Base Class: Wizard
Wizards who attend this school are known as alchemists and one of the first things an alchemist learns is how to mix chemicals that react explosively with each other. Ostensibly, this is taught to students to prevent deadly accidents, but adventuring alchemists often utilize this knowledge to create bombs to use in combat and exploration.
More experienced less chaotic alchemists learn to mix less volatile substances, some of which can replicate magical effects. Many become apothecaries, healing and creating potions for others. Apothecaries can use herbs and chemicals to heal wounds, cure diseases, and neutralize poison.
Alchemist's Tools
At 2nd level you gain proficiency with Alchemist's supplies. If you are already proficient, add double your proficiency bonus to ability checks made with your alchemist supplies. Additionally you gain proficiency with the sling and can use your intelligence modifier for attack rolls made with a sling when using a bottled spell.
Bottled Spells
At 2nd level, you learn to pull various elements from the weave, capturing them in small glass vials, and with the right combination empowering them to replicate the effects of spells. While some Alchemists will name these concoctions Alchemist's Fire, Bottled Lightning, or Frost Vial; they are commonly known as Bottled Spells. Bottled spells are volatile and will go inert after a long rest. The concentration components as well as all casting components are removed when bottled. Instead, as an action, the bottled spell can be thrown, as an improvised weapon, with a range increment of 30/60 or used in a sling shattering the bottled and producing the effects of the spells. Alternatively a target can willingly or by force imbibe the bottled spells producing the same effects. For spells that have an area of effect, treat the target point as having an AC of 10, and on a miss offset the center point 5ft per point under the AC. So if you rolled an 8 the center point of the AoE would be 10ft off the initial target in a random direction.
When you reach certain levels in this class you can add the following spells to your spell book. These spells are able to be bottled and do not need to be prepared in order to bottle. Talk with your DM about which spells could also be added to the list that can be bottled. Learning new spells to bottle should follow same time and gold spent a wizard would need to add a spell to their spell book. If a spell is already in your spell book, it should take half the time and gold to learn to bottle. Bottled spells should follow half-caster scaling for what level is appropriate for spell level to be bottled. DMs be cautious what concentration spells you allow to be bottled as the concentration mechanic is removed.
2nd Level: Chromatic Orb, Cure Wounds
5th Level: Enlarge/Reduce, Lesser Restoration
9th Level: Fireball, Revivify
Bottling Spells
When you finish a long rest, during your morning preparations, you can bottle a number of spells equal to your proficiency bonus. As an hour ritual, you can also bottle a number of spells equal to half your proficiency bonus rounded down. If a spell requires a material component with a gold cost, that component must be present during bottling and is consumed if the spell would normally consume.
Philosopher's Stone
At 6th level you have pulled a Philosopher's Stone from the weave allowing you to create a number of infused reagents equal to your proficiency bonus at the end of a long rest. You can use these reagents to bottle spells instead of using spell slots. A number of infused reagents are needed based on the level of the spell slot replaced. So a level 1 slot needs 1 reagent, a level 2 slot needs 2 and so on.
Alchemist's Sling
Due to expert familiarity slinging bottled spells, at 10th level, you can ignore the attack roll needed for bottled spells that target willing allies or for bottled spells that do not normally have an attack roll for them such as save based spells.
Mother of all Bombs
Using your alchemical prowess, at 14th level, you can take all that you have learned to create a mighty explosive. With an hour of work and spending either spell slots or infused reagents you can create a bomb and a remote detonator. The bomb takes 1 minute to plant and takes a reaction to detonate with the trigger which has a range of 500ft. The detonation is a 50ft radius and deals 1d4 force and 1d4 fire damage per spell slot level for a max of 9d4 force and 9d4 fire. The initial explosion does double the force damage to objects and catches unattended flammable objects on fire.
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