Alchemist

Alchemy

When you choose this archetype at 3rd level, you gain proficiency with alchemist's supplies. If you're already proficient with alchemist's supplied, you choose another type of artisan's tools to gain proficiency with.

In addition, you memorize additional spells when you reach certain levels in this class, as shown on the Alchemist Spells table. Each of these spells counts as a memorized inventor spell for you, but it doesn't count against your memorized spells.

Alchemist Spells

Inventor Level Spells
3rd Fog Cloud, Sleep 
5th Acid Arrow, Flaming Sphere
9th Gaseous Form, Suspend Life
13th Blight, Death Ward
17th Cloudkill, Raise Dead

Experimental Mixture

Starting at 3rd level, your master of alchemy allows you to brew experimental mixtures. You can use your alchemist's supplied to magically produce an experimental mixture over 20 minutes, which can be done during a short rest. You must have an empty flask within your reach throughout this process, at the conclusion of which you produce one of the following types of mixtures in the flask: Concoction, Salve, Elixir.

Each mixture can remains usable for a number of days equal to your Intelligence modifier (minimum of 1 day), or until it is used as an action. You can have a number of usable mixtures equal to your Proficiency Bonus, if you try to exceed this number, your oldest mixture becomes unusable, the magic within it expended.

Concoction

You create a mixture that contains caustic or combustible chemicals that deal acid, fire, necrotic, or poison damage (your choice when you create the concoction). A creature in possession of the concoction can use their action to throw the concoction up to 30 feet, shattering it on impact. Roll a number of d8 equal to you Proficiency Bonus and add the rolls together. Creatures in a 10-foot-radius around the point of impact make a Dexterity saving throw against your spell save DC, taking damage equal to the total rolled on a failure, or half as much on a success.

Elixir

You create a mixture that provides the drinker with restorative effects. A creature in possession of the elixir can use their action to drink the elixir or administer the elixir to a willing creature within reach.

Rolls a number of d4 equal to your Proficiency Bonus, the drinker regains hit points equal to the total rolled.

Salve

You create a mixture that mimics the effects of a benign spell when used. You cast an inventor spell, storing its effects into this salve as you mix it. In order for you to store a spell's effects in a salve, the spell must not having a Saving throw or deal damage, and it must target a creature or have a range of Self.

A creature in possession of the salve can take an action to apply it to itself or another willing creature of their choice within their reach, producing the spell's effect on the chosen creature, using your spellcasting modifier. The spell's effect manifests with the following additional rules:

  • If the spell could affect multiple creatures, the salve you prepare can also affect the same number of creatures as long as the salve is applied to each of those creatures within 1 minute of being applied to the first creature.

  • If the spell requires concentration, the first target of the salve must concentrate.

Potent Alchemy

At 6th level, whenever one of your experimental mixtures or an inventor spell cast by you deals acid, fire, necrotic, or poison damage, or restores hit point, you can increase the damage dealt or hit points regained by an amount equal to your Intelligence modifier (minimum of 1).

Restorative Reagents

Beginning at 10th level, you can incorporate restorative reagents into some of your works:

  • Whenever a creature has one of your salves applied to it and is the first creature to have that salve applied to it, the creature gains temporary hit points equal to your inventor level.

  • Whenever a creature drinks one of your elixirs, the creature can end one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

Chemical Mastery

Starting at 14th level, your mixtures reach the peak of their potency:

  • Your concoctions deal additional damage equal to your inventor level.

  • Any time your salves are applied to a creature, their effect lasts for a minimum of 1 minute regardless of concentration.

  • Any time your elixirs restore hit points, they also reduce the drinker's exhaustion by 2.

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