Fighter
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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