Artificer
Base Class: Artificer

Studiyng the art of transmutation, as well as other sciences and then cobining their knowledge with the training they recieve in the army, they hone their physical and arcane abilities to their maximum. Most often they erve in the army in special brigades. There are three common variants of combat alchemist, defining their specialization with a certain subject.

Alchemical Brigade Troop

You have finished your traing as a normal soldier in the army, now you`ve taken into a Alchemist Brigade and can choose your specialization to use in combat and study.

Flame Path: Fire alchemy is the most poerful weapon in a transmuter`s arsenal, but one of the most difficult to learn. You have learned the control flame cantrip which in you case deals 1d8 fire damage if the flame touches the target. You also can choose a special attack ability:

Flame Burst: You cast the spell burning hands without expending a spell slot. You can use this feature a number of times equal to the half of your proficiency bonus. If you expend a spell slot on a fire attack spell, you can use one charge to increase the damage by 1d6.

Lingering Flame: Every fire attack (nonmagical or spell) causes any inflammable object to catch on fire, if you hit a creature, it needs to make a Dexterity saving throw against your spell save DC or burn for 2 rounds, taking 1d4 damage every turn. This ability doesn`t work if there is a strong wind present or the target is submeged at least halfway in water.

Stone Path: Flexibility, the best way to describe a stone path alchemist, stone can be used to protect, as well as to attack. You learn the magic stone cantrip, and can choose a attack ability:

Stone Spike: You create a single stone spike, wich is a medium objest with the AC of 18 and has 14 hit points, in a radius of 20 ft. around you, if there is a creature or an object standing in the same place where the spike comes out of the floor, you deal 1d6 piercing damage to them, and they need to make a Dexterity saving throw or become restrained for one minute. You can use this feature a number of times equal to your proficiency bonus.

Hurl: You conjure a small stone spike and hurl it at a target. Make a ranged spell attack, on a hit the target takes 1d8+1 piercing damage and it has disadvantage on any creature its next turn. This effect can be avoided if the target tries to pull ot the spike, it needs to make a DC 13 Strength saving throw and if it succeds, it takes 1d4 damage again. Nonmaterial targets (ghosts) are immune to this attack. You can use this feature a number of times equal to your proficiency bonus.

Stell Path: Steel is a very strong substance, where achmsts like you can use is to your own advantage. You learn the mage hand cantrip (the hand mist be made of some metall) and can choose a protective ability:

Steel Warden: You crete a suit of steel armor, if you can provide the metall for that. you get a +3 bonus to your AC. The suit falls apart after 1 minutes of usage. You can use this feature a number of times equal to your proficiency bonus. While wearing the suit, you have disadvantage on Dexterity checks. You can use this feature a number of times equal to your proficiency bonus.

Shield: You can cast shield once per day. The shield is made out of steel. You regain the expended use after a long rest

 

Reactive Grenades

The RGL (reactive grenade launcher) is a small, portable device, which can be carried around as a weapon. It is two handed, requres reload (1 action) and has no magazine. It creates a variety of different explosives:

Fragmentation Charge: ranged spell attack, one target, 5ft. explosion radius, 2d4 piercing + 2d4 fire damage. 30-60 ft.

Lightning Charge: ranged spell attack, one target, 2d8+2 lightning damage, 20-120 ft.

Smoke Charge: ranged spell attack, one target, 15 foot sphere of thick smoke is created, every creature insinde the sphere has disadvandage on attack rolls against other creatures, every creature outside of the sphere has disadvantage on attack rolls on any creatures inside the spehre.

You can use this weapon a number of times equal to your proficiency bonus. You regain all expended uses at dawn.

Alchemical Brigade Officer

Fire Path: Your control flame cantrip damage increases to a 1d10. You get a new attack ability:

Flame Pillar: You snap your fingers and a small firestorm conjures around a target of your choice in a 40 ft. radius, but you need to see the target. The target must make a Constitution saving throw against your spell save DC or recieve 3d8 fire damage, half of the damage if the target succseeds. The target is on fire for 1 minute, every inflammable object wich it doesn`t carry or wear, would ignite, if the target touches it. You can use this ability a number of times equal to your proficiency bonus.

Stone Path: Your magic stone cantrip increases it`s damage to 1d8 per stone. You also get a new ability:

Stone Evoker: You can cast the spell catapult without expending a spell slot. You can use this feature a number of times equal to your proficiency bonus.

Steel Path: Your mage hand cantrip increases it`s range by 10 ft. You also get a new ability: 

Steel Command: you create or 2 flying swords both wold obey you and you can give them a command as a bonus action. They fall apart after 10 minutes. You need to maintain concentration to control those objects. You can use this feature once per day, the number increases by 1 per 3 character levels.You regain the expended use after finishing a long rest.

 

 

 

Alchemical Brigade Leutenant

Flame Path: All your fire spells get a 1d6 to their damage. This doesn`t work on spells like Continual Flame though. You also get a powerful attack ability:

Blaze: You can cast fireball reqiring no material components and without expending a spell slot. You can use this feature a number of times equal to the half of your proficiency bonus.

Stone Path: You can cast earth tremor requiring no material components, with the damage increasing by 2d6. You can use this feature a number of times eqal to your proficiency bonus. You also get a unique ability:

Stone Conjuration: You can create structures out of stone, if you have the material for that. The structure cannot have any internal mechanisms, but can look complex. The forms range from a simple stone wall to sculptures. You cannot manipulate the movemet of the structure, but can create thorns of stone on the surface, which when touched, deal 1 piercing damage. Every object you create can be up to 10 ft. tall and 10 ft. wide and has the AC of 18 with 30 hit points per 5 feet of material. You can use this ability a number of times equal to your proficiency bonus.

Steel Path: You can cast inflict wounds without expending a spell slot and dealing slashing damage instead of necrotic damage because you conjure blades of stell when you hit the target. You can use this feature a number of times equal to your proficiency bonus. You also get a protective ability.

Inpenetrable: You can make yourself resistant to slashing, piercing and bludgeoning damage for 1 minute, if you wear a suit of metal armor. This procedure requires an action. You can use this feature a number of times equal to the half of your proficiency bonus.

Alchemical Brigade Commander

Fire Path: You can channel your fiery power into your body, while being imune to the flames. You can create a firey aura around your body, every target in a 5 ft. radius takes 1d6 fire damage, if the target is a inflammable object, it catces on fire, if it is a creature it needs to make a Constitiution saving throw against your spell save DC or catch on fire and recieve 1d4 fire damage for the next 2 rounds, they also can use an action to extinguish it. This ability is often referred to a "Flame Aura". This lasts for 10 minutes when activated, you also gain resistance against cold damage while "Flame Aura" is activated. You can use this feature a number of times equal to your proficiency bonus. Additionally, you recieve a powerful attack ability:

Fire Adept: You have 6 charges of firepower, every charge adds 1d8 fire damage to a meele weapon or ranged spell attack. You regain all expended charges after you finish a long rest.

Stone Path: Your magic stone cantip deals double damage per stone (1d12) and you get your final ability:

Stone Statues: You have 6 charges, 1d6+1 of them restores every dawn. You can cast the following spells. using these charges. conjure animals (3 charges), find steed (2 charges) and giant insect (4 charges), without requiring any material components. All those creatures are made out of stone, thus they cannot deal any damage except for slashing, piercing or bludgeoning. If any of those creatures normally deal any other type ofdamage, the DM chooses one of the three above and changes the normal damage (apporpiately) to slashing, piercing or bludgeoning. For exaple, the giant scorpion in the spell giant insect would deal 22 (DC 12 Constitution saving throw) piercing damage + 7 piercing damage.

Steel Path: You have 4 charges, each of wich can be used to cast mage armor (AC 14+ Dex. modifier) or shield (+6 to AC). You also get a final protection ability:

Ultimate Shield: You can cast stoneskin, but it insead covers your body in metall, you requre at least 5 pounds of any durable metall (bronze, iron, steel).Adittionally, you gain an AC bonus of +3. You can use this feature a number of times equal to he half of your proficiency bonus. If the number can`t be clearly divided by 2, always pick the lowest score.

 

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