Base Class: Fighter
You are a craftsperson who can make a variety of concoctions.
Basic Alchemy
Upon choosing this archetype at 3rd level, you gain proficiency with Alchemist's Tools. You may use them to craft known recipes as well as create new potions, poisons, and other mixtures. Creating these things has a time and monetary cost.
Alchemy
At 3rd level, you know the formulas for a few basic alchemical mixtures. You learn more recipes at 7th, 10th, and 15th levels as detailed in the chart below. Each formula takes time to make and require an amount of gold in order to gather the necessary materials, components, vials, etc. Each formula also has a mishap score. When making a formula, make an Alchemy check (d20 + your Intelligence modifier + Proficiency bonus) if the roll is equal to or lower than the mishap score, the formula fails using up all materials and time it took to attempt it. Roll on the mishap table to determine what happens.
In addition, you may attempt to create and discover new combinations and formulas. To do so, explain to your GM exactly the effect you are attempting to create with your mixture. They will then decide the appropriate cost, time commitment, and mishap score for such a concoction. New formulas are harder to create than known formulas so the cost, time, and mishap score of discovering a new recipe should be about 1.25 times more than a comparable formula from the list below. Once successfully discovered, the formula costs can be reduced for future crafting.
|
Level |
Formula Known |
Type |
Cost |
Time |
Mishap Score |
|
3rd |
Potion of Healing |
Healing |
25g |
2 hours |
10 |
|
3rd |
Common Potions |
Utility |
20g |
2 hours |
10 |
|
3rd |
Basic Poison |
Poison |
50g |
2 hours |
10 |
|
3rd |
Assassin’s Blood |
Poison |
75g |
3 hours |
10 |
|
7th |
Potion of Greater Healing |
Healing |
100g |
3 hours |
12 |
|
7th |
Uncommon Potions |
Utility |
75g |
3 hours |
12 |
|
7th |
Truth Serum |
Utility |
75g |
4 hours |
12 |
|
7th |
Malice |
Poison |
120g |
4 hours |
12 |
|
7th |
Pale Tincture |
Poison |
120g |
4 hours |
12 |
|
10th |
Potion of Superior Healing |
Healing |
500g |
4 hours |
13 |
|
10th |
Elixer of Health |
Healing |
500g |
4 hours |
13 |
|
10th |
Rare Potions |
Utility |
250g |
5 hours |
13 |
|
10th |
Oil of Taggit |
Poison |
200g |
5 hours |
13 |
|
10th |
Burnt Othur Fumes |
Poison |
250g |
5 hours |
13 |
|
10th |
Torpor |
Poison |
300g |
5 hours |
13 |
|
15th |
Potion of Supreme Healing |
Healing |
1000g |
6 hours |
14 |
|
15th |
Potion of Vitality |
Healing |
1000g |
6 hours |
14 |
|
15th |
Rare Potions |
Utility |
500g |
6 hours |
14 |
|
15th |
Midnight Tears |
Poison |
750g |
6 hours |
14 |
|
Mishap Table (d100) |
|
|
1-50 |
No adverse effects |
|
51-75 |
Weakened Potion: You are left with a potion that is half as effective as it ought to be. If the mixture has a damage or healing quality, the amount of damage or healing is halved. If the mixture has a time quality, the effect lasts half the time. All other effects are up to DM’s discretion |
|
76-80 |
Minor Explosion: Each creature within 20 feet of you takes 2d6 fire damage |
|
81-85 |
Inhaled Fumes: You become poisoned until you complete a long rest |
|
86-90 |
Thunderous Blunder: You are deafened until you complete a long rest |
|
91-95 |
Tool Malfunction: You must acquire a new set of alchemist’s supplies before crafting any new mixtures. |
|
96-100 |
Large Explosion: Each creature within 30 feet of you takes 3d6 fire damage. In addition, you may not make any more Alchemy attempts for the next 24 hours. |
Specialist
At 3rd level, you may choose a specialty: Healer, Pragmatist, Poisoner, or Experimenter.
Experimenter
When creating new formulas not listed elsewhere, you have advantage on your Alchemy check to discover the formula. Furthermore you may recreate any formulas you discover at half the cost.
Healer
You may double your proficiency bonus when making Alchemy checks to craft healing mixtures.
When you reach 10th level, you may craft healing mixtures at half the cost.
Poisoner
You may double your proficiency bonus when making Alchemy checks to craft Poison mixtures.
When you reach 10th level, you may craft Poison mixtures at half the cost.
Pragmatist
You may double your proficiency bonus when making Alchemy checks to craft Utility mixtures.
When you reach 10th level, you may craft Utility mixtures at half the cost.
Alchemical Projectiles
When you reach 7th level, you may attempt to craft grenades. Each grenade has a time and monetary cost and a mishap score. Any creature can use its action to throw a grenade. The grenades have a thrown range of 30 feet and a 10ft radius dome area of effect centered on the impact point. Each one requires a saving throw with a DC equal to 8 + your Intelligence modifier + your proficiency bonus. On a failed save, a creature in the area takes any damage and is subject to any conditions created by the grenade. On a successful save, a creature in the area only takes half damage if applicable.
|
Grenade |
Save Type |
Effect |
Cost |
Time |
Mishap Score |
|
Shatter |
DEX |
3d6 Piercing damage |
10g |
1 hour |
10 |
|
Blast |
DEX |
3d6 Bludgeoning damage and pushed 5 feet away from the center of the area |
10g |
1 hour |
10 |
|
Fire |
DEX |
3d6 Fire damage |
15g |
1 hour |
12 |
|
Acid |
DEX |
3d6 Acid damage and poisoned until the end of the thrower’s next turn |
15g |
1 hour |
12 |
|
Ice |
DEX |
3d6 Cold damage and speed reduced by 10ft on its next turn |
20g |
2 hours |
12 |
|
Flashbang |
CON |
Knocked prone and deafened and blinded for 1 minute |
20g |
2 hours |
12 |
|
Concussion |
CON |
3d6 Thunder damage and deafened until the end of the thrower's next turn |
25g |
3 hours |
13 |
|
Lightning |
CON |
3d8 Lightning damage and stunned until the end of the thrower’s next turn |
25g |
3 hours |
14 |
Grenadier
At 10th level, you may throw a grenade you have crafted as a bonus action.
Alchemical Expertise
Starting at 15th level, when you make an Alchemy check, you can spend additional gold equal to half the formula's cost to gain advantage on the roll.
Master of the Craft
Once per day, if you fail an Alchemy check and there are no adverse effects, you may attempt the same Alchemy check again at no additional monetary cost.







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