Warlock
Base Class: Warlock

During the time you spent studying the misunderstood and acient art of alchemy, you have stubbled into a tome from a long forgten time. The Epitome Alchemicae. Withim it's pages you have learned many secrets and have been given a glance at another way to approch magic itself. 

If the Epitome showed you advanced ways in wich you can craft elixirs and potions, a great part of it's knowledge is locked behing a complex magic cypher that neither you or anyone you know can understand. One day, as you are once more studiying the tome, you felt someone, reaching out to your mind awekening from a timeless slumber. The alchemist, who wrote of the Epitome as their final work before passing out. A powerfull wizard from another era who have spent their life studiying the deepest secrects of alchemy. They appear as surprised as you are to be talking to you, and it seems that when they puted so much of themselfs in the writing of the tome that a part of their very soul came along with it, inhabiting it, dormant until someone studies enough of their knowledge and awekening to ensure that this knowledge is given to someone who can understand it. 

You have made a pact with the forgoten alchemist, alowing you to decypher the Epitome Alchemicae and granting you a part of their power. You are able to master the deepest secrets of alchemy and to brew the weave itself. In retrun you welcom the presence of the alchemist and allow them to exist withim you at the edges of your mind. are they beeing candid with you ? or are they hiding their own agenda ? Hard too really understand their intention but you feel drawn by the secrects of the art. 

 

Note : I've made this subclass for a player acording to their backstory, you can totaly ditch the all epitome and "The Alchemist" part and just use the subclass and do your own thing. 

 

Expanded Spell List

The Alchemist lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

The alchemist Expanded Spells
Spell Level Spells

1st

bless

2nd

blindness/deafness

3rd

lightning bolt

4th

polymorph

5th

raise dead

Spells in a bottle

Starting at 1st level, The way you approch the weave is rather unique. Insted of weilding and bending it to your will, like any other spellcaster, you use it to infuse your potion with magical property, you have the ability to brew with the weave. 

Therefore you don"t use spellslots to cast your spells, you use vials. 

The vials each contain one spell you know, up to one vial per spell known. When you cast a spell the vial contaning said spell is emptied an cannot be used again until it's refilled

You can cast any number of spells per day as long as the matching vials are full. 

You can refill up to 1d4 vials after a long rest. 

Cantrips vials does not need to refiil, you can still cast them at will. 

Note : This feature overrides the spell slot system, do not use them in combat, you will need to have a separete sheet with your known spell and mark them off as you use them. 

The Vial of everything

Starting a 1st level, After a long rest you can chose to brew a random potion from the vial of everything table. 

Once you have brewed a potion you can chose to brew insted of rolling on the table, however you can't brew any potion more than once before you rolled on the table again.

Any potion made with this feature expires at the next dawn leaving nothing but distilled water in the vial. Vial of everything table

 

Eldrich brewing

Starting a 6th level you learn to tether with the magic provided by your patron to shape it as you see fit, you cans, once per long rest chose to modify the property of your Eldrich blast cantrip vial. 

You can alter your eldrich blast recipe and chose one of the following eldrich invocation : 

Agonizing blast: When you cast Eldrich blast, add your Charisma modifier to the damage it deals on a hit.

Eldrich spear: When you cast Eldrich blast, its range is 300 feet.

Grasp of Hadar: Once on each of your turns when you hit a creature with your Eldrich blast, you can move that creature in a straight line 10 feet closer to yourself.

Lance of Lethargy: Once on each of your turns when you hit a creature with your Eldrich blast, you can reduce that creature's speed by 10 feet until the end of your next turn.

Repelling blast: When you hit a creature with Eldrich blast, you can push the creature up to 10 feet away from you in a straight line.

Improved brewing

Starting at 10th level, you can add half you proficiency modifier to the number of vial you can brew each day. 

Additionaly, insted of brewing a potion with the vial of everything feature, you can chose to make an existing potion made with this feature last one more day. (Once/potion)

Weave in a bottle

Starting at 14th level, you learn the full extent of your alchemy and are able to isolate and modify the weave withim your vials. 

As a bonus action you can chose to mix another spell vial with another. You must one spell to use and another to mix it with. When you do so you can alter the spell by changing or removing any number of letters from the spell name. For exemple : you can alter the "Cause fear" spell into : "Cause Dear" resulting on a spell that summons a Dear. 

However when you cast the altered spell, it has a chance to turn wild. Upon casting the spell, roll a d100. Changing or removing one letter makes the DC10. Each addictional letter adds 20 to the DC. (ex : 3 letters = DC50 on a D100) On a failure, roll on the wild magic surge table. 

Cantrip vials can't be use to either alter a spell or to be altered by another vial. 

You can use this trait a number of times equal to your charisma modifier untill the next long rest. 

Note : The effect of the spell is the result of your initial idea and the DM rulling, 

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