Wizard
Base Class: Wizard

Uses a mixture of Arcane abilities and powerful concoctions to air allies, devastate enemies, or manifest strange effects.  

Apprentice Arcane Chemist

Arcane Bottler

Can store spells into bottles originally intended for potions to hold for later use. Doing this uses the spell slot of the designated spell but there is no time limit on when this bottle can be used. You gain an arcane brew slot every 2 levels to a max of 10 at level 

Chemist's Touch

Beginning at the 3rd level, any checks made with alchemist's supplies or nature checks are made with expertise if the user is proficient, or proficiency if the user is not.

Chemist's Eye

Gain advantage when trying to identify the chemical make-up of something.

Chemist's Finesse 

Potions created by you have your proficiency added to the healing and/or damage done.  

Arcane Brew

You may use your action to haphazardly mix chemicals together in a flash. Roll on the chemistry table to see what concoction you’ve brewed up. The mixtures are very unstable and should be consumed within 1 minute. After 1 minute the potion dilutes into a foul tasting liquid with no additional effects. If you spend your action to mix a potion you may use your bonus action to toss it or feed it to a teammate on the same turn. 

Each mixture takes 10 gold’s worth of ingredients that can be purchased anywhere alchemy supplies are sold. Alternatively you may spend 2 hours in nature to harvest enough ingredients for 1 mixture.

1-2

OOPS! - You cause a chemical explosion around you dealing 3d6 poison damage to all targets within 10 feet of you. Halves damage on a DEX DC 10+INT+Proficiency mod save.

51-52

Healing Potion - You create a basic healing potion. 2d4+2* healing

*Increases to 4d4+4 at 9th level

3-4

Mana - Drink this to regain 1 spell slot 7th level or lower.

53-54

Unshackled Lexicon - You can comprehend and speak all languages for the next hour.

5-6

Alchemist’s Fire - On hit the target takes 1d4 fire damage. It takes this damage again at the start of each of it’s turns. A creature can end this damage by using its action to make a DC 10 DEX save.

55-56

Acid - On a hit, the target takes 2d6 acid damage.

7-8

Bottled Luck - Drinking this allows user to reroll 1 of their own rolls within the next minute.

57-58

Noxious Fumes - Creates an area of gas in a 5ft area. Targets that end their turn in the gas take 2d12 poison damage.

9-10

Hallucinogen - The target makes a DC 10(+your intelligence mod +Proficiency) CON saving throw. On a failure they are distracted by the visions and gain disadvantage on attacks while attackers have advantage. Every turn they may attempt to break free of the visions with the same save.

59-60

Shrinking - The target shrinks to 1 size smaller for 10 minutes. An unwilling creature can resist with a CON save of 10+Your INT mod+Proficiency.

11-12

Concussive Blast - Targets hit by this potion take 1d10 Thunder damage and are knocked in the opposite direction of the point of contact for a distance of 10ft.

61-62

Ooze Armor - Applies a living ooze to the target which acts as a gooey suit of armor. The target gains 1d20 temporary health, the ooze is flammable. Lasts 1 minute before it drips off and evaporates.

13-14

 Cleanse - Cleanses all negative status effects on the creature that consumes it that is curable without a restoration spell.

63-64

Delayed Reaction - This explosive does 5d10 fire damage in a 10 ft radius and only explodes after 1d4 hours. 

15-16

Snail Smoke - Emits a poison that disrupts a target's reaction time. The target's movement is halved and they cannot make bonus actions or reactions. The target may shake off the poison with a CON save of 10+your INT mod +Proficiency.

65-66

Corrosive Ooze - When placed on a material, the AC of that material is reduced to something one step weaker than it. (Iron to Stone, Stone to Wood, etc.) This has no effect on organic material.

17-18

Truth Serum - Consuming this forces you to tell the truth for 10 minutes. You may still dodge questions but you cannot lie.

67-68

Lightning in a Bottle- Drinking this gives you an aura of static electricity making your hair stand on end. Any melee attacks that hit the consumer or the consumer hits with within the next minute force the attacker/defender to take 1d6 lightning damage.

19-20

Adhesive - The substance restrains an opponent until they are broken free by an ally succeeding in a saving throw or they themselves succeed in a saving throw. At the end of each of their turns they may attempt to break free with a CON save of 10+Your INT mod+Proficiency

69-70

Love Potion - The target is charmed by the first person they see after taking the potion. An unwilling creature can resist with a CON save of 10+Your INT mod+Proficiency

21-22

Dragonscale - Your skin becomes hard and scaly. Gain resistance to slashing, bludgeoning and piercing damage. Lasts 10 minutes.

71-72

Font of Health - Affects a 5 foot area. Anyone ending their turn in the sweet smelling gas can breathe in 1d6 healing. The font only lasts 10 minutes and can only heal for 6x your Alchemist level.

23-24

Smoke Bomb - Creates a thick fog in a 20 ft radius. Vision is brought down to 5 ft and any attacks made in this fog are made at disadvantage.

73-74

Red Dragon - Gain resistance to fire for 10 minutes and 1 charge of fire breath. Every creature hit by this must make a DEX save with DC 8+Con+Proficiency or take 2d6 fire damage (half damage on a save) 15 ft cone. 

25-26

Increased Density - You become extremely dense, increasing your weight by 5x. Moving requires a strength check of 20. Anything flying is immediately grounded. Unwilling creatures can shake off the effects with a CON save of 10+Your INT mod+Proficiency at the end of their turns. Lasts 1 minute.

75-76

S

27-28

Instant Hero - You gain an immunity to being frightened and temp hp equal to 1d4 + the Alchemist’s INT mod at the beginning of each of your turns. Lasts 1 minute.

77-78

Growth - The target grows 1 size larger for 10 minutes. An unwilling creature can resist with a CON save of 10+Your INT mod+Proficiency.

29-30

Oil Slick - Creates a flammable  oil that can be spread in a 15 ft line. Anyone trying to walk over the oil must make a Dex save of 10+your INT mod or be knocked prone.

79-80

False Death - Puts the user into a death-like slumber that would fool even the finest physician. Lasts 1 hour. An unwilling creature must make a CON 10+ Your INT mod+Proficiency save. Getting hit wakes them.

31-32

Green Dragon - Gain resistance to poison damage for 10 minutes and 1 charge of poison breath. Every creature hit by this must make a CON save with DC 8+CON+Proficiency or take 2d6 poison damage (half damage on a save) 15 ft cone.

81-82

CastCancel - This sour jelly prevents casting on a failure of a CON saving throw of 10+Your INT mod+Proficiency for 1 minute. The creature may use its action to repeat the save on their turn.

33-34

Speed - User feels as though they can run quicker than possible. Increases speed by 15ft for 1 hour. 

83-84

Featherweight - You become light as a feather and fall very gently. Lasts for 5 minutes

35-36

Fear Gas - The target must make a CON save of 10+your INT mod+Proficiency. On a failure the target sees their greatest fear and the Frightened status is applied to them. The creature may use its action to repeat the save on their turn.

85-86

Agility - Grants advantage on initiative rolls and DEX saves and an increase of AC by 1.

37-38

Enhanced Senses - You become extremely alert. You have advantage on perception checks and gain Blindvision of 20 feet.

87-88

Sludge Bomb - A particularly gross concoction. When thrown it explodes dealing 3d6 necrotic damage to all targets in a 10 ft radius. Halves damage on a DEX save of 10+INT mod+Proficiency.

39-40

Booze - This special concoction of your own design makes users feel more confident. Adds 2 to their CHA checks for 1 hour.

89-90

Steroid - Anyone consuming this adds 3 to their strength checks and their melee weapon damage. 

41-42

Blue Dragon - Gain resistance to lightning damage for 10 minutes and 1 charge of lightning breath. Every creature hit by this must make a DEX save with DC 8+Con+Proficiency or take 2d6 lightning damage (half damage on a save) 5 by 30ft line. 

91-92

Stoneskin - You User gains stone-like skin. Raises AC by 2 for 5 minutes.

43-44

Water Breathing - You can now breathe underwater for 1 hour.

93-94

Vial of Light - Creates a liquid that glows brighter than any flame. Granting vision up to 120 ft away. Lasts up to 12 hours.

45-46

Snap Freeze - On hit the target takes 1d12 cold damage.

95-96

Stupify - The target must make a CON save of 10+Your INT mod+Proficiency. On a failure the target has disadvantage on all Wisdom and Intelligence checks for 10 minutes. The creature repeats the save at the end of each of their turns.

47-48

Flash Bang - Blinds and deafens 1 target on hit for 1 minute. At the end of each of their turns the creature can make a CON save of 10+INT+Proficiency, returning to normal on a success.

97-98

White Dragon - You gain resistance to cold damage for 10 minutes and 1 charge of cold breath. Every creature hit by this must make a CON save with DC 8+CON+Proficiency or take 2d6 cold damage (half damage on a save) 15 ft cone. 

49-50

Animate - Pour on a small or medium inanimate object to bring it to life for 10 minutes. The object obeys your commands and you may issue it a verbal command every turn as a free action. The object only responds to basic commands such as "go here" "attack that" "don't move".

99-100

Reanimate - Costs 5 moments of clarity to brew if not rolling off the table. Revives one dead creature and brings it back to one hp if it has been dead for less than 24 hours. 

 

Moment of Clarity

Choosing this archetype grants this feature. With a stroke of fortune you quickly create the exact substance you were searching for. You may spend 1 moment of clarity to select what you want off of the Chemistry table in place of rolling for it. You start with 2 moments of clarity and gain 1 additional moment every 5 mage levels. Moments of clarity are restored after a long rest.

Adept Chemist

Waste Not Want Not

Starting at 6th level you know the exact amount of components required to create substances down to the milligram. Mixing potions now takes half of the materials it usually does. Additionally you can salvage the ingredients of unused potions to mix again after they've lost their effectiveness. You can also disassemble found potions to learn the chemical makeup and therefore learn how to craft it. 

Potent

Starting at 6th level your mixtures have an extra kick to them. On any mixture that requires you to roll dice you may now roll an additional die.

Rain of Pain

Starting at 6th level, you wished for a way to administer potions from long range so you created one! Mixtures can reliably be applied to a ranged weapon allowing you to administer aid and damage from a distance. Potions that once needed to be consumed may be shot with a piercing weapon that administers the fluids. Concoctions crafted by yourself can also be applied to melee weapons for the same effect. 

Expert Alchemist

Extreme Potency

Starting at 10th level your mixtures now do double damage or double healing. 

Deadly Mind

Starting at the 10th level, you can examine the body of a specific race, dead or alive. Over a 24 hour period you study its chemical makeup and determine what its weaknesses are. You can spend a moment of clarity to give your next potion advantage against a target creature you have studied. You can do this after your roll but before the DM determines if the roll is a hit.

Master Chemist

Mad Brewer

Starting at the 14th level, you have acquired the ability to brew master level concoctions. You can choose to mix together multiple brews out of combat to a max of 5 different effects. In order to achieve this feat you must use a moment of clarity for each additional effect included in the brew. This brew is treated as a normal concoction but the effects are bound together. Additionally, this specific concoction takes up the space of however many different brews are included in the mix due to its volatility ie. (4 different mixtures takes up 4 slots). You may also mix traditional wizard spells with the brews listed on the arcane brew list. 

Comments

Posts Quoted:
Reply
Clear All Quotes