Chemist
Utilizing almost little to no magic in their arsenal, Chemists are masters of manipulating the physical properties of different materials to their advantage. Whether that be creating valuable pharmaceuticals, flammable liquids, electroplating armor, or animating artificial flesh. They are scientists at heart, thorough investigators of the universe to solve problems. Because of the rigor of studies, working methodically in laboratories, and a high inclination to put order and structure to the universe, most scientists and chemists are aligned to be lawful. However, due to the chaotic nature and lack of understanding from the general public. Some Chemists turn "mad" and are either much eviler or much more chaotic in alignment.
You may select this class as your base class by selecting a Tier One Chemist class feature as your first feature, doing so grants you the abilities, proficiencies, equipment, and features listed under Base Class Features for no AXP cost. These cannot be gained from multiclassing. To multiclass to the Chemist class select any feature of your current Tier + 1 or lower for which you meet the prerequisites and pay the appropriate multiclassing fee found in Character Creation.
Amidst the carnage, an older man gleefully steps from behind the Bruiser. A newly fashioned explosive in hand. He doesn't know what will happen when it goes off, but he'll enjoy every minute of it. As the bomb is thrown into the bunker the sounds of screaming are quickly snuffed as a thick paste expands rapidly through the tunnels below. Suffocating the guards where they stand.
A young man stands in an alley, fumbling with his glasses. As three shady men approach him, thinking him an easy target, he pulls back his coat. Numerous vials of different sizes dangle on a belt strapped to his chest. In quick motions, he downs one potion grabs another and tosses it toward the attackers. With a bang and a flash, it splashes on the pavement. As the men come to the Chemist is gone.
A woman approaches a duel scheduled for today, with no weapon at her side. Her opponent seems put off by this but continues nonetheless. With a quick touch of the chemist's hand to the ground, an electrical current runs from her to the earth, and a beautifully crafted longsword rises from the cobblestone street, its edge gleaming with an electrified sharpness. She smiles at her prey.
A crackling sound emits from the mortar. With great care, she fills its contents into a bigger jar making the gooey mass inside watery and opaque. The liquid moves. Different contents fight each other in a struggle to combine themselves. Hastily she puts a lid on the container, closes it shut with clamps, and weighs on top. She takes a step back and waits. The jar jerks with a suffocated thump. She raises an eyebrow in confusion. Then the lid is blasted off, the clamps flying in all directions, the weights hitting the ceiling. Most of the concoction is still in the jar. What has spilled out is burning deep holes in the wood of the alchemist's table. A faint smile flashes over her face as she beholds her discovery.
Despite the differences between these characters they are characterized by the Chemist's radical problem solving, intelligent defense, and a lack of concern for consequences of their own actions. This doesn't necessarily make them evil, but they definitely have a different view of the world from other heroes. Preferring to always see the bigger picture, and letting the ends justify the means.
A Toxic Work Environment
The discovery of Element 133 was a huge advancement for humankind. But it wasn't all peaches and cream, the technology was forcibly released to the public far too early from a science and safety standpoint. Not enough is known about the particle and many of its uses and dangers are merely theory. Many scientists, chemists, and physicists around the world warned against the usage of the new element in the Apophis missiles. But propaganda from the government and media made the general public believe in their safety. After an already tarnished reputation due to rumors of the attempted withholding of Element 133 from the world. Many people stopped trusting in organized science. Some continued their life studies, while others journeyed out into the changing world to overcome the consequences of untested science.
Chemists in Pop Culture
Singed from League of Legends and Arcane, Tiny Tina from the Borderlands videogames, Spider-Man, The Lizard, and Green Goblin from Spider-Man, Dr. Doofenshmirtz from Phineas and Ferb, Dr. Robotnik from the Sonic the Hedgehog video games, Gruu from Despicable Me, Honey Lemon from Big Hero Six, Walter White from Breaking Bad, Dr. Drakken and Shego from Kim Possible, GLaDOS from the Portal video games, and Junkrat from Overwatch.
Creating a Chemist
As you create your chemistry, think about why you decided to pursue the knowledge of chemistry and physics and why you applied it to combat. Was it for curiosity and thirst for knowledge? Did you try to compensate for the lack of physical prowess with your intellect? Have you been trained for a specific military organization in a country or realm? Think about how your knowledge and your discoveries define you. Do you act as a warrior, just using your potions and elixirs as weapons, or as a scientist, treating the battlefield as a laboratory for your studies?
The Chemist class is an extremely powerful combat class. While dramatic explosions, transmutations, and manipulation of the elements, have a terrific application on the battlefield, they are also extremely volatile. Managing your limited resources and protecting against the chaotic nature of your weaponry will be important. The Smart Hero and Fast Hero are good multiclass for all Chemists. For enhancing the abilities of certain feature trees, the Chemist may consider multiclassing into Tough Hero, Hustler, Scout, Smith, or Medic.
Chemist Quick Build
You can make a Chemist quickly by following these suggestions. First, put your highest ability score in Intelligence, followed by Dexterity and Wisdom. Second, choose the Scientist occupation.
Base Class Features
The following abilities are granted by selecting this class as your base class
Ability Score Increase
+2 INT, +1 DEX.
Saving Throw Proficiency
Gain proficiency in Wisdom, Dexterity, and Intelligence saving throws.
Wealth, Reputation and Supply
WEA +2, SUP +3
Speed Modifier
+0
Skill Proficiencies
Gain proficiency in four of the following skills or gain expertise in two; Athletics, Circuitry, Deception, History, Investigation, Mechanics, Medicine, Nature, Sleight of Hand, and Survival.
Weapon & Armor Proficiencies
Archaic Simple Ranged Weapons, Personal Handguns, Personal Shotguns, Flamethrowers, Light Explosive Weapons, Light Explosives, Heavy Explosives, Blowgun, Hand Mortar, Basilisk, Bombard, Cannon, Knife.
Tool Proficiencies
Chemistry Kit, Alchemist's Tools, and choose one from Medicine Kit, Herbalism Kit, Survival Gear, or Brewer's Supplies.
Languages
1 of your choice.
Equipment
You may select 5 items of value 12 or lower from the following tables in the Equipment article, Bags and Boxes, Clothing, Computers and, Consumer Electronics, Surveillance Gear, Professional Equipment, Survival Gear, and/or Weapon Accessories
Three Light Explosives, You may also select two simple, martial, or personal weapons that you have proficiency in from the tables in the Weapons article. And 3 bundles/boxes of the requisite ammunition for those weapons.
Free Features
TIER ONE FEATURE: Intro to Chemistry
- AXP: 0
- Pre-Requisites: Selected Chemist as base class
- Grants Access To: None
You have discovered a process that can temporarily alter the physical properties of one simple object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, or simple composites of such, transforming it into a different one of those materials. For every 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, the material reverts to its original substance. The effect may be made permanent by spending a short or long rest to do so, you are limited to one cubic foot of material per rest. And you may not spend this rest crafting or preparing any other materials.
Additionally, you know the fundamentals of handling chemicals with care and protecting yourself from harm. You have +2 to all Wisdom, Intelligence, or Dexterity-related checks and saving throws in matters of chemicals and their reactions.
TIER ONE FEATURE: The Alchemist's Practice
- AXP: 0
- Pre-Requisites: Selected Chemist as Base Class
- Grants Access To: None
Chemistry originated from the study of Alchemy. As such the base of any Chemist's education is the discovery and use of common materials to enact chemical reactions. You will gather ingredients, process them into essences and combine these to produce potions, elixirs, and bombs. You may acquire the Alchemist's Supplies tool for free when you take this tier or spend a long rest crafting one. Alchemists can produce the recipes available to them provided they have the tools and ingredients. Producing Potions or Bombs from essences requires merely a Standard Action. Producing essences however takes time and effort.
Producing essences requires an ability check in Alchemy, which is Sleight of Hand and Nature combined: DEX + INT + Proficiency Bonus if either one or both are proficient. Roll a d20 to perform Alchemy. Check the bottom of the page for a table with all the DCs
Consult the table The Essence of Alchemy in The Alchemist's Compendium for the recipes for essences. On a failed Alchemy check some ingredients may be lost and no essences are produced. You choose the ingredients which are lost. Consult this table when determining the outcome of your Alchemy roll.
Alchemy DC
Degree of Fail | Ingredients Lost |
---|---|
-1 to -2 under DC | no ingredients lost, try again! |
-3 to -5 under DC | 1 ingredient lost |
-6 to -10 under DC | 50% of ingredients lost (round up) |
-11 and lower under DC | all ingredients lost |
In a short rest a Chemist may produce 2 + (2 x your proficiency bonus) essences using his Alchemist's Kit. When using an Alchemy table you may produce any number of essences in a short rest. Performing Alchemy over the course of a short or long rest is not considered strenuous activity and you still gain the advantages from taking a rest. An Alchemy table may be found in places of science and healing, or a portable table may be acquired and carried with you. Performing Alchemy and preparing potions may be done during downtime activities.
Supply Pouch and Belt
An Chemist always carries his supplies on his person. He may carry 6 potions, elixirs, or bombs in his belt. In his pouch, they may store any number of herbs and essences. Any items carried in the pouch or belt do not weigh down the chemist. A chemist may store any essences or ingredients in a stash, for example in the drawers of an alchemy table or a chest at a secret location. These do not expire once collected and do not have to be used within a certain time frame.
The belt can be upgraded by leatherworkers in steps of 2 slots for potions, elixirs, or bombs at the 3rd, 5th, and 7th tiers. The alchemist must spend a short rest alongside a leatherworker PC or NPC and provide materials with a value of at least 4.
When going into battle a chemist is always equipped with his special belt. Due to the frail makeup of the mixtures, he cannot carry filled vials in a traditional backpack, although some special cases can be used, for they might crack.
Searching for Ingredients
Chemists may search for herbs in any given area. They may invest 1, 10, or 60 minutes to search for specific herbs (max 3) which need to be named by the player, for example: "I want to go upstream and into the hills and search for Silverleaf and Ironstalk for 10 minutes."
Forage: INT + WIS + Proficiency Bonus if either one or both of Nature and Perception are proficient. Roll a d20 to search.
Depending on the score you will make a number of finds. Consult this table to determine the outcome of your roll.
Foraging Finds
Difficulty Class: | 5 | 10 | 15 | 20 | 25 | 30 |
---|---|---|---|---|---|---|
# of finds for 1 min | 0 | 1 | 1 | 2 | 2 | 3 |
# of finds for 10 min | 1 | 2 | 2 | 3 | 4 | 5 |
# of finds for 60 min | 5 | 6 | 7 | 10 | 16 | 20 |
You may choose which of the declared herbs were found. Choosing a rare herb counts as 2 finds. Finding one herb multiple times is allowed. Be aware that for example one find of Toadroot means receiving 3 units of this herb, as detailed in the Herbs of the New World table in the Alchemist's Compendium. The DM may also place a herb in your path that you may find without the need to search for it.
Starting Essences and Ingredients
When you take this feature at tier one you may select 5 Essences and 10 Ingredients or Herbs from the tables found in the Alchemist's Compendium to begin play with.
The Alchemist's Compendium
Every decent chemist knows the common alchemical recipes. They are taught at school and you can find them in the basic books of your profession. Access to advanced alchemy is thereby restricted by the DC of the essence production and the rarity of the ingredients. A tier 1 Alchemist can throw powerful bombs or administer extraordinary elixirs. However, this doesn't come without risk. Each recipe has a RIsk DC, this score indicates a DC to avoid complications. When using a potion, elixir, or bomb you will roll a risk check: d20 + your tier + your proficiency bonus. Depending on how poorly you roll there may be disastrous consequences. Consult The Alchemist's Compendium for more detailed information. Other recipes or application methods beyond bombs, potions, and elixirs might be learned through the teachings of certain schools or discoveries. In rare cases, a chemist might even invent recipes never seen before. Consult your DM with your ideas! (Only do this at higher tiers)
Chemistry Ability
Some potions and effects ask you to use a modifier or save DC. Intelligence is your ability for your chemistry elixirs. You use your Intelligence whenever a potion or feature refers to your chemistry modifier.
In addition, you use your Intelligence modifier and proficiency bonus for the save DC of an elixir, potion or bomb, or Chemist feature you use unless explicitly stated.
Chemist Save DC = 8 + your proficiency bonus + your Intelligence modifier.
Chemistry modifier = your proficiency bonus + your Intelligence modifier.
Class Features
Tier OneTIER ONE FEATURE: Brewmaster
- AXP: 900
- Pre-Requisites: None
- Grants Access To: None
You gain proficiency with Brewing Supplies. Chemists with the School of the Brewer feature receive expertise in Brewing Supplies. Also, when producing alcoholic mixtures the fermenting time is halved.
TIER ONE FEATURE: Makeup
- AXP: 900
- Pre-Requisites: None
- Grants Access To: None
You gain the ability to craft makeup. Gain proficiency in Deception and Persuasion.
TIER ONE FEATURE: Material Sensitivity
- AXP: 2500
- Pre-Requisites: Wisdom score of at least 14 or access granted by the Psychic occupation
- Grants Access To: None
Gain proficiency on Investigation and Insight checks, if you already have proficiency double your proficiency bonus. Additionally, you've gained a curious ability to sense and focus on particular materials.
You may use this feature once after completing a long or short rest. Closing your eyes, and placing two fingers on your third eye, you pick a specific material your mind wants to focus on. You send out an arcane pulse that detects objects containing that material within a 100-foot sphere surrounding you. It must be a material you’ve encountered before in the past and have a clear idea of what it is. It must be a tangible object, like air, water, dust, stone, vegetation, flesh, etc. It can’t be something that isn’t an object, like a vacuum or a shadow. And it can't detect a specific creature, only parts of them. Materials will appear as bright lights against a black background with white outlines of other objects.
After finishing a short rest, you can change your desired material.
TIER ONE FEATURE: Novice Discovery
- AXP: 1500
- Pre-Requisites: Selected Chemist as base class
- Grants Access To: Multiple
Your research into the sciences has led you to some very interesting information. You may take any feature for half the AXP cost listed, you are also granted access to this feature (no prerequisites needed). This may only be used to aquire Chemist class features, and cannot be used to obtain features contained within a feature tree.
TIER ONE FEATURE: Portable Alchemy Table
- AXP: 3000
- Pre-Requisites: Selected Chemist as base class
- Grants Access To: None
You may aquire a Portable Alchemy Table at a value of 10 from a nearby merchant. This allows you to craft any number of essenses during a long or short rest as dictated in The Alchemist's Practice feature. This table collapses into a 3 x 5 foot case that weighs 50 lbs. You may pull or carry this table without reducing your speed unless the weight causes you to become encumbered. All proficiencies, bonuses, and checks that apply to the Alchemy Supplies tool also apply to the Portable Alchemy Table.
TIER ONE FEATURE: Quick Mix
- AXP: 2500
- Pre-Requisites: None
- Grants Access To: None
When you craft a mix a new potion, elixir or bomb from your essences as a bonus action, you may craft an additional potion, elixir or bomb.
TIER ONE FEATURE: School of Biochemistry
- AXP: 2000
- Pre-Requisites: None
- Grants Access To: None
A biochemist is primarily concerned with making inanimate objects animate, and making animate objects think. Separate from necromancy, as their targets are not necessarily dead. However, their aberrations might stir up anger from those who consider them affronts to the majesty of nature.
This feature is a prerequisite for features in the Biochemist Feature Tree.
You learn the following recipe:
Primordial Stew
Potion Applicable
Ingredients: INVIGORATE + INSPIRE + 1x King's Thistle
Risk DC: 15
Recommended Tier: 4
Effect:
You may spill this animating chemical in a patch of organic material (soil, dirt, vegetation, tar, etc.) The organic material then amalgamates into a creature with mottled grey skin, thick white fur, and an average muscle/fat consistency that helps to protect it. It has 1d4 sets of black glossy eyes and 1+1d4 sets of legs. Only 1 primordial allowed at any time. Attempting to make another will dissolve the other into grey goo.
Primordial
small elemental, chaotic
Armor Class 13
Hit Points 16 (2d6)
Speed 20 feet, Climb 20 feet
11 (+0)
10 (+0)
10 (+0)
12 (+1)
12 (+1)
4 (-3)
Senses Passive Perception 14
Languages Understands all languages, cannot speak.
Traits
Skills: Perception+4, Acrobatics+2
Hit Dice: A Primodial may use its hit dice to heal during a short rest.
Helper: The Primordial exists only as the creation/servant of a scientist. The following rules apply.
- Primordials use your action to attack, dash, disengage, or dodge.
- It takes its turn on your initiative, though it doesn't take an action unless you command it to.
- On your turn, you can verbally command it where to move (no action).
- Add your proficiency bonus to the primordial's AC, attack rolls, damage rolls, saving throws and skills it is proficient in.
- If you are incapacitated or absent, the primordial acts on its own, focusing on protecting you and itself.
Actions
Claws: Melee Weapon Attack +2 to hit, Hit: 1d8 slashing damge.
TIER ONE FEATURE: School of the Battle Alchemist
- AXP: 2000
- Pre-Requisites: None
- Grants Access To: None
Those who follow the path of the Battle Alchemist have learned how to combine their expertise in chemistry with weapon and armor smithing.
This feature is a prerequisite for features in the Battle Alchemist Feature Tree.
When you take this feature, you adopt a particular fighting style as your specialty. Choose one of the following options. You can't take a Fighting Style more than once, even if you later get to choose again.
Archery
Gain a +2 bonus on all attack rolls made with archaic ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.
Gunslinger
When you are wielding a ranged weapon with the Light property in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.
TIER ONE FEATURE: School of the Brewer
- AXP: 2000
- Pre-Requisites: None
- Grants Access To: Potion Combo
Although the most common School of Alchemy, Chemist's enrolled in the School of the Brewer are experts at both making and drinking potions with a plethora of effect and potencies.
This feature is a prerequisite for the features of the Brewer Feature Tree.
You gain proficiency with the Brewing Kit and you may produce food more efficiently. Also, when creating Elixirs, by adding 1x alcohol to your potions with healing properties you may increase their effect by adding your Intelligence modifier. You may also do this with all other ingestible potions granting them a healing effect equal to your Intelligence modifier. If a creature is healed to full HP by any of your potions, they gain temporary hit points equal to your Intelligence modifier that last for one hour.
Additionally, you learn the following recipes:
Azoth
Elixir Ingestible
Ingredients: 2x CLEANSE + 2x Redroot
Risk DC: 8
Recommended Tier: 5
Effect: Upon ingestion, this dark red elixir can end all diseases, and poisons affecting a creature. Additionally, the creature loses all levels of exhaustion if they have any and regains all hit points.
Chaos Bomb
Bomb Throwable
Ingredients: Bomb I + 2x Salt + 1x Alcohol
Risk DC: 18
Recommended Tier: 6
Effect:
Chaos Bomb can be thrown at a target using your Ranged Attack Bonus. It deals 4d10+INT fire damage on hit. On a miss the target takes half damage. Alternatively it can be thrown on the ground. When targeting the ground the throw automatically succeeds. After impact all creatures in a 15-ft. radius must make a Dexterity Saving Throw against your Chemist Save DC or take 1d10+INT force damage. On a success the target takes half damage.
Chrysopoeia
Elixir Applicable
Ingredients: ACID 2 + HARDENER + 1x Goldleaf
Risk DC: 5
Recommended Tier: 5
Effect:
By applying this elixer to a rare metal. You can transmute any amount of base metals (iron, lead, tin, or zinc for example) with a maximum value of 5 into an equal number of copper pieces or bars with a value of 2. Additionally, you may transmute a number of copper bars or pieces with a maximum value of 2 into an equal number of silver pieces or silver bars of value 5. You may transmute a number of silver bars or pieces with a value of up to 13 into an equal number of gold pieces or gold bars with a value of 21.
Elixir of Life
Potion Ingestible
Ingredients: Health III + HEALING III
Risk DC: 6
Recommended Tier: 5
Effect: The Elixir of Life may be drunk or administered. This elixir heals for 20+INT.
TIER ONE FEATURE: School of the Grenadier
- AXP: 2000
- Pre-Requisites: None
- Grants Access To: None
Being fanatic demolition experts, those who follow the School of the Grenadier excel at making bombs and grenades. Those who follow this school look to make more powerful explosives and even apply elemental effects to them.
This feature is a prerequisite for features in the Grenadier Feature Tree.
You've become adept at throwing your explosives at distant enemies. Add +2 to your Dexterity ability score. The distance you can throw any of your potions is doubled. Additionally, once per turn, you can throw one of your potions as a bonus action.
TIER ONE FEATURE: Smart Defense
- AXP: 1800
- Pre-Requisites: Intelligence ability score of at least 12
- Grants Access To: None
Gain proficiency in light armor. In addition, you may apply your Intelligence bonus and your Dexterity bonus to Armor Class. Any situation that would deny your Dexterity bonus to your Armor Class also denies the Intelligence bonus.
TIER TWO FEATURE: Beginner Discovery
- AXP: 2500
- Pre-Requisites: Selected Chemist as base class
- Grants Access To: Multiple
Your research into the sciences has led you to some very interesting information. You may take any feature for half the AXP cost listed, you are also granted access to this feature (no prerequisites needed). This may only be used to aquire Chemist class features, and cannot be used to obtain features contained within a feature tree.
TIER TWO FEATURE: Delayed Bomb
- AXP: 2160
- Pre-Requisites: None
- Grants Access To: None
You can delay the detonation of an explosive you've thrown within 30 ft. of you for a number of rounds equal to your Intelligence modifier. As an action, you can detonate this explosive, otherwise it explodes after all rounds are expended. (Chemists with the School of the Grenadier feature can detonate their explosive as a bonus action.)
TIER TWO FEATURE: Enhanced Anatomy
- AXP: 2160
- Pre-Requisites: Any ability score less than 10
- Grants Access To: None
You have figured out how to fix some of your genetic defects. One ability score of your choice that is less than 10, increases by 4. (You may not select this discovery multiple times)
TIER TWO FEATURE: Brewer: Genesis
- AXP: 3000
- Pre-Requisites: School of the Brewer
- Grants Access To: None
You only need to provide half the material components when preparing your elixirs. Whenever half results in an uneven number, round up.
TIER TWO FEATURE: Good Rest
- AXP: 5200
- Pre-Requisites: Selected Chemist as base class
- Grants Access To: None
You have learned how to make potions that force creatures to sleep.
Good Rest Draught
Potion Throwable, Ingestible
Ingredients: 3x CALM
Risk DC: 9
Recommended Tier: 3
Effect:
If thrown, every creature within a 10 ft radius of the landing spot must make a Constitution saving throw against your Chemist Save DC, as the mist spreads and makes them sleepy. Or if ingested, one target must make the same save. On a fail, they fall unconscious for 1 minute. Any creature that walks into the area also has to make a Constitution saving throw, or end up unconscious for 1 minute. At the start of your next turn, the mist dissipates. If the creature takes damage, the effect ends. If they are roused awake by something that would wake them aside from damage, they can only take one of the following for their next turn: action, bonus action, or movement.
TIER TWO FEATURE: Poison Needles
- AXP: 5600
- Pre-Requisites: Proficiency with the Blowgun weapon
- Grants Access To: None
When taking a long rest you may produce 20 poisoned blowgun needles using leftover materials, residue of your mixtures or whatever you can find in your environment (a fungus growing in cracks, moss on the ground, etc.). The poison needles have the following effect:
Poisoned Blowgun Needles(Ammunition for the Blowgun weapon)
On hit the target takes 1d4+Dex piercing damage and becomes poisoned for one minute. (Not the 'Poisoned Condition')
(1) At the start of it's turns it must succeed a Constitution Saving Throw against your Chemist Save DC or take poison damage equal to your INT modifier. On success the effect ends early.
(2) If the target is hit again while under the effect of (1) the target takes 1d4+Dex piercing damage and the poison damge increases to 1d4+INT modifier.
(3) If the target is hit again while under the effect of (2) the target takes 1d4+Dex piercing damage and the poison damge increases to 2d4+INT modifier and the target has disadvantage Constitution Saving Throws.
When you reach tier 3 the effect of (3) also lowers the targets AC by 1.
TIER TWO FEATURE: Ranged Healer
- AXP: 4500
- Pre-Requisites: None
- Grants Access To: None
You have learned how to make your healing potions work upon impact. Your Health I, II, and III potions gain the thrown property. Upon a hit, the creature regains hit points as if they had consumed the potion of healing.
At 5th tier, you have improved your throwing arm and your area of effect for health potions. You now have a range of 60 ft, and can heal all creatures within 5 ft of the target for half the roll.
TIER TWO FEATURE: School of Metallurgy
- AXP: 5600
- Pre-Requisites: None
- Grants Access To: None
Experts in the field of electricity, metals, and improving their quality. They are the most exposed to acids, as they etch metals, plate weapons. They are also the chemists with more time around the forge than other classes, knowing how to extract metals from an ore and synthesize flux. A metallurgist could’ve been a part-time miner, excited to see a vein of silver for the first time in their life. They know how metals can conduct electricity, and they wish to expand their utility in this regard. And, perhaps, become a notorious inventor someday.
This feature is a prerequisite to features in the Metallurgist Feature Tree.
You now have proficiency with medium armor and one martial weapon of your choice.
Additionally, you learn the following recipes:
Carbon Vapor
Potion Ingestible
Ingredients: NOBLE I + 3x Bladefern + 1x Irondust
Risk DC: 11
Recommended Tier: 5
Effect:
This silvery black potion grants the creature who is administered it or ingests it a bonus to AC as silvery carbon coats their body. The targets AC becomes equal to 16, if it's less than 16. This effect lasts for one hour and their AC cannot be reduced below 16 during this time.
Shocking Oils
Potion Applicable to Weapon, Ingestible
Ingredients: INCINDIARY + 1x Snapperweed
Risk DC: 14
Recommended Tier: 4
Effect:
If ingested, for the next minute lightning springs from your hand to deliver a shock to any creature you try to touch. Make a melee attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn.
If applied to a weapon, for the 8 hours lightning springs from your weapon to deliver a shock to any creature you hit with the weapon. Make a melee attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d4 lightning damage.
TIER TWO FEATURE: School of the Mutator
- AXP: 5600
- Pre-Requisites: None
- Grants Access To: None
The reclusive School of the Mutator holds an old form of alchemy thought to be more pure than the other forms. This school focuses on creating special elixirs that change the very nature of one's body.
This feature is a prerequisite for features in the Mutator Feature Tree.
Your alchemical study involves change, but there must always be a trade off. When creating Elixirs, you may add the mutagen effect to one ingestible Elixir of your choice. The mutagen effect on the Elixir dissipates after a long rest and it may only be active on one Elixir at a time. When you drink or administer this mutagen the character gains a +1 bonus to their AC and gains advantage on all Strength, Dexterity, and Constitution ability checks for 1 hour. You can create two mutagens upon reaching 5th tier and three upon reaching 7th tier. You can only be under the effects of one mutagen at a time. Attempting to drink a second mutagen cancels out both mutagens and gives you two levels of exhaustion.
TIER TWO FEATURE: School of the Pharmacist
- AXP: 5600
- Pre-Requisites: None
- Grants Access To: None
These dutiful researchers work hard beside their doctors and patients, synthesizing cures for poisons, diseases, parasites, and tumors. They have an almost innate bedside manner. They know how to be comforting, but at the same time taking no nonsense from otherwise impatient patients. Expert pharmacists and apothecaries are sought out by doctors across the continents seeking remedies for their clients.
This feature is a prerequisite for features in the Pharmacist Feature Tree.
By spending an action, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.
Additionally, you learn this recipe:
Healing Stimulant
Elixir Ingestible
Ingredients: 1x Silverleaf
Risk DC: 6
Recommended Tier: 3
Effect: Healing Stimulant may be drunk or administered. This elixer heals and amount of hit points equal to your Wisdom modifier.
TIER TWO FEATURE: School of the Venomist
- AXP: 5600
- Pre-Requisites: None
- Grants Access To: None
Perhaps the most obscure school of alchemy, the School of the Venomist focuses on creating deadly poisons with a variety of debilitating effects.
This feature is a prerequisite for features in the Venomist Feature Tree.
You become a master with the blowgun. Your range increases to 40/120. Your blowgun no longer has the ammunition property. Also, if the target has light or no armor (for creatures: if they do not have hard scales, thick fur or something comparable) you gain advantage on Attack Throws within short range, as you aim for their soft spots.
Additionally, having researched the art of refining deadly toxins you have learned to produce toxins of higher concentration. You may increase a Toxic Concoction I's concentration by adding another essence of =POISON=. 5 levels of concentration is the maximum. The concoction may be applied to two pieces of ammunition or to a weapon. On a hit with the ammunition or weapon the Toxic Concoction is applied and the ammunition or weapon loses it's ability to poison. A Toxic Concoction of a higher concentration deals 1d4 additional poison damage x level of concentration. The target can make a Constitution saving throw against your spell save DC at the beginning of its turn to reduce the effect by one level of concentration on a success. When the last level is cleared the target loses the poisoned condition.
TIER TWO FEATURE: Scientific Improvisation
- AXP: 4500
- Pre-Requisites: Intelligence ability score of at least 12
- Grants Access To: None
You gain the ability to improvise solutions using common objects and scientific know-how. This ability lets you create objects in a dramatic situation quickly and cheaply, but that have a limited duration.
By using a full action and combining common objects with a Craft check that corresponds to the function desired, you can build a tool or device to deal with any situation. The DC for the Craft check is equal to 6 + the Value of the object that most closely matches the desired function.
The object, when put into use, lasts for a number of rounds equal to the your tier, or until the end of the current encounter before it breaks down. It can’t be repaired.
Only objects that can normally be used more than once can be improvised. Electronic devices, special tools, weapons, mechanical devices, and more can be built with scientific improvisation.
TIER TWO FEATURE: Battle Alchemist: Weapon OIls
- AXP: 2160
- Pre-Requisites: School of the Battle Alchemist
- Grants Access To: None
You can coat your weapon with alchemical oils enhancing its powers. As a free action on your turn, you can coat a weapon or piece of ammunition with a oil that enhances the next attack you make on this turn. On a hit, you deal additional damage equal 1d6.
The damage type depends on the type of oil created. When you finish a long rest, you can create a number of oils equal to your proficiency bonus + INT mod. When you create an oil, you decide the damage type for each, from the following list: acid, cold, fire or poison. A oil created loses the effect after 24 hours.
If a creature other than you tries to use the oil, it must use its bonus action to coat a weapon with it.
TIER THREE FEATURE: Ability Score Increase
- AXP: 4200
- Pre-Requisites: None
- Grants Access To: None
You may choose to either;
- Boost One Ability Score By Two: This option lets you increase a stat to a new modifier immediately, to a max of 30. This is great for boosting your class’s primary ability score.
- Boost Two Ability Scores By One: If you have two odd ability scores, this option lets you round those two stats to an even number and max of 20, increasing the modifier of those stats.
You may only take this feature once at each tier it appears, including multiclasses. For example, you may not take this feature at Tier 3 for both your base class and your multiclass. You may take this feature in addition to the Ability Score Improvements feature granted by the General Class base class features.
TIER THREE FEATURE: Aerostatics 101
- AXP: 8400
- Pre-Requisites: Selected Chemist as base class
- Grants Access To: None
Your handling of dangerous chemicals has made you more reflexive in dangerous situations, so you now have proficiency in Dexterity saving throws. In addition, you have learned how to include noble gasses in your alchemy. You may now forage for the following ingredients, craft the following essenses and you learn new recipes.
Additional Ingredients
Ingredient | Rarity | # on find | Location | Purchase | Craft |
---|---|---|---|---|---|
Gasoline | Uncommon | 2 | Trader, Mines, Gas Station, Abandoned Vehicles | Value: 5 | N/A |
Distilled Water | Uncommon | 5 | Trader, Brewery, Doctor, Selfmade | Value: 2 | Brewer's Tools (DC 10) |
Natural Gas | Rare | 1 | Trader, Mines, Caves, Selfmade | Value: 10 | Alchemist's Supplies (DC 16) |
Additional Essenses
Essence Name | DC | # | Ingredient 1 | Ingredient 2 | Ingredient 3 | Ingredient 4 | Ingredient 5 |
---|---|---|---|---|---|---|---|
NOBLE I A | 10 | 1 | 5x Distilled Water | 5x Salt | |||
NOBLE I B | 10 | 2 | 5x Distilled Water | 3x Swampweed | |||
NOBLE I C | 15 | 4 | 1x Noble Gas | 1x Distilled Water | |||
NOBLE II A | 20 | 2 | 5x Distilled Water | 2x Nitre | |||
NOBLE II B | 25 | 2 | 1x Gasoline | 1x Sulfur |
Additional Recipes
Anti-Poison
Elixir Ingestible, Applicable
Ingredients: POISON + CALM + 1x Distilled Water
Risk DC: 5
Recommended Tier: 3
Effect:
When you drink or administer this elixir, any ongoing effects caused by poison are halted, and the target does not suffer from the poisoned condition. Damage or instantaneous effects (such as blindness) already caused by the poison are not cured. Applying a drop of this elixir to food or weaponry nulifies any poisons that are contained within. Each elixir contains 3 drops.
Dry Ice
Other (Compound) Special
Ingredients: NOBLE II + CHILL I + 3x Distilled Water
Risk DC: 16
Recommended Tier: 5
Effect:
This alchemy crafts a block of Dry Ice. If it's placed on the ground, it will extinguish and prevent any fires from happening within 10 feet of it. Any creature close to the ground inside the radius risks suffocation. It will freeze any liquids it comes in contact with.
Alternatively, can be formed in the shape of shards, which can then be fired at a target using a ranged weapon in a range of 60 feet. When the shards hit the target, they deal 2d8 cold damage, and reduces its speed by 10 feet until the start of its next turn.
This attack scales up by 1d8 when you reach 5th tier (3d8), 7th tier (4d8), 9th tier (5d8), and 10th tier (6d8).
Elixir of Mending
Elixir Applicable
Ingredients: SOFTNENER + HARDENER
Risk DC: 5
Recommended Tier: 3
Effect:
This elixir repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 6 inches in any dimension, you mend it, leaving no trace of the former damage.
Endothermic Concoction
Elixir Applicable to Weapon
Ingredients: CHILL I + 1x Goblinberry
Risk DC: 8
Recommended Tier: 3
Effect:
As an action you may apply the Endothermic Concoction to any melee weapon to add 1d8 cold damage to that weapons damage for one hour.
Noble Potion
Potion Special
Ingredients: NOBLE I
Risk DC: 2
Recommended Tier: 1
Effect:
As an action you may shake this potion and excite the gasses within the potion. The potion gives off a steady bright neon light. Lights up an immediate area of 20 feet and with dim light for an additional 20 feet outwards. This reaction lasts for 30 minutes before dimming. The same potion may be shaken again up to 3 more times to the same effect before loosing its use.
Smoke Bomb I
Bomb Throwable
Ingredients: INCINDIARY + 2x Charcoal
Risk DC: 9
Recommended Tier: 3
Effect:
Smoke Bomb I can be thrown as an improvised weapon. After impact the bomb emits a cloud of smoke in a 30 ft. radius that lingers for 30 Seconds. Every creature that starts its turn within this area must succeed a Constitution Saving Throw against your Chemist save DC or be blinded for two rounds. Any creatures entering the cloud must make the same save. The smoke may be blown away by a strong wind at a rate of 10 feet per round.
Sulfuric Vapor
Bomb Throwable
Ingredients: NOBLE I + 2x Sulfur
Risk DC: 12
Recommended Tier: 3
Effect:
Sulfuric Vapor can be thrown as an improvised weapon. After impact the bomb emits a yellowish, acrid smelling vapor in a 10 ft. radius that lingers for 30 Seconds. Every creature that starts its turn within this area must succeed a Constitution Saving Throw against your Chemist save DC or have disadvantage on attack rolls for their next turn. Additionally, the acrid smell lingers on their clothes and equipment for 24 hours, giving them disadvantage on Stealth checks for the duration.
Toxic Concoction II
Elixir Applicable to Weapon, Ingestible
Ingredients: 2x POISON + 2x Charcoal
Risk DC: 14
Recommended Tier: 6
Effect:
Toxic Concoction II may be drunk, administered or applied to a weapon or a single piece of ammunition. If a weapon is treated with the poison and hits a creature that creature gains the poisoned condition and takes 1d8+INT poison damage. While under the poisoned condition the creature can make a Constitution Saving Throw at the start of it's turn against your Chemist Save DC to end this condition on success. If the creature fails, it takes 1d8+INT poison damage. The Toxic Concoction II may be improved when choosing the School of the Venomist. After application to a weapon Toxic Concoction II loses it's potentcy after 30 minutes.
Water Bomb
Bomb Throwable
Ingredients: 2x NOBLE I + INCINDIARY
Risk DC: 12
Recommended Tier: 3
Effect:
Water Bomb may be thrown as a ranged weapon attack. Upon impact all creatures within 5ft take 1d4 fire damage. Imediately afterward 10 gallons of water are created centered on the same location.
TIER THREE FEATURE: Biohazard Bag
- AXP: 9000
- Pre-Requisites: Selected Chemist, Smith, or Medic as base class
- Grants Access To: None
You may aquire a Biohazard Bag for a value of 12 from a nearby merchant. You may store up to 12 potions, elixirs, bombs, oils, med kits, or surgeon's kits within this bag without fear of cracks or spills. This bag grants you advantage on any check made to avoid an explosive detonating from within the bag. As a bonus action you may draw any number of items from the bag and equip them to your worn equipment. Provided you have the equiptment and space to do so. For example, the Chemist's belt or the Smith's Vest.
TIER THREE FEATURE: Chemical Immunity
- AXP: 9000
- Pre-Requisites: Selected Chemist, Medic, Smith, Technician or Assassin as base class.
- Grants Access To: None
You've worked with hazardous chemicals so much that you've become immume to both poison and acid damage.
TIER THREE FEATURE: Competent Discovery
- AXP: 3600
- Pre-Requisites: Selected Chemist as base class
- Grants Access To: Multiple
Your research into the sciences has led you to some very interesting information. You may take any two features for the AXP cost of one, you are also granted access to these features (no prerequisites needed). This may only be used to aquire Chemist class features, and cannot be used to obtain features contained within a feature tree.
TIER THREE FEATURE: Chemist's Evasion
- AXP: 9200
- Pre-Requisites: Dexterity score of at least 14.
- Grants Access To: None
After you throw, ingest or administer an Elixir or Potion you may move up to half of your movement as a free action. Moving in this manner does not provoke opportunity attacks and does not spend your movement.
TIER THREE FEATURE: Grenadier: Demolitionist
- AXP: 3360
- Pre-Requisites: School of the Grenadier
- Grants Access To: None
The damage of all your bombs increases by 1d8. This damage increases to 2d8 at 7th tier. Additionally, when preparing elixirs, you may choose to prepare Bomb I in this manner:
1x essence of any kind + 1x sulfur +1x charcoal = 1x Bomb I
The number of bombs you can create in this manner equals your tier.
TIER THREE FEATURE: Essence of Extra
- AXP: 5600
- Pre-Requisites: Selected Chemist as base class
- Grants Access To: None
When crafting Essences during a short or long rest you may craft an additional 1d6 essences provide you have the required ingredients.
TIER THREE FEATURE: Battle Alchemist: Fabricate Armament
- AXP: 3360
- Pre-Requisites: School of the Battle Alchemist
- Grants Access To: None
You have learned how to quickly transmute raw materials into weapons. To do so, as a bonus action, you can coat any surface in chemicals to craft a weapon made out of that material. You can create any simple, martial, or personal weapon that doesn't have the ammunition or reload property.
You are proficient with this weapon and you must use the same materials normally used to create the chosen weapon (determined by your DM), or else the weapon is considered to be a improvised weapon. If you are wearing an armor made out of metal, you can convert the gauntlets of your armor into any weapon with the light property. This gauntlet weapons can't be disarmed.
You can have up to two weapons created at the same time, and creating another one makes the previous one disappear. A weapon created with this feature lasts until your next rest.
TIER THREE FEATURE: Mutator: Flush
- AXP: 3000
- Pre-Requisites: School of the Mutator
- Grants Access To: None
Having developed a counteracting agent, you can choose to end any mutagen affecting you or any ally within 5 ft. as a bonus action.
TIER THREE FEATURE: Metallurgy: Metal Plating
- AXP: 3360
- Pre-Requisites: School of Metallurgy
- Grants Access To: None
As an action you can permanently make a weapon, object or armor plated in iron or steal to grant it +1 AC. Copper to grant the user vulnerability to lightning damage. Or silver to overcome magical defenses.
TIER THREE FEATURE: Pharmacist: On-site Doctor
- AXP: 3360
- Pre-Requisites: School of the Pharmacist
- Grants Access To: Natural Medicines Medic feature.
You gain a +4 bonus to all checks made with Healer's Kits and Herbalism Kits.
TIER THREE FEATURE: Potion Combo
- AXP: 10400
- Pre-Requisites: Intelligence score of at least 16 or access granted by School of the Brewer
- Grants Access To: None
You have learned how to properly combine different potions to gain the effects of both. By making a successfull Alchemy check DC 15, You may combine the effects of two first level potions, such as a Health I and a Dancer's Delight. You can add second level potions (Health II etc.) to the fusion starting at 5th tier, and third level potions (Health III etc.) starting at 7th tier. This does not cause any problems unless the two potions are contradictory, such as a Health I and a Toxic Concoction. If they are, then you have created an ineffective potion that does nothing. You cannot combine two potions that are already combinations. This feature cannot be used to combine elixirs or bombs.
TIER THREE FEATURE: Rare Reaction
- AXP: 3360
- Pre-Requisites: Selected Chemist as base class
- Grants Access To: None
When producing Essences and you roll a natural 20 on your Alchemy check the produced Essences have extraordinary potency. The rolls of potions produced with these essences have their damage and healing rolls always with their maximum results. If the produced potion has no damage or healing roll you produce double the amount of that potion.
In addition, You gain expertise with the Alchemist's Supplies. Now your Alchemy Check is (DEX + INT + your proficiency modifier) x 2.
TIER THREE FEATURE: School of Elemental Chemistry
- AXP: 8400
- Pre-Requisites: Selected Chemist as base class and Proficiency in the Circuitry skill
- Grants Access To: None
The chemist who attends the School of Elemental Chemistry learns almost magical means of altering the world around them. Through the combination of alchemy and nanotechnologies.
This feature is a prerequisite for features in the Elemental Chemistry Feature Tree.
Technomancy
The skills of this feature and the Elemental Chemistry Feature Tree rely on the use of nanomachines. These microscopic machines powered by Element 133 can move of their own accord and are controlled by a neurological implant in your brain. As a technomancer (a character that creates magical effects by using nanotechnologies) you are equipped with a Nano Canister, this canister contains millions of nano machines and provides them their power. To cast technomancy 'programs' you must keep your nano canister on your person. While powerful machines that can withstand almost all damage, nanomachines must recharge their internal energy cores by returning to the canister. Acquiring additional canisters can increase your technomancy ability, but you must spend a week of downtime pairing the new canister to your Neurolink device. The Nano Canister you gain from this feature is already paired to your device and can be used in addition to any other canisters you acquire from other classes (Technician, Smith, Medic, and Ravager grant technomancy as well) or during gameplay.
Technomancy Stamina
Similar to the spell slots mechanic in D&D 5E, your technomancy has a limit to its safe usage. At each tier, you gain a number of Stamina Points that can be spent to use technomancy programs (same thing as spells from 5E). Each program has a Stamina Cost from 0-10, which generally represents the power or difficulty of the program. Differing from 5E there is no limit to how powerful a program you can cast at any given tier, provided you have learned the program and have the necessary stamina to cast it. Some programs allow you to spend additional stamina to increase the ability of a program (casting at a higher level). You may not attempt to cast a program that has a stamina cost greater than your available stamina. You regain all used stamina after a long rest.
Technomancy Abilities
Some programs require checks, saves, or attack rolls. For these, you will use the following abilities and modifiers.
Technomancy Save DC = 8 + your circuitry modifier + your Intelligence modifier
Technomancy Attack Modifier = your circuitry modifier + your Intelligence modifier.
Technomancy Stamina for Chemist Class
Use this table to determine your stamina at each tier.
Technomancy Stamina: Chemist
Tier | Technomancy Stamina | Programs Known |
---|---|---|
Tier 3 | 14 | 7 |
Tier 4 | 17 | 8 |
Tier 5 | 20 | 10 |
Tier 6 | 23 | 11 |
Tier 7 | 26 | 12 |
Tier 8 | 29 | 13 |
Tier 9 | 32 | 15 |
Tier 10 | 35 | 18 |
Nano Transmutation
When you take this feature you gain a fully charged Nano Canister. The following programs are added to your code block (programs you can learn) and you may learn a number of programs equal to the known programs column in the table above, depending on your tier. The nano canister, stamina, and known programs from this feature do not stack with School of Nano Transmutation feature.
Programs
Elemental Burst
Chemist Evocation program
Base Stamina Cost: 2
Casting Time: 1 action
Range: 5ft Cone
Duration: Instantaneous
You shoot elemental energy all around you.
Every creature in the area must make a Dexterity saving throw or receive 1d8 damage. A creature that passes its saving throw receives half damage.
Overload: Increase the damage dealt by 1d8 for every 2 extra stamina points that you invest when casting this program, to a limit of 20 Stamina (10d8 Extra).
Elemental Ward
Chemist Abjuration program
Base Stamina Cost: 0
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 30 Seconds
Nature's Fury means nothing to you.
The damage dealt to you by an element chosen is reduced by 1d6, this increases to 2d6 at 5th tier, 3d6 at 7th tier, and 4d6 at 17th tier
Overload: Increase the damage reduced by 1d4 for every 2 extra stamina points that you invest when casting this program, to a limit of 20 Stamina (10d4 Extra).
Elemental Weapon
Chemist Conjuration program
Base Stamina Cost: 1
Casting Time: 1 action
Range: Self
Duration: Instantaneous (Permanent until Dispelled)
You create an archaic weapon out of a chosen element that takes the shape of any weapon you are proficient in. You use your Intelligence modifier instead of Strength or Dexterity for attack rolls and damage. Ranged weapons made this way, ignore the reloading and ammunition properties. The type of damage done is determined by the element used. Add an additional 1d6 to the base damage of the weapon at 5th tier, 2d6 at 7th tier, and 3d6 at 9th tier. (A Weapon made this way may be broken, and therefore dispelled, by the Mold Earth program.)
Wind Press
Chemist Transmutation program
Base Stamina Cost: 3
Casting Time: 1 action
Range: Self (5ft Cube)
Duration: Concentration up to 30 Seconds
You force air flow to shoot downwards all around you.
Each creature (other than you) in the affected area cannot breath and begins suffocating. Every creature in the area must make a Constitution saving throw or be knocked prone.
Overload: Increase the distance by an extra 5 feet for every 2 extra stamina points that you invest when casting this program. This extends to a limit of 10 Stamina (25 Feet Extra).
TIER THREE FEATURE: School of Incendiary Chemistry
- AXP: 6000
- Pre-Requisites: Aerostatics 101
- Grants Access To: None
Often having a very "shotgun" approach to solving problems, incendiaries are chemists who are primarily concerned with fire, vapors, and crafting explosions. Some of them may have had their origins in working with munitions for a military group. Or maybe they lived in a fuming bog, somehow charmed by the idea of selling refined gases and other chemicals. Or they might have helped out with making fireworks for an entertainment group.
This feature is a prerequisite for features in the Incindiary Feature Tree.
When you take this feature you gain profiency in Tinker's Tools. Also you gain proficiency in Slieght of Hand, if you already have proficiency double your proficiency bonus, if it is already doubled, triple it.
Additionally, you learn the following recipes:
Burning Wall
Bomb Throwable
Ingredients: 2x INCINDIARY + 3x Gasoline
Risk DC: 18
Recommended Tier: 5
Effect:
On impact this bomb creates a wall of fire on a solid surface. The wall is up to 60 feet long, 20 feet high, and 1 foot thick. The wall is opaque and lasts for 1 1d6 x 10 seconds. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save. One side of the wall, selected by you when you throw the bomb, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.
Gas Bomb
Bomb Throwable
Ingredients: INCINDIARY + 2x Natural Gas
Risk DC: 10
Recommended Tier: 3
Effect:
Gas Bomb can be thrown as an improvised weapon. After impact the ignites in a firey explosion. The target takes 1d10 fire damage. A flammable object hit by this bomb ignites if it isn’t being worn or carried. This bomb’s damage increases by 1d10 when you reach 5th tier (2d10), 7th tier (3d10), and 9th tier (4d10).
Phosphorus Flash
Bomb Throwable
Ingredients: INCIDIARY + 2x Nitre
Risk DC: 8
Recommended Tier: 3
Effect:
Phosphorus Flash can be thrown as an improvised weapon up to a max of 15 feet. After impact the bomb emits an extremely bright light. Enemies facing the explosion within 60 feet of it must succeed on a Dex saving throw against your Chemist Save DC or else be blinded until the beginning of your next turn.
Saltpeter Bomb
Bomb Throwable
Ingredients: NOBLE II + 3x Salt
Risk DC: 18
Recommended Tier: 6
Effect:
You may drop this bomb within 5 ft of you, facing any direction away from you. It explodes in a 20 ft. straight line. All creatures in the line must make a Dexterity saving throw or take 5d6 bludgeoning damage and 1d12 fire damage, or half as much on a success.
TIER THREE FEATURE: School of Nano Transmutation
- AXP: 8400
- Pre-Requisites: Selected Chemist as base class and Proficiency in the Circuitry skill
- Grants Access To: None
The chemist who attends the School of Nano Transmutation learns almost magical means of altering the world around them. Through the combination of alchemy and nanotechnologies.
This feature is a prerequisite for features in the Nano Feature Tree.
Technomancy
The skills of this feature and the Nano Feature Tree rely on the use of nanomachines. These microscopic machines powered by Element 133 can move of their own accord and are controlled by a neurological implant in your brain. As a technomancer (a character that creates magical effects by using nanotechnologies) you are equipped with a Nano Canister, this canister contains millions of nano machines and provides them their power. In order to cast technomancy 'programs,' you must keep your nano canister on your person. While powerful machines that can withstand almost all damage, nanomachines must recharge their internal energy cores by returning to the canister. Acquiring additional canisters can increase your technomancy ability, but you must spend a week of downtime pairing the new canister to your Neurolink device. The Nano Canister you gain from this feature is already paired to your device and can be used in addition to any other canisters you aquire from other classes (Technician, Smith, Medic, and Ravager grant technomancy as well) or during gameplay.
Technomancy Stamina
Similar to the spell slots mechanic in D&D 5E, your technomancy has a limit to its safe usage. At each tier, you gain a number of Stamina Points that can be spent to use technomancy programs (same thing as spells from 5E). Each program has a Stamina Cost from 0-10, which generally represents the power or difficulty of the program. Differing from 5E there is no limit to how powerful a program you can cast at any given tier, provided you have learned the program and have the necessary stamina to cast it. Some programs allow you to spend additional stamina to increase the ability of a program (casting at a higher level). You may not attempt to cast a program that has a stamina cost greater than your available stamina. You regain all used stamina after a long rest.
Technomancy Abilities
Some programs require checks, saves, or attack rolls. For these, you will use the following abilities and modifiers.
Technomancy Save DC = 8 + your circuitry modifier + your Intelligence modifier
Technomancy Attack Modifier = your circuitry modifier + your Intelligence modifier.
Technomancy Stamina for Chemist Class
Use this table to determine your stamina at each tier.
Technomancy Stamina: Chemist
Tier | Technomancy Stamina | Programs Known |
---|---|---|
Tier 3 | 14 | 7 |
Tier 4 | 17 | 8 |
Tier 5 | 20 | 10 |
Tier 6 | 23 | 11 |
Tier 7 | 26 | 12 |
Tier 8 | 29 | 13 |
Tier 9 | 32 | 15 |
Tier 10 | 35 | 18 |
Nano Transmutation
When you take this feature you gain a fully charged Nano Canister. The following programs are added to your code block (programs you can learn) and you may learn a number of programs equal to the known programs column in the table above, depending on your tier. The nano canister, stamina, and known programs from this feature do not stack with School of Elemental Chemistry feature. However, both features can be selected adding their programs to your code block
Programs
Breathe
Chemist Transmutation program
Base Stamina Cost: 0
Casting Time: 1 action
Range: Self or Touch
Duration: Concentration up to 1 Hour
You create a bubble of air.
The creature affected can breathe where, normally, they would not be able to.
Overload: Increase the number of creatures affected by 1 for every 2 extra stamina points that you invest when casting this program.
Mend
Chemist Transmutation program
Base Stamina Cost: 0
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You repair any big holes, cracks, blemishes, etc. on an object. You cannot restore power to an item, only repair its form. You must use an appropriate element such as metal or fire for a weapon or even organic for wooden shield. You may mend an object with a separate element, not used to repair it normally, but -1 from its normal ability to a minimum of 1 (ex. Your Longsword now does 1d8-1 Damage, you shield only gives +1 AC, etc.)
Move
Chemist Enchantment program
Base Stamina Cost: 2
Casting Time: 1 action
Range: 5 foot space within 30 feet
Duration: Instantaneous
You manipulate an element to move to a specified space.
You cause an element to move from one space to another. Any creature completely on top of, or inside of, the element moved is moved with it. The creature must make a Dexterity saving throw or be knocked prone.
Overload: You may increase the area affected by 5 feet for every 4 extra stamina points that you invest when casting this program. This may be used to a limit of 20 Stamina (25 Feet Extra).
Spike
Chemist Transmutation program
Base Stamina Cost: 1
Casting Time: 1 action
Range: 30 feet
Duration: Instantaneous
You cause the very ground underneath a creature to shoot up to 15 feet.
Any creature in the space affected must make a Dexterity saving throw, or receive 1d6 damage and be pushed 5 feet away. If the creature is flying, it is knocked prone instead.
Overload: You may increase the damage die by 1d6 for every 3 Stamina, to a limit of 21 Total Stamina (7d6 Extra).
Whip
Chemist Evocation program
Base Stamina Cost: 1
Casting Time: 1 action
Range: Self (15 foot Line)
Duration: Instantaneous
You may attempt to grapple a creature within range. At the end of each of its turns, the creature is pulled 5 feet towards you.
Overload: Increase the distance by an extra 5 feet for every 2 extra stamina points that you invest when casting this progam.
TIER THREE FEATURE: Venomist: Secondary Effects
- AXP: 3360
- Pre-Requisites: School of the Venomist
- Grants Access To: None
You know two of these effects and gain additional effects at 7th tier. While poisoning your opponent, your toxins can take on a variety of other effects. When creating poisons in a long or short rest, you may infuse two potions (not essences) with one additional effect while pertaining their poison damage effect. At the start of each turn the target can make a Constitution saving throw against your spell save DC. The additional effect only dissipates if the poisoned condition is removed.
Clouded Mind
After rolling against the poisoned condition the target rolls a d6 at the start of each turn. On a roll of 1-4 the target takes its turn as normal. On a roll of 5-6, the target wastes it's turn doing nothing. The target can repeat the saving throw at the beginning of each of their turns, ending this condition early on a success.
Darkness
After rolling against the poisoned condition the target rolls a d6 at the start of each turn. On a roll of 1-3 the target takes its turn as normal. On a roll of 4-6, the target is blinded for one turn.
Drowsy
This poison deals no damage. The target must make a Constitution saving throw against your spell save DC or falls asleep, until the sleeper takes damage, or until someone uses their action to jostle the target awake. The target can also wake up by shaking off the poisoned condition by making Constitution Saving Throws against your Chemist Save DC.
Feeble
The target deals only half damage from weapon attacks that use Strength for the duration of the poisoned condition.
TIER THREE FEATURE: Biochemist: Silicon Research
- AXP: 3000
- Pre-Requisites: School of Biochemistry
- Grants Access To: None
You've learned how to merge inorganic materials with organisms. You learn the following recipe.
Stoneskin
Potion Ingestible
Ingredients: 2x HARDENER + 1x Stoneroot
Risk DC: 14
Recommended Tier: 6
Effect:
Upon ingesting this grey potion, the flesh of the target creature turns as hard as stone. For one hour, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.
TIER FOUR FEATURE: Aromatics 101
- AXP: 12250
- Pre-Requisites: Battle Alchemist: Weapon OIls
- Grants Access To: None
You can create an additional number of weapon oils equal to your Intelligence modifier. You may also choose to craft one of the following oils as a part of the crafting proccess.
Oil of Permanency
You craft a special oil that has a permamant effect on a weapon. Choose one damage type: acid, cold, fire or poison. When you deal damage with a weapon coated with this oil, you deal damage from the chosen damage type, instead of the damage for that weapon.
In addition, all your attacks with this weapon gain 5 feet of reach.
Oil of Absorption
Whenever you reduce a creature to 0 hit points or score a critical hit when your weapon is under the effect of this oil, your weapon absorbs part of the life force of your opponent. Your next successful attack until the end of your next turn deals additional 1d8 necrotic damage, you then heal the same amount.
Oil of Metal Skin
When you coat your body in this oil as an action on your turn. You gain the ability to harden sections of your body for a brief period, deflecting an incoming attack. When you are hit by a melee attack that you can see, you can add your proficiency bonus to your AC, potentially causing that attack to miss. This effect lasts for ten minutes. This effect can be ended early if you are covered in water or fire.
Oil of Thickness
Your skin become thick as an animal hide when coated in this oil. While not wearing armor, your AC equals 10 + your Intelligence modifier + your Constitution modifier (max 22). You can use a shield and retain this benefit. This effect lasts until your next long rest.
Oil of Protection
Requirement: School of Biochemistry or Biochemist: HomunculusThis is a special type of concoction, that creates a special cover over the skin of your homunculus or primordial, enhancing its abilities. The homunculus or primordial gains resistance to all damage types while this potion is active (except psychic).
In addition, you may infuse it with one of your weapon oils. The homunculus or primordial then deals additional damage equal to the chosen sword oil chosen with its attacks.
TIER FOUR FEATURE: Brewer: Conditional Concoction
- AXP: 15450
- Pre-Requisites: School of the Brewer, Brewer: Genesis
- Grants Access To: None
You have figured out how to ensure that your potions are even more devastating. You can put in any of the following conditions into your potions: charmed, frightened, paralyzed, or stunned. Any creature that fails their saving throw after being hit with an enhanced potion also suffers from the afflicted condition, being charmed or frightened of you. If a saving throw is not required by the potion the target must make a Constitution saving throw against your Chemist Save DC. The condition lasts until the end of your next turn.
TIER FOUR FEATURE: Biochemist: Experimentation
- AXP: 14400
- Pre-Requisites: School of Biochemistry
- Grants Access To: Biochemist: Homunculus
Your primodial gets upgraded! They gain the following benefits;
- Your primordial may now complete any of its actions as your bonus action.
- Any primordials created get the equivalent of 2 Ability Score Increases.
- Using an action, you can expend any one ingredient to restore 1d8 hit points to you or the primordial at melee range.
- Your primordial's attacks now deal 2d8 + your Intelligence modifier slashing damage.
TIER FOUR FEATURE: Extra Credit
- AXP: 15450
- Pre-Requisites: Tier 5 or access granted by selecting Chemist as base class
- Grants Access To: None
You can attack twice, instead of once, whenever you take the Attack action on your turn.
This feature cannot be taken in addition to any other Extra Attack feature from another class.
Homework
Additionally, you learn the following recipes.
Notice: You may not use recipes that use ingredients you have not learned to forage.
Aqua Regia
Bomb Special
Ingredients: 2x ACID II + INCINDIARY + 1x Noble Gas
Risk DC: 17
Recommended Tier: 6
Effect:
This powerful eplosive expels a beam of acid in a 15ft line from the explosive. The bomb can be thrown or held as it is triggered. It can also be rigged as a part of a trap. Any targets in the beams path must make a Dexterity saving throw. On a failure they take 4d10 acid damage. Additionally if the target is wearing armor or weilding a shield their equiptment takes a -3 penalty to AC permenantly. A second hit to the armor or shield destroys the equiptment completely. If the attack lands on an unarmored target, it will deal an extra 1d10 acid damage.
Flash Coolant
Potion Applicable, Throwable
Ingredients: 2x CHILL I + QUICKEN + 1x Distilled Water
Risk DC: 20
Recommended Tier: 7
Effect:
Upon contact with this potion, any creature or object is cooled instantly. Make a ranged attack. On a hit, it deals 4d10 cold damage to the target. If the creature has mechanical limbs, its speed is reduced by 10 feet until the start of its next turn.
When applying Flash Coolant to an object or machine. The object is cooled by 4d10 x 5 degrees Celsius. This may cause some metals to warp, liquids to freeze, or shatter glasses and stones.
Oxygen Supplement
Elixir Ingestible
Ingredients: NOBLE I + CALM
Risk DC: 11
Recommended Tier: 3
Effect:
Drinking this elixir is like taking a breath of fresh air. If suffocating or holding your breath. You are immediately returned to your max Hold Breath.
Quicksilver Speed
Potion Ingestible
Ingredients: QUICKEN + INVIGORATE + 2x Bloodfly Stinger
Risk DC: 10
Recommended Tier: 5
Effect:
The target creature's speed is increased by 15 feet for 30 minutes. If a creature ingests a second Quicksilver Speed within 30 min, they must make a DC 18 Constitution saving throw or suffer a heart attack. Surviving the heart attack does add an additional 15 feet of movement for the remainder of the duration.
Regenerative Proteins
Elixir Applicable
Ingredients: HEALING III + HARDENER + SOFTENER
Risk DC: 12
Recommended Tier: 6
Effect:
Apply this elixir to a willing creature to stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For one minute afterward, the target regains 1 hit point at the start of each of its turns (10 hit points each minute).
The target’s severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the elixir instantaneously causes the limb to knit to the stump.
Tar Bomb
Bomb Throwable
Ingredients: INCIDIARY + HARDENER + 2x Charcoal + 1x Natural Oil
Risk DC: 17
Recommended Tier: 7
Effect:
Upon detonation a large sphere of tar is crafted and hardened. Targets within a 45 foot sphere must make a Dexterity saving throw to avoid being caught in the blast. On a failure, if the target is with 10 feet of the bomb they they take 4d4 bludgeoning damage, are consumed by the tar, and begin to suffocate. At the end of each turn they may make a DC 18 Strength saving throw to free their head and breath. If the target is within 20 feet of the bomb they take 3d4 bludgeoning damage, they are partially stuck in the tar, and must make a DC 16 Strength saving throw to free themselves. If the target is within 30 feet they take 2d4 bludgeoning damage, they are covered in tar, and their speed is reduced by 20 feet for 1 minute. If they are within 45 feet they take 1d4 bludgeoning damage on a failed save.
On success the targets take the apropriate effect as if they were 20 feet further away, and are able to move to avoid the Tar Ball.
TIER FOUR FEATURE: Herbology 101
- AXP: 10150
- Pre-Requisites: Aerostatics 101 and Reagent Research
- Grants Access To: None
The introduction of Element 133 and higher levels of radioactivity in the world's ecosystems, new strains of flora have become common. The skilled Checmist knows how to utilize these new ingredients into their concocotions. When you take this feature you gain the ability to forage the folowing ingredients as well as craft new essenses.
Additional Indredients
Herb | Rarity | # on Find | Location |
---|---|---|---|
Bleeding-wheat | Uncommon | 10 | Decomposing Plant life |
Bloodvine | Very Rare | 1 | Decomposing Animals |
Bluevine | Uncommon | 3 | Desert, Desert Tundra |
Dockbark | Common | 5 | Spaceport Docks |
Fey-mustard | Uncommon | 2 | Rainforest, Swamp |
Flybean | Rare | 1 | Cliffsides, Arid caves |
Grey Tumblebore | Uncommon | 1 | Grasslands, Urban |
Ground Falsefeather | Uncommon | 1 | Swamps |
Lord's Poppy | Uncommon | 2 | Forest, Mountains |
Milkcherry | Uncommon | 2 | Space Debris |
Pigshade | Common | 1 | Arid planes |
Pigthorn | Common | 1 | Freshwater Aquafers |
Pink Drop | Rare | 20 | Tundra |
Purplelily | Uncommon | 1 | Urban, Forests |
Sagecrocus | Very Rare | 1 | Artificial |
Starclover | Common | 5 | Tundra |
Stink Grass | Common | 20 | Rainforest |
Sugar Bud | Common | 1 | Urban |
Sun Weed | Common | 20 | Urban |
Tar Current | Uncommon | 1 | Urban, Volcanic sites |
Trader's Corn | Common | 3 | Grasslands, Urban |
Void's Leaf | Rare | 5 | Frozen Aquafers |
Additional Essences
Essence Name | DC | # | Ingredient 1 | Ingredient 2 | Ingredient 3 | Ingredient 4 | Ingredient 5 |
---|---|---|---|---|---|---|---|
CHILL II A | 20 | 2 | 4x Morningthaw | ||||
CHILL II B | 25 | 3 | 4x King's Thistle | ||||
CHILL III A | 25 | 3 | 5x Purplelily | 9x Bladefern | 3x Starclover | ||
CHILL III B | 30 | 3 | 2x Morningthaw | 5x Swampweed | 3x Starclover | ||
CORRODE A | 15 | 2 | 10x Birch Bark | 9x Everlime Tree (Root) | 4x Snapperweed | 2x Pigshade | 4x Demonmold |
CORRODE B | 20 | 2 | 7x Everlime Tree (Root) | 3x Lord's Poppy | 4x Snapperweed | 2x Pigshade | 4x Demonmold |
DILUTE A | 5 | 3 | 8x Everlime Moss | ||||
DILUTE B | 10 | 3 | 7x Everlime Tree (Leaf) | ||||
DILUTE C | 15 | 5 | 4x Silverleaf | ||||
NECRO I A | 20 | 2 | 3x Harnessweed | 3x Stoneroot | 3x Trollflower | 1x Darkshroom | |
NECRO I B | 25 | 3 | 5x Trollflower | 6x Devilshroom | 3x Trollflower | 1x Darkshroom | |
NECRO I C | 25 | 3 | 6x Devilshroom | 8x Firenettle | 3x Trollflower | ||
THERMAL I A | 15 | 2 | 5x Purplelily | 3x Devilshroom | 9x Sun Weed | 4x Demonmold | 1x Very Strange Mushroom |
THERMAL I B | 15 | 2 | 9x Everlime Tree (Sap) | 7x Fey-mustard | 9x Sun Weed | 4x Demonmold | 1x Very Strange Mushroom |
THERMAL I C | 20 | 2 | 7x Fey-mustard | 12x Ruler's Blade | 9x Sun Weed | ||
THERMAL I D | 20 | 2 | 20x Sun Weed | ||||
THERMAL II A | 20 | 2 | 3x Firenettle | 6x Devilshroom | 2x Fey-mustard | 1x Trader's Corn | |
THERMAL II B | 25 | 5 | 7x Starclover | 8x Tar Current | 2x Fey-mustard | ||
TOXIC I A | 20 | 2 | 5x Trollflower | 3x Firenettle | 10x Stink Grass | 9x Everlime Moss | 5x Swampweed |
TOXIC I B | 20 | 2 | 6x Milkcherry | 10x Pink Drop | 10x Stink Grass | 9x Everlime Moss | 5x Swampweed |
TOXIC II A | 20 | 2 | 10x Pink Drop | 8x Grey Tumblebore | 10x Stink Grass | ||
TOXIC II B | 25 | 3 | 30x Stink Grass | ||||
VIGOR I A | 10 | 1 | 3x Grey Tumblebore | 10x Everlime Tree (Sap) | 3x Flybean | 7x Redroot | 7x Everlime Tree (Sap) |
VIGOR I B | 15 | 2 | 8x Everlime Moss | 8x Sun Weed | 3x Flybean | 7x Redroot | 7x Everlime Tree (Sap) |
VIGOR I C | 15 | 2 | 8x Sun Weed | 5x Goldleaf | 3x Flybean |
TIER FOUR FEATURE: Potency
- AXP: 15450
- Pre-Requisites: Rare Reaction
- Grants Access To: None
You can increase the power of your simpler concoctions. When you craft a potion, elixir, or bomb with a recomended tier of 1-4, that deals damage, you can deal maximum damage with that item.
TIER FOUR FEATURE: Reagent Research
- AXP: 12250
- Pre-Requisites: Potion Combo
- Grants Access To: None
Your knowledge of how chemicals and elements react has become so advanced that you can easily determine the nature of most substances. Additionally, you have begun to experiment to craft your own variations of common Essences.
Reagent Kit
When you take this feature you may acquire a Reagent Kit for free from a merchant, or spend three long rests crafting one. This kit of alchemical reagants is used to test the properties of items and objects.
It includes three spoons, lead, silver, and aluminum, and nine glass vials; two are empty, the other seven are filled with Purple Flan (a living slime not dissimilar to slime molds and ochre jelly), gold dust, iron dust, granite dust, decaying uranium, acid, and ammonia.
If you have proficiency with an Alchemy, you can use an action, to pour a portion of a vial (each having enough for five doses, which can be purchased at most settlements) on a targeted item to determine its properties.
Purple Flan reacts to magical items, seeming to boil when touching a non-cursed one but withering away upon touching a cursed one. It will consume small amounts of potion and be subject to its effects.
Decaying Uranium reacts to radiation generally, being attracted to already decaying elements and radioactive material.
Gold dust is unreactive in general and is generally used to detect the presence of technomancy effects, as it will only corrode in their presence.
Iron Dust reacts to technomancy, seeming to magnetize when touching a non-technical object but vibrating away upon touching any technomancy.
Mummy Dust evaporates into smoke when exposed to positive energy, and seems to grow upon exposure to negative energy.
Granite Dust is attracted to oil and wet surfaces and can be used to dust for fingerprints or detect moisture.
Acid and Ammonia are used to test the general pH of materials. And can be used to accurately determine the nature of any unknown chemicals, elements, potions, elixirs, or bombs.
"I can't believe it's not Butter"
When crafting Essences, Potions, Elixirs, and Bombs that use a Common or Uncommon ingredient you may replace any one ingredient with another. This does not have any adverse effect on the item but it does increase the Risk DC by +1 for Common ingredients and +2 for Uncommon ingredients.
TIER FOUR FEATURE: Grenadier: Shaped Charge
- AXP: 11200
- Pre-Requisites: Grenadier: Demolitionist
- Grants Access To: Trapping I Scout feature
You have learned how to change how your bombs explode. Whenever you craft a potion, you can change the explosion from its typical area of effect. If changing from a line AOE (Area of Effect) to any other shape you will halve the distance. And the reverse is true as well when changing any other AOE to a line. For example, a bomb with a 30 ft line effect will effect a 15 ft, sphere. And a bomb with a sphere of 30 ft, will change to a 60 ft line. All other transformations utilize the same dimensions.
Cone
A cone extends in a direction you choose from its point of Origin. A cone’s width at a given point along its length is equal to that point’s distance from the point of Origin. A cone’s area of Effect specifies its maximum length. A cone’s point of Origin is not included in the cone’s area of Effect, unless you decide otherwise.
Cube
You select a cube’s point of Origin, which lies anywhere on a face of the cubic Effect. The cube’s size is expressed as the length of each side. A cube’s point of Origin is not included in the cube’s area of Effect, unless you decide otherwise.
Cylinder
A cylinder’s point of Origin is the center of a circle of a particular radius, as given in the bomb's description. The Circle must either be on the ground or at the height of the Effect. The energy in a Cylinder expands in straight lines from the point of Origin to the perimeter of The Circle, forming the base of the Cylinder. The bomb’s Effect then shoots up from the base or down from the top, to a distance equal to the height of the Cylinder.
A cylinder’s point of Origin is included in the cylinder’s area of Effect.
Line
A line extends from its point of Origin in a straight path up to its length and covers an area defined by its width. A line’s point of Origin is not included in the line’s area of Effect, unless you decide otherwise.
Sphere
You select a sphere’s point of Origin, and the Sphere extends outward from that point. The sphere’s size is expressed as a radius in feet that extends from the point.
A sphere’s point of Origin is included in the sphere’s area of Effect.
TIER FOUR FEATURE: Signature Move
- AXP: 13350
- Pre-Requisites: Alchemy skill modifier of at least +8 or Expertise in History
- Grants Access To: Mental Reflex Smart Hero feature
You gain mastery over two recipes and can craft them with little effort. Choose two potions, elixirs, or bombs that you have learned and who's Risk DC is equal to or lower than your Intelligence ability score. These become your signature recipies. You always have these items prepared, they don't count against the number of items you have crafted, and you can craft each of them three times per day without expending ingredients or essences, without making an Alchemy Check, and as a free action. When you do so, you can't do so again until you finish a short or long rest.
TIER FOUR FEATURE: Battle Alchemist: Sword and Shield
- AXP: 10150
- Pre-Requisites: Battle Alchemist: Weapon OIls and Battle Alchemist: Fabricate Armament
- Grants Access To: Historian Smart Hero feature
When you take this feature you gain the following abilities
Weapon Crafting
Gain double proficiency in Smith's Tools.
Alchemist's Blade
Whenever you make an attack using a weapon created by your Fabricate Armament feature, you can use your Intelligence, instead of Strength or Dexterity, for your attacks and damage rolls with that weapon.
In addition, you can keep three weapons created at a time.
Hollow Blade
When you use your Fabricate Armament feature to craft a weapon, you can create a hollow space inside the weapon to store any amount of sword oils, or elixirs you have created. You can use the oils inside this weapon without taking an action.
Improved Oils
You can increase the power of your sword oils with specially prepared reagents. You can create a number of improved oils equal to your Intelligence modifier. You can choose one of the following improvements:
Lasting Oil: When you deal damage with your sword oils to a creature, the oil sticks to that creature, causing 1d6 damage from the type of the oil at the start of each of the creature's turns, for 1 minute.
While this oil is affecting that creature, the creature loses resistance to that damage type. In addition, whenever that creature takes damage form that damage type, it suffers additional 1d4 damage from the same type.
Armor Oil: You can coat a suit of armor or a shield with the weapon oil. The next time you take damage from the oil type for 1 hour, the damage is reduced to half and the oil vanishes.
Armorer
You can use your Fabricate Armament feature to also create armors and shields. When wearing an armor created by this feature, you can add your Intelligence modifier, instead of your Dexterity modifier to your AC.
TIER FIVE FEATURE: Ability Score Increase
- AXP: 10200
- Pre-Requisites: None
- Grants Access To: None
You may choose to either;
- Boost One Ability Score By Two: This option lets you increase a stat to a new modifier immediately, to a max of 30. This is great for boosting your class’s primary ability score.
- Boost Two Ability Scores By One: If you have two odd ability scores, this option lets you round those two stats to an even number and max of 20, increasing the modifier of those stats.
You may only take this feature once at each tier it appears, including multiclasses. For example, you may not take this feature at Tier 5 for both your base class and your multiclass. You may take this feature in addition to the Ability Score Improvements feature granted by the General Class base class features.
TIER FIVE FEATURE: Advanced Discovery
- AXP: 7600
- Pre-Requisites: Selected Chemist as base class
- Grants Access To: Multiple
Your research into the sciences has led you to some very interesting information. You may take any two features for the AXP cost of one, you are also granted access to these features (no prerequisites needed). This may only be used to aquire Chemist class features, and cannot be used to obtain features contained within a feature tree.
TIER SIX FEATURE: Biochemist: Homunculus
- AXP: 30550
- Pre-Requisites: School of Biochemistry, Biochemist: Silicon Research, and Biochemist: Experimentation
- Grants Access To: None
The biochemist pursues the creation of life itself, or at the very least the imitation of life. Using living creatures parts stored and preserved, they mold and infuse organic material into living matter. Due to the martial aspect of the brand of alchemy practiced by the Chemist, usually the focus of the homunculus created by the combat homunculist is to serve as a soldier and spy for its master.
Create Homunculus
You can spend 8 hours and 10 VP in materials to craft your homunculus. Your homunculus can be the copy of any creature you have already seen that has a CR of 1/4 from the following types: humanoid, undead, beast, plant, construct or monstrosity, though it is a construct, instead of the original type. You also must have a portion of organic matter of this creature (a drip of blood, a hair, nails, etc). Any chosen creature that has a Intelligence score of 5 or lower will have 6 instead. You can communicate telepathically with your homunculus as long as both of you are in the same plane of existence.
In combat, your homunculus acts in the same initiative count as you, but the only action it can take is the Dodge action, unless you command it to take another action on its statblock or the Dash, Disengage, Dodge, Hide and Search actions as a bonus action. Your homunculus can take any action if you are unconscious or incapacitated, but it will focus on protecting you. Your homunculus uses your proficiency bonus, instead of its own, and adds it to its AC.
You can control up to 4 homunculus at the same time. Starting at Tier 8, this number increases to 6 and again to 8 at Tier 10. Alternatively, you can choose to have a single homunculus with a CR of 1 at Tier 6, 2 at Tier 8 and 3 at Tier 10.
Anatomical Prowess
Additionally, you develop a deep knowledge over anatomy of creatures. You may triple your proficiency bonus for all Wisdom (Medicine) and Intelligence (Nature) checks you make. In addition, you can use your action to make a Wisdom (Medicine) check to cause your homunculus to spend one hit die and recover a number of hit points equal to the number rolled + your Intelligence modifier.
Advanced Creations
At Tier 8, you develop even further the ability to create life. Your homunculus gain a number of temporary hit points equal to your tier. In addition, they add your Intelligence modifier to the damage rolls of their attacks and roll one additional die on critical hits.
It's Alive!
Starting at Tier 10, you can finally create life. The creature type of your creations can be the same of the creature you are copying. In addition, you can use your Create Homunculus feature and spend 20 VP to create a flesh golem.
TIER SEVEN FEATURE: Ability Score Increase
- AXP: 17600
- Pre-Requisites: None
- Grants Access To: None
You may choose to either;
- Boost One Ability Score By Two: This option lets you increase a stat to a new modifier immediately, to a max of 30. This is great for boosting your class’s primary ability score.
- Boost Two Ability Scores By One: If you have two odd ability scores, this option lets you round those two stats to an even number and max of 20, increasing the modifier of those stats.
You may only take this feature once at each tier it appears, including multiclasses. For example, you may not take this feature at Tier 7 for both your base class and your multiclass. You may take this feature in addition to the Ability Score Improvements feature granted by the General Class base class features.
TIER EIGHT FEATURE: Expert Discovery
- AXP: 17200
- Pre-Requisites: Selected Chemist as base class
- Grants Access To: Multiple
Your research into the sciences has led you to some very interesting information. You may take any two features for the AXP cost of one, you are also granted access to these features (no prerequisites needed). This may only be used to aquire Chemist class features, and cannot be used to obtain features contained within a feature tree.
TIER NINE FEATURE: Ability Score Increase
- AXP: 25400
- Pre-Requisites: None
- Grants Access To: None
You may choose to either;
- Boost One Ability Score By Two: This option lets you increase a stat to a new modifier immediately, to a max of 30. This is great for boosting your class’s primary ability score.
- Boost Two Ability Scores By One: If you have two odd ability scores, this option lets you round those two stats to an even number and max of 20, increasing the modifier of those stats.
You may only take this feature once at each tier it appears, including multiclasses. For example, you may not take this feature at Tier 9 for both your base class and your multiclass. You may take this feature in addition to the Ability Score Improvements feature granted by the General Class base class features.
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