Arcanist SC: Alchemist

Arcanist


 

The Alchemist

You've learned to combine your magics to create mythical reagents, or you've taken basic reagent use to a whole new level. No matter what, your magic takes the form of alchemy, turning you into what many would considered an Alchemist. You need not brew potions, just understand the chemical compound of most things before reconstructing it. many would pay a terrible price for such power, but you've learned such mysticism through hard work and a little sacrifice.

 

Subclass Features


 

(2nd) Schemas of Alchemy

You've been dabbling with magic based on your affinity for mixology, and it's paid off in a way that grants you an expanded spell list.

You gain a Schema of your choice, from the full list. Schema are unique spell lists based off the work of Alchemists, Artificers, and Researchers from across the various multiverses. Once you pick a spell list, the cantrips of those spell list are always prepared for you, and those spells are added to your spell list, regardless of complexity.

By default, an Alchemist Arcanist may pick the Schema of Potions, granting you a variety fo spells with that burn, corrode, or applying Healing.

Finally, you become trained in the Profession: Alchemist secondary skill.


 

 

(2nd) Alchemical Infusion

In addition to understanding an Alchemist's Schema, you always have a little extra reagents left over, just in case.

For every Spell Rank Tier you have, you gain additional "Spell Slots" equal to Half-Proficiency + 1 (example: you have your normal 1st rank spell slots + 2 others at this class level). Instead of using them to cast spells, they can only be used for Ability Augmentation (like with Augment Feats), and with your Schema Spells (of any Schema you have). You must put each Schema spell into a spell slot invidually, confining it to the spell level of the slot.

E.g, you may fill 2 of these slots with a single use of Cure Wounds and Healing Word each, or you may have both slots use Grease. All versions of these spells are cast at rank 1.


 

(3rd) Potent Chemist

Your command of magical chemicals has become more incredible.

When you use anything with the Acid⚙️, Alchemical, Fire, Healing, and Poison ⚙️ trait; you gain a bonus to one roll from their effects. That roll must either restore hit points or be a damage roll.

The bonus equals your INT + Half-Proficiency. You also add a bonus dice (base d4) to that effect.

As an example: a Cure Wounds from a 3rd level Alchemist with +3 INT will heal for additional 1d4+4 .

 

(6th) Expertise of the Alchemist

You gain Expertise with the Disable Device, Tinker, and Profession: Alchemist skills. Additionally, you can craft anything with the Alchemical trait is created twice as fast, cutting the amount of time (and successes) in half.

(6th) Restoratives at the Ready

You've been incorporating restorative additives to your work more broadly.

When a creature benefits from your healing, or whenever you cure a condition from them, they gain a number of temporary hit points equal to your INT + your Proficiency Bonus.

Additionally, you gain the ability to cast Restoration, Lesser a number of times per Long Rest equal to INT + your proficiency bonus. INT is the spellcasting modifier for this ability.

(9th) Mutagenic Enhancement

Your supportive abilities now give bonuses that magically, and chemically, reinforce your allies.

Any ally targeted by one of your abilities or that consumes an alchemical effect from you gains a bonus dice (base d4) to their AC and Saves for 1 minute. You roll the bonus dice, and use the same dice result if multiple creatures are involved. Reapplying this effect refreshes the duration, and uses the strongest numerical effect.

Additionally, your exposure to your work (or the deepening of understanding the mysteries of the universe, whichever comes first) increases your Intelligence by +1 permanently. The maximum you can have in that scores is raised by 1 (base +11 naturally, +21 with enhancement).

Finally, your Restoratives at the Ready upgrades to the Restoration spell.


 

(12th) Magically Empowered

Your use of magic has given you some defensive capabilities others simply don't have.

You become immune to the Poisoned condition, and you gain resistance to all Acid⚙️, Fire, and Poison ⚙️ damage. If you would gain Resistance from another source, you gain Damage reduction to the corresponding damage equal to Half-Proficiency.

Additionally, your Restoratives at the Ready upgrades to the Restoration, Greater spell.


 

(15th) Alchemist's Breakthrough

You can create alchemical items with supernatural speed.

When creating Alchemical items, you create them twice as fast (to 1/4th their base time, due to Expertise of the Alchemist). Additionally, if you Critically Succeed on a crafting roll with Rare or lower items, you may choose to automatically complete the craft of that item instead.


 

(18th) Eternal Youth

At 18th level, you've discovered an elixir, or item that creates an elixir, that grants you eternal youth.

You stop physically aging, and suffer no penalty from age based effects. Additionally, at the start of every one of your turns, you regain 5 hit points. If you're at maximum HP, you can automatically end the effect of 1 Affliction, Curse or Disease yourself.

You can still die from being physically slain.


 

(!!th) Subclass Capstone: Alchemist's Pinnacle

Your ability to adjust your Attributes increases, like that of a Warrior. So, naturally, you gain the Warrior's Pinnacle capstone, or your choice of such.

Warrior's Pinnacle

Pick two Attribute Scores of your choice. They increase by +5, and their natural and enhanced maximums are increased by +5 as well (base, +15 and +25 for each).


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