Wizard
Base Class: Wizard

The Alchemist subclass gives the wizard a number of potion charges equal to their level. These potion charges can be expended to bottle up spells during a long rest, which can then be handed to others or kept to yourself as extra insurance. As the alchemist grows in power he will gain the ability to soak equipment within his concoctions granting the equipment a temporary enchantment. Or solidify the alchemical concoctions into a stone that can be used to improve yourself, make an enchantment permanent, or create a more potent brew.

Minor Alchemy

Starting at 2nd level when you select this school, you can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance.

Alchemical Magic

Every long rest the character is awarded a number of potion charges equal to their level. The potion charges can be used to create a potion that has a spell effect imbued within it. For each level of the spell that is imbued into the potion it will take an equal number of potion charges and long rests to complete (Ex: A 4th level character has 4 potion charges. With these charges they can either spend one long rest creating 4 level one spells, or spend two long rests creating two level two spell potions.)

Spell Effects:

  • When a spell is imbued into a potion the caster must decide its effect if applicable (Ex: If a potion of enlarge reduce is made, the caster must decide if the potion enlarges or reduces the object it is used on.)
  • Direct damage spells contained within a potion can be thrown to create the spell effect at the location the bottle breaks. 
  • A spells radius cannot exceed a 5m radius sphere
  • A concentration spell will have a flat time of either 1 minute out of combat, or 2 turns in combat
  • Ritual spells cannot be contained within a potion

Alchemical Soak

During a long rest, you can choose to expend a number of potion charges to soak an item in a potion to give it a charge of that potions effect. To gain a single charge of a spell effect, you must use an equal number of potion charges and long rests to the spells level. Additional time within the solution will yield additional charges. The charges refill at the start of each day and the imbued effect lasts 1d4+ proficiency modifier upon creation. (Example: A pair of boots could be soaked for one long rest using one potion charge to imbue them with one charge of feather fall the wearer can use. After using that charge they can no longer cast the spell until the next day. If the boots are soaked for two days, they will gain an extra charge giving the wearer two uses of the spell).

Attunement is required for any items made though this process.

Alchemist's Stone

Starting at 6th level, you can spend 3 potion charges solidifying them into an alchemist's stone. You can benefit from the stone yourself or give it to another creature. A creature gains a benefit of your choice as long as the stone is in the creature’s possession. When you create the stone, choose the benefit from the following options:

  • Darkvision out to a range of 60 feet
  • An increase to speed of 10 feet while the creature is unencumbered
  • Proficiency in Constitution saving throws
  • Resistance to acid, cold, fire, lightning, or thunder damage (your choice whenever you choose this benefit)

Each time you cast a transmutation spell of 1st level or higher, you can change the effect of your stone if the stone is on your person.

If you create a new alchemist's stone, the previous one ceases to function.

Alchemical Coat

During a long rest you can combine your alchemist stone and 10 potion charges with a previously soaked items to permanently imbue the weapon with its spell. 

Philosopher's Brew

Starting at 14th level, you can use your action to imbue a single potion with the combined power of your alchemist's stone. When you do so, the potion is changed and given one of the following effects. Your alchemist's stone is destroyed and can’t be remade until you finish a long rest.

Major Transformation. You can transmute one nonmagical object—no larger than a 5-foot cube—into another nonmagical object of similar size and mass and of equal or lesser value. This process can take up to 10 minutes to take full effect.

Panacea. You remove all curses, diseases, and poisons affecting a creature that drinks the philosopher's brew. The creature also regains all its hit points.

Restore Life. You cast the raise dead spell on a creature who drinks or is soaked in the philosopher's brew, without expending a spell slot or needing to have the spell in your spellbook.

Restore Youth. A willing creature drinks the philosopher's brew, and that creature’s apparent age is reduced by 3d10 years, to a minimum of 13 years. 

Previous Versions

Name Date Modified Views Adds Version Actions
12/7/2020 5:31:53 AM
1
1
--
Coming Soon
12/7/2020 5:45:57 AM
0
1
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes