
- Whenever a creature drinks an Overflowing elixir you created, the creature gains temporary hit points equal to 2d6 + your Intelligence modifier (minimum of 1 temporary hit point).
- You can cast Lesser Restoration without expending a spell slot and without preparing the spell, provided you use alchemist's supplies as the spellcasting focus. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Alchemical Savant

At 9th level, your mixing of random components and chemicals is done with even more complex precision, you may now use up to two unique Catalysts to your "volatile concoctions" when you create them. Some Catalysts have "hidden" interactions when combined creating an even greater effect.

Additionally you may use a bonus action to expend a flash of genius to reroll which effect on the table is granted by your Overflowing elixir

Chemical Mastery

By 15th level, you have been exposed to so many chemicals that they pose little risk to you, and you can use them to quickly end certain ailments:
- You now roll all alchemist tools checks at advantage.
- You gain resistance to acid damage and poison damage, and you are now immune to the poisoned condition.
- You can cast Greater Restoration and Heal without expending a spell slot, without preparing the spell, and without providing the material component, provided you use alchemist’s supplies as the spellcasting focus. Once you cast either spell with this feature, you can't cast that spell with it again until you finish a long rest.

Volatile Concoction Components
ReAgents (Delivery)

Fluid(+1): This concoction must be administered as a bonus action to a non-resisting creature
splash(+2): You may throw this concoction as an attack, it has a range of 15/30 ft and creates its effect on the square or creature it breaks on.
Coating(+2): This effect can be applied to a weapon like you would a poison, applying the effect to the first thing hit by the weapon it was applied to. If an effect lasts longer than instant, it is applied to any creature hit with the weapon for the duration.
Lingering(+3): functions as "splash" but for effects which last longer than one round
Triggered(+3): There is a small sending pebble in this concoction, a creature with the linked sending stone may activate this potion as an action, the effect then immediately originates wherever the concoction is placed.

Catalysts (Effects)

Each catalyst is formatted as ""Name" - Materialmod (costTarget #: duration}, Catalysts with Multiple targets specify their aoe or method. Some Catalysts have "Potency" section which details a boost to the effect, you may "magnify" the level of a concoction up to half your proficiency bonus rounded down.

"Life" - Diamond dust [+3](50 gpsingle target:instant}a targets wounds begin to close target immediately regains 1d12 hit points. Potency; Each additional level of potency costs an additional 25gp of diamond dust, increases the check dc by +2 and increases the hitpoints rolled by 1d12.

"Animate" - .1 lbs of Black sand [+2] (25gpSingle Target:Instant}The mixture soaks into an object drawing it to life Whatever Object is in the space the concoction is activated on begins to move and act randomly. The object of small or smaller is animated as per the Animate object spell, it has no allies or enemies and simply retaliates against whatever deals it damage. Potency; Each additional level of potency costs an additional .1 lbs of black sand(25gp), increases the check dc by +2 and increases the size of object you can target as per the animate object spell.

"Corrosion" - 2 Rust monster Antenna [+4] (100 gpMulti Target:Instant} You conjure an aura of hungry rust A circular aoe of 5 ft diameter is created wherever the potion is activated, all nonmagical ferrous metal object begin to corrode. This can destroy a 1-foot cube of an unattended object or affect worn/carried items if the creature fails a Dexterity saving throw vs your spell save dc. Affected armor or shields take a cumulative -1 AC penalty (destroyed at AC 10 or +0 bonus, respectively). Metal weapons corroded this way take a cumulative -1 to damage rolls and break after taking a -5 total penalty. Potency; Each level of potency costs one additional rust monster antenna(50gp), increases the check dc by +2 and increases the size of the aoe radius by 5ft

"Alchemic Fire" - 1 ounce Gelatinous cube ooze and .1 lbs of sulfur powder mix [+2] (25gpMulti Target:1 round} You splash a sticky fire across the ground A square Aoe 10 x 10 ft is created, centered on where the concoction was activated. All creatures who start their turn or enter these squares must make a dex save vs your spell save dc, on failure a creature gains the burning(d8) condition until the Alchemic fire aoe fades, or they are put out with water. Potency; Each level of potency costs more Gelatinous cube ooze and sulfur powder mix(same cost and amount), increases the check dc by +2 and increases duration of the alchemical fire aoe by 1 round.

"Explosive" - .5 Lb of bat guano [+1] (5 gpMulti Target:Instant}You create a forceful burst A circular Aoe With a 10ft Radius is created, centered on where the concoction was activated. All creatures within the aoe must make a Strength save vs your spell save dc, On success a creature may choose to resist the being knocked back 20ft and take 5d4 force damage, a creature which is knocked back takes half damage, creatures which fail the save are knocked back and take half damage. Objects within the aoe take double damage, un-secured ones act as if they had failed the save and are launched. Potency; Each level of potency costs another .5 lbs of bat guano (5gp), increases the check dc by +1 and increases the force damage by 2d4.

"BarkSkin" - chunk of ground up tree bark [+1] (2 gp) {One target: 1d4 + pb rounds}Your ally gains defensive bark over their skin. at the start of each turn while the bark skin effect is active, the target gains 3 temporary hit points Which fade when the potion effect ends. Potency; Each additional level of potency costs an additional 2gp of ground tree bark, increases the check dc by +1 and increases the temp hit points gained each turn by 2.

"Suffocating" - small pouch of Bone dust [+2] (5gpMulti Target: 1 round} You conjure a cloud of choking white powder. A circular Aoe With a 15ft Diameter is created, centered on where the concoction was activated. Any creature which starts its turn in the aoe must make a Constitution saving throw to hold its breath, creatures who do not need to breath are immune to this effect. A creature which fails this save begins coughing until the start of its next turn, gaining a -1d4 penalty to attack rolls and must make an additional constitution save whenever attempting to use a verbal ability. Potency; Each level of potency costs another small bag of bone dust (5gp), increases the check dc by +1 and increases duration by 1 round.


Comments

Please Login in order to comment!