Alchemist in Cynkard | World Anvil
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Alchemist

Restricted races: Mamoona

Bombs

At 1st level, you learn how to craft simple explosives to use as weaponry. Provided you have access to Alchemist's tools, at the end of a short rest you prepare a number of bombs equal to your proficiency modifier. You can also create an additional number of bombs if you spend an hour on doing so. Every additional bomb you create this way requires you spend 10gp per bomb and success on a Craft(alchemy) check with the DC equal to 10+the number of bombs you are making in the hour. This attempt can be repeated in the next hour, allowing you to split the workload when you are attempting to make a large number of bombs to make each attempt easier to succeed in. This attempt has to be made somewhere where access to materials is easy, for example a town or city with easily accessible supplies, or you must spend the money to obtain materials in such a place if you wish to craft the bombs somewhere else.
All bombs that you create become inert after 24 hours. If your bombs require a saving throw it equals 8 + your proficiency bonus + your intelligence modifier.

Alchemical Knowhow

Whenever you make a craft(alchemy) check you do so with advantage. Additionally, all costs related to crafting with alchemist's tools are cut for you in half.

Field of Study

When you reach 3rd level, you choose a specialty for your alchemical research. That specialty expands your crafting options for your Bombs feature, as well as improves the quality of standard potions you can craft within your specialized field.
  • Medicine: Healing potions, salves and even embalming fluids fall under the broad category of medicine. Anything that heals or preserves the health and integrity of organic tissue. At the end of a long rest you can choose to make one or more of your bombs into an Alchemical Salve . Additionally, any healing potions you craft now add your alchemist's level to the roll.
  • Pheromones: Potions that affect people's dispositions, whether in a positive or negative ways, often make use of pheromones. At the end of a long rest you can choose to make one or more of your bombs into a perfume or a pheromone bomb . Additionally, any potions you create that affect the mind have their DC increased by 5 and the duration doubled.
  • Poisons: Poisonous plants and venomous creatures excrete substances that are harmful to others. You learned how to use them to your advantage and how to invent your own. At the end of a long rest you can choose to craft a Basic Poison instead of one or more of your bombs. Additionally, poisons you craft have their save DC increased by 5.
  • Volatile Substances: Materials that inflame, explode, implode, freeze and the like fall under the purview of volatile substances. The bombs you create at the end of the long rest now have an explosive radius of 5ft. instead of hurting a single target. Additionally you gain access to other types of bombs - Acid Bomb, Cold Bomb, Fire Bomb, Lightning Bomb, Poison Bomb and Thunder Bomb.
Credit: Chris Dunn
Ability Requirements: Intelligence 13
Hit Die Type: d6
Alignment: Any
Weapon Proficiencies: bombs, dagger, sickle, club, quarterstaff, spear, dart, blowgun, sling and light crossbow
Armor Proficiencies: light armor
Skill Proficiencies: Craft (alchemy) and 4 of the following: Arcana, Ciphers, Craft (any), Disable Device, History, Insight, Language (any), Medicine, Nature, Perception, Poison, Profession (any) or Sleight of Hand
Level Proficiency Bonus Class Features
1 +2 Bombs, Alchemical Knowhow
2 +2
3 +2 Field of study
4 +2
5 +3
6 +3
7 +3
8 +3
9 +4
10 +4
11 +4
12 +4
13 +5
14 +5
15 +5
16 +5
17 +6
18 +6
19 +6
20 +6

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