5e Alchemist
February 23, 2017 | Author: Pepe | Category: N/A
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Description
Alchemist
W
hether secreted away in a smoky basement laboratory or gleefully experimenting in a wellrespected school of magic, the alchemist is often regarded as being just as unstable, unpredictable, and dangerous as the concoctions he brews. While some creators of alchemical items content themselves with sedentary lives as merchants, providing smoke sticks and perfume, the true alchemist answers a deeper calling. Rather than cast magic like a spellcaster, the alchemist captures his own magic potential within liquids and extracts he creates, infusing his chemicals with virulent power to grant him impressive skill with potions and explosives; more often than not centring his studies around either of those fields.
Volatile Personality The alchemist's reputation is not softened by his exuberance (some would say dangerous recklessness) in perfecting his magical extracts and potion-like creations, infusing these substances with magic siphoned from his aura and using his own body as experimental stock. Nor is it mollified by the alchemist's almost gleeful passion for building explosive bombs. His obsession over the value of things and his compulsive need to categorize, utilize and turn magic into a science is constantly misunderstood. These traits, while making him a liability and risk for most civilized organizations and institutions of higher learning, seem to fit quite well with most adventuring groups.
Class Features As an Alchemist, you gain the following features.
Hit Points
Hit Dice: 1d8 per alchemist level Hit Points at 1st level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitutionmodifier per alchemist level after 1st
Proficiencies
Armor: Light armor Weapons: Simple weapons Tools: Alchemist's supplies, Herbalism kit
Equipment
You start with the following equipment, in addition to the equipment granted by your background: (a) a light crossbow and 20 bolts or (b) any simple weapon (a) a component pouch (a) a dungeoneer’s pack or (b) a scholar’s pack any simple weapon, alchemist's supplies, herbalism kit
ALCHEMIST
1
The Alchemist Level
Proficiency Bonus Features
1st
+2
Crafting: Potion Brewing, Bomb Building
3
2 — — — — — — — —
2nd
+2
Improvised Creation
3
3 — — — — — — — —
3rd
+2
Guild Membership
5
4
2
— — — — — — —
4th
+2
Ability Score Improvement
5
4
3
— — — — — — —
5th
+3
Extra Bomb
6
4
3
2
— — — — — —
6th
+3
Guild Feature
6
4
3
3
— — — — — —
7th
+3
—
8
4
3
3
1
— — — — —
8th
+3
Ability Score Improvement
8
4
3
3
2
— — — — —
9th
+4
—
10
4
3
3
3
1
— — — —
10th
+4
Philosopher's Stone
10
4
3
3
3
2
— — — —
11th
+4
—
13
4
3
3
3
2
1
— — —
12th
+4
Ability Score Improvement
13
4
3
3
3
2
1
— — —
13th
+5
Guild Feature
15
4
3
3
3
2
1
1
— —
14th
+5
Explosive Studies
15
4
3
3
3
2
1
1
— —
15th
+5
—
17
4
3
3
3
2
1
1
1
—
16th
+5
Ability Score Improvement
17
4
3
3
3
2
1
1
1
—
17th
+6
—
19
4
3
3
3
2
1
1
1
1
18th
+6
Guild Feature
19
4
3
3
3
3
1
1
1
1
19th
+6
Ability Score Improvement
19
4
3
3
3
3
2
1
1
1
20th
+6
True Philosopher's Stone
22
4
3
3
3
3
2
2
1
1
Instead of casting spells like a wizard, you imbue your magic potential into liquids and explosives. The extra amount of work required for this is completely offset by the superior quality and much higher safety standard. Or so you were taught.
You do not know any cantrips. At 1st level you have a potion compendium containing three 1st-level alchemist spells of your choice. Each time you gain an alchemist level, you can add two alchemist spells of your choice to the compendium. Each of these spells must be of a level for which you have spell slots, as shown on the Alchemist table. Alchemist spells are listed at the end of this class description.
Crafting Ability
Brewing Potions
Crafting
Intelligence is your crafting ability modifier for your alchemist creations. You use your Intelligence whenever a recipe refers to your spellcasting ability. In addition you use your Intelligence modifier when setting the saving throw DC for an alchemist bomb or potion and when making an attack roll to throw a bomb. Crafting save DC = 8 + your proficiency bonus + your Intelligence modifier Bomb attack modifier = your proficiency bonus + your Intelligence modifier
Potion Recipe Book
You have a potion recipe book containing spells that are used to create potions. Mechanically, this book works just like a wizard's spellbook, detailed in the PHB on page 114. You can copy spells into the book as you find them and if you lose the book it can be replaced.
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Bomb Recipes Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
ALCHEMIST
The Alchemist table shows how many spell slots of each level you have. Instead of casting a spell, you expend a spell slot of the spell’s level or higher and imbue the magic of that spell into a potion. Brewing a potion with a higher level spell slot will create a higher level potion. The general rules for spellcasting still apply, as described in chapter 10 of the PHB. As long as this potion exists and has not lost its magical properties, you cannot regain the associated spell slot. You regain all other spell slots when you finish a long rest. Brewing a potion takes time and requires proficiency with and access to the alchemist’s supplies tool. Per level of the spell you spend one minute to brew the potion, no matter the casting time of the spell and you take any decision that is specified in the recipe. After ten days, a potion created this way loses all its magical properties.
Spells in your potion recipe book marked with an asterisk (*) will produce complex potions. Whenever you brew a complex potion, all other complex potions created by you - active or not - will lose their magical properties. Drinking a potion requires one action and the potion must be fully consumed for it to have its intended effect. Additionally, the potion will only affect the creature drinking it, no matter how many or which targets the spell specifies and will last for the maximum duration specified by the spell. Pouring the potion onto a creature or an object will have no effect other than wasting the potion.
Improvised Creation
Bomb Building
Guild Membership
At first level you start with a Bomb Manual and can add three bomb recipes of your choice to it. Your bomb options are detailed at the end of the class description. When you gain certain alchemist levels you learn additional bomb recipes of your choice, as shown in the Bomb Recipes Known column of the Alchemist table. You have basic explosive devices prepared and just need to add alchemical reagents depending on the type of bomb you want to throw. This is done by expending a spell slot of the bombs level or higher as part of the attack action. Level 0 bombs don’t cost a spell slot.
Properties of a Bomb
A bomb is either simple or complex. Each bomb has an impact effect and an area effect covering a 15x15 ft. square centered on the impact. When attempting to throw a bomb you use an action and chose a target creature, object or location. You can throw a bomb up to 25 feet or 50 feet with disadvantage. This range increases by five times your strength ability score modifier (decreasing for negative values). Then, roll a ranged bomb attack roll (d20 + your proficiency bonus + your Intelligence modifier) against the target's AC. The AC of an unoccupied 5 ft. square is zero and the AC of other objects is specified by your DM. All rules for cover apply as normal. If you miss with the bomb attack, the impact has no effect and the bomb drops in the closest 5 ft. square, unleashing its area effect. If you hit with the bomb attack, apply the impact effect only to the target and then unleash the area effect. The area effect will hit the impact target as well if it can. A bomb explosion can be heard in a 200 ft. radius unless specified otherwise and is considered magic for all purposes.
Starting at 2nd level, you are able to quickly create a bomb or potion from materials around you. On your turn, as a bonus action you regain spell slots of a combined level that is equal or less than half your alchemist level (rounded up), and none of the spell slots can be 6th level or higher. As part of the same bonus action you may use a spell of up to 5th level to create a potion (this will expend the spell slot as normal). Once you use this feature you must finish a long rest before you can use it again.
At 3rd level you chose a guild to continue perfecting your craft. Chose the Order of Asclepius or the Society of Engineers, both detailed at the end of this class description. The guild membership you choose grants you additional features at 3rd level and again at 6th, 14th and 18th level.
Extra Bomb Beginning at 5th level, when you use your action to throw a bomb, you can use your bonus action to throw an additional bomb. You cannot throw more than one complex bomb on the same turn.
Philosopher's Stone Starting at 10th level you can attempt to craft the legendary philosopher's stone. This process will take you 72 hours and cost a total of 7.000 gp. As long as you are in possession of your philosopher's stone you gain the following benefits: Your ageing speed is halved Potion of protection from energy* is no longer a complex potion for you While holding the philosopher's stone in your hand, you gain resistance to poison and advantage on saving throws against poison.
Explosive Studies Beginning at 14th level, when you are exposed to an effect form a bomb, trap or spell that allows you to make a Dexterity save to take only half damage, you can instead choose to use your Intelligence save.
True Philosopher's Stone At 20th level you have finally unlocked the true secrets of the philosopher's stone. Attempting to craft it will take a week's time of work, cost a total of 25.000 gp and will replace your philosopher's stone. As long as you are in possession of your true philosopher's stone you gain the following benefits: Your ageing speed is halted, Potion of protection from energy and potion of fly are no longer complex potions for you While holding the true philosopher's stone in your hand, you gain resistance to poison and acid damage as well as immunity to the poisoned condition. ALCHEMIST
3
Alchemist Spell List Complex potions are marked with an asterisk (*).
Potion Recipes Level 1 armor of agathys, bless *, comprehend languages, cure wounds, detect magic*, detect poison and disease, expeditious retreat*, false life, feather fall, heroism*, jump, longstrider, protection from evil and good*, sanctuary, shield of faith*, speak with animals 2 barkskin*, blur*, darkvision, detect thoughts*, enhance ability*, enlarge/reduce*, find traps, greater healing (4d4+4), invisibility*, lesser restoration, levitate*, pass without trace*, protection from poison, see invisibility, spider climb*, warding wind* 3 blink, dispel magic, feign death, fly*, gaseous form*, meld into stone, nondetection, protection from energy*, remove curse, tongues, water breathing, water walk 4 death ward, fire shield, freedom of movement, greater invisibility*, superior healing (8d4+8), stoneskin* 5 greater restoration, mislead*, supreme healing (10d4+20), telekinesis*, tree stride* 6 heal, investiture of flame*, investiture of ice*, investiture of stone*, investiture of wind*, primordial ward*, true seeing, wind walk 7 etherealness, plane shift, regenerate 8 glibness, mind blank 9 astral projection, time stop
Guild Membership Different alchemists choose different approaches to perfect their craft. The guild you join will reflect your approach.
Order of Asclepius The Order of Asclepius is a guild of loosely associated apothecaries across the land. They mostly share recipes and work towards turning magic into a well respected and documented science. Working for them means focussing your efforts towards the distillation of elixirs and potions and brings with it an oath as a Samaritan.
Potion Savant
Beginning when you select this guild at 3rd level, the gold and time you must spend to copy an alchemist spell into your potion compendium is halved.
Separation Techniques
Starting at 3rd level when you join this guild, you learn how to separate fluids back into their original components. At any time you can spend one minute per level of a potion you created to turn it back into the basic solvent, regaining the spell slot used to create it.
4
ALCHEMIST
Potion Studies
Beginning at 6th level, you learn how to brew the simple potion of revivify and the complex potion of lesser haste, a potion of haste that lasts for 18 seconds. Additionally, the potion of levitate and potion of enhance ability are no longer complex potions for you.
Complexity Unravelled
Starting at 13th level, up to two complex potions you created can exist at the same time, but no creature can handle the effect of more than one complex potion created by you at the same time. Any attempt to do so will result in both potions losing their magical properties.
Devotion to Reconstruction
At 18th level, you learn how to brew the potion of resurrection. Additionally, potions you created that directly restore health can be used one additional time before they are depleted.
The Society of Engineers Very little is known about the Society of Engineers. Publicly they offer their services to clear farmland, destroy old buildings to make room for new ones or to support mining operations. Rumour has it however, that they work hand in hand with some of the most influential military and mercenary organisations across the kingdoms.
Controlled Blast
At 3rd level when you join this guild, you learn how to better shape the blast of your bombs. Whenever you throw a bomb, you can exclude one 5x5 ft. square from the area effect of your bomb.
Self-Propelled Bombs
Beginning at 6th level, you attach small jets to your bombs, increasing your bomb attack range to 40 feet or 80 feet with disadvantage. This range still increases by five times your strength ability score modifier (decreasing for negative values).
Stand Back!
Starting at 13th level, when you use your action to throw a bomb you can expend a level 1 or higher spell slot to add significantly more black powder to your bomb. This will increase its area effect radius by 5 feet to a 25 ft. diameter sphere. (This cannot be used for bombs you throw with your bonus action).
Devotion to Demolition
At 18th level, when you use your action to throw a bomb, you can use your bonus action to throw two additional bombs. You cannot throw more than one complex bomb on the same turn.
Bomb Recipes
Tar Bomb
Tier 1
Bomb level: 2 Impact: Covers target in acidic tar for 2 rounds. Everything is considered difficult terrain. 1d10 acid damage at start of each round. Additional 1d6 if ignited (does not stack with other burning effects). Area: Covered in tar. Lasts 2 rounds. Difficult Terrain. If ignited, deals 1d6 fire damage to each creature starting its turn in this area.
Frost Bomb simple bomb
Bomb level: 0 Impact: 1d8 frost damage Area: Blast radius of bomb is difficult terrain for 2 rounds
Magnesium Bomb
complex bomb, requires level 3
simple bomb
Tier 3
Bomb level: 0 Impact: Disadvantage on next attack roll until end of turn Area: Emits bright light up to 15’ from impact and dim light for another 10’ for 30 seconds. Works underwater. Does not ignite objects.
Large Force Bomb
Spark Bomb simple bomb
Bomb level: 0 Impact: 1d8 fire damage Area: Ignite flammable objects not carried or worn.
Force Bomb simple bomb
Bomb level: 0 Impact: 1d8 force damage Area: Str save or be pushed 10 feet away from center of impact. Target is pushed away from you.
Dirt Bomb simple bomb
Bomb level: 0 Impact: 1d4 bludgeoning damage Area: 1d4 bludgeoning damage, dex save for half.
Acid Bomb
complex bomb
complex bomb, requires level 5, requires force bomb Bomb level: 1 Impact: 2d6 force damage Area: Str save or be knocked prone.
Hallucinogenic Gas Bomb complex bomb, requires level 5
Bomb level: 3 Impact: 4d6 poison damage Area: Wis save or frightened from you until the start of your next turn. No explosion can be heard.
Tier 4 Sticky Bomb
simple bomb, requires level 7 Bomb level: 2 Impact: 1d8 acid damage Area: Str save or be restrained until the start of your next turn. Secondary targets have advantage on this save.
Cluster Bomb
complex bomb, requires level 7
Bomb level: 1 Impact: 2d6 acid damage Area: 1d4 acid damage, dex save for half.
Bomb level: 4 Impact: 3d6 fire damage Area: 5d6 fire damage, dex save for half. Ignite flammable objects not carried or worn.
Nail Bomb
Chromatic Bomb
complex bomb Bomb level: 1 Impact: 1d6 bludgeoning damage. Area: 1d8 piercing damage, dex save for half.
Tier 2 Smoke Bomb
complex bomb, requires level 3 Bomb level: 1 Impact: 3d6 fire damage. Area: Heavily obscured for 1 minute.
Fork Bomb
complex bomb, requires level 3 Bomb level: 2 Impact: 2d6 lightning damage, advantage on attack roll if target is wearing metal armor. Area: 2d6 lightning damage, dex save for half. Disadvantage if target is wearing metal armor.
complex bomb, requires level 7 Bomb level: 4 Components: Diamond dust worth at least 50g Impact: 6d8 specified damage. Area: Diamond dust covers the area. Creatures cannot benefit from invisibility. You choose acid, cold, fire, lightning, poison, or thunder for the type of bomb when you create it.
Tier 5 Light Acid Bomb
simple bomb, requires level 9, requires acid bomb Bomb level: 1 Components: copper springs worth at least 50g Impact: 2d6 acid damage Area: 1d4 acid damage, dex save for half.
ALCHEMIST
5
Light Nail Bomb
Tier 7
Bomb level: 1 Components: copper springs worth at least 50g Impact: 1d6 bludgeoning damage. Area: 1d8 piercing damage, dex save for half.
Freezing Bomb
simple bomb, requires level 9, requires nail bomb
Large Magnesium Bomb
complex bomb, requires level 9, requires magnesium bomb Bomb level: 4 Impact: 3d8 fire damage. Area: Con save or be blinded for 3 turns. Can repeat the save at the end of its turns. Emits bright light up to 30’ from impact and dim light for another 20’ for 30 seconds. Works underwater. Does not ignite objects.
Soul Fragmentation Bomb complex bomb, requires level 9
Bomb level: 5 Impact: 3d10 necrotic damage. Gain 1 level of exhaustion. Area: Con save or gain 1 level of exhaustion.
Tier 6 Dampening Bomb
complex bomb, requires level 11 Bomb level: 0 Impact: 2d8 necrotic damage Area: For 2 rounds, creatures standing in the area effect can't regain hit points.
Puff Bomb
complex bomb, requires level 11 Bomb level: 0 Impact: 1d8 force damage Area: 1d6 force damage, dex save for half. Disperses Smoke and similar phenomenons in a radius of 20 feet centred on the impact.
Shatter Bomb
complex bomb, requires level 11 Bomb level: 0 Impact: Target is deafened for 2 rounds. Area: 2d6 thunder damage, dex save for half. Creatures made of inorganic material such as stone, crystal, or metal have disadvantage on this saving throw.
Fiery Shrapnel Bomb
complex bomb, requires level 11 Bomb level: 6 Components: Powder of a crushed black pearl worth at least 300g Impact: No effect. Area: 5d6 percing damage and 5d6 fire damage, dex save for half.
Static Discharge Bomb
complex bomb, requires level 11 Bomb level: 6 Impact: 9d8 lightning damage. Area: Affected creatures cannot take reactions until the beginning of their next turn.
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ALCHEMIST
complex bomb, requires level 13 Bomb level: 5 Impact: Target is stunned until the end of your next turn. Area: For 2 rounds, area is difficult terrain. Creatures moving into or moving while inside the area must succeed on a dex save or fall prone. Freeze liquids in containers not carried or worn.
Biting Vapor Bomb
complex bomb, requires level 13 Bomb level: 7 Impact: 5d10 acid damage. Until the beginning of your next turn or until the fumes are dispersed, target is screaming in pain and cannot cast spells requiring a verbal component. Area: Area covered in biting fumes. If set ablaze, they evaporate and deal 7d6 fire damage, dex save for half.
Darkflame Bomb
complex bomb, requires level 13 Bomb level: 7 Impact: 2d10 necrotic damage. Area: 10d6 fire damage fire damage, dex save for half. If creature cannot see the darkfire, it has disadvantage on the save. Ignite flammable objects not carried or worn. Darkfire emits no light, but produces the same heat as a regular fire, and it is invisible except to those with darkvision (you can always see your own darkflames).
Tier 8 Magma Bomb
complex bomb, requires level 15 Bomb level: 8 Components: Obsidian shards worth at least 300g while crafting Impact: 12d6 Fire damage. Area: Covered in flowing magma for 3 rounds. Ignites flammable objects not carried or worn. When a creature starts its turn in flowing magma, it takes 2d6 fire damage. When the flowing magma is hit with cold damage from any source it becomes solid. Creatures standing in it: Str save or restrained. Can repeat save as an action. (Effect ends after 3 rounds either way).
Massive Force Bomb
complex bomb, requires level 15, requires Large Force Bomb Bomb level: 8 Impact: 5d10 force damage. Target is pushed back up to 150 feet. Upon colliding with a solid object, take 1d6 bludgeoning damage for each 10 ft travelled and fall prone. Area: Str save, or be blasted up to 100ft away from the center of the bomb. (Does not stack with impact effect). Upon colliding with a solid object, take 1d6 bludgeoning damage for each 10 ft travelled and fall prone.
Tier 9 Singularity Bomb
complex bomb, requires level 17 Bomb level: 9 Components: A black pearl worth at least 1000g while crafting Impact: 10d10 force damage. Area: Singularity lasts for 3 rounds. In a radius of 50ft around the singularity, it costs triple movement speed to move away from the center. At the start of each creature’s turn it must succeed on a str save or be pulled 10 ft in direction of the singularity.
Alchemist Multiclassing Should you wish to multiclass into an alchemist, the prerequisites and proficiencies gained are listed below.
Ability Score Minimum Intelligence 13
Proficiencies Gained
Light armor, simple weapons, alchemist's supplies, herbalism kit
Deep Water Bomb
complex bomb, requires level 17 Bomb level: 9 Impact: For 2 Rounds, forms a 15x15x15 foot cube of water around target, forcing itself down the lungs of that creature and moving with it. Target makes a con save now and at the beginning of its next two turns while remaining in the water. 1. Fail: 5d10 necrotic damage, 2. Fail 10d10 necrotic damage, 3. Fail 15d10 necrotic damage. No effect on creatures that don’t need air to live. Area: Creatures that end their turn in the water make a con save with the same consequences as above, but they can swim out.
Tier 10 Melting Shrapnel Bomb
complex bomb, requires level 20, requires Fiery Shrapnel Bomb Bomb level: 9 Impact: No effect. Area: 20d6 piercing damage and 20d6 fire damage, dex save for half.
Vacuum Bomb
complex bomb, requires level 20 Bomb level: 9 Impact: 5d10 necrotic damage. Area: Kills every creature with less than 75 hp.
ALCHEMIST
7
Credits and Ressources Created by Newti and isigily. The following ressources were used in the creation of this custom class.
Images
Page 1 - Alchemist. Artist: John Stanko, Copyright: Paizo Publishing, LLC Page 1 - Workshop. Concept Art for Kingdom Come: Deliverance, Copyright: Warhorse Studios Page 3 - Philosoper's Stone. Artist: KiraCatgirl, Copyright: Jim Wisniewski
Ressources and Inspiration
Naturalcrit. Homebrew pdf template d20pfsrd. Alchemist Base Class Giantitp Forum. Alchemist - Potent Potables and Other Avenues of Medieval Science by xyianth Giantitp Forum. Many Homebrew Spells for D&D 5e by Almir
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ALCHEMIST
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