Heyo. Just was curious about people's thoughts about this variant of the alchemist. TLDR: while I do like elixir-Its a bit clunky and I REALLY want to play an Alchemist who uses alchemical weapons (all my support is done via item prep or spells). So this trades out the Elixir stuff for a modification of the Alchemist's Satchek Bag. This also helps with the issue of limited cantrips known to get support ones. (The other two don't suffer as much from low cantrips IMO). So.. just curious about folks thoughts. I'll have 0 chances to try this out, but its fun to think about as I stock pile Acids via Alchemy Jug and pour gold into Alchemist FIre to play my concept~
Combat Chemist.
Some alchemist choose to experiment and explore the unknown, always mixing ne concotions, creating magic from the mundane. Combat chemists aren’t so forward thinking, they deal with the now, doing what they can with what they have. Combat chemists elevate the mundane to the magical.
Alternate Class Features:
Replaces Level 3 Elixir ability.
Modifies level 5 ability
Modifies level 9 ability
Level 3 replacement Alchemist Satchel Bag. At third level the combat chemist gathers all their tests and supplies into a treated magical satchel bag. This bag of reagents is a magical item, the magic allows recreation of alchemical reagents that exist within the bag. This facilitates the creation of Alchemical Weapon. If you lose this Satchel bag, you can create a new one over the course of a long rest, by expending 100gp worth of leather, glass, and other raw materials suited to such an item.
Alchemical Weapons As an action the bag’s creator can pull out alchemical reagents from the bag to create and use one temporary Alchemical Weapon they know how to create from the following list. Molotov, Alkali Flask, Healing Elixir, Smoke Stick, Tangle bomb, Thunderstone. You are proficient in the use of Alchemical Weapons. Any related DC to these materials is equal to 8+ Proficiency Bonus + Intelligence modifier At level three you learn how to create Alchemist Fire, Acid, and one other formula of your choice. You gain one additional choice at level 5, 9,and 15. (Note: strictly speaking the +dex in damage is due to it being a ranged attack and as per rules +dex to hit/damage is added as per normal. If an abilty allows you to substitute it replaces dex as per normal)
Molotov: A small flask filled with viscous gel that ignites when exposed to the air. As part of the action used to create it, you can throw this flask as a ranged attack with the range of 30/60 shattering on impact and igniting. Make a ranged attack against a creature of object. On a hit, the target takes 1d4+dex fire damage, and continues to take the 1d4+dex at the start of each of its turns. A creature can end this damage by using an action to make a DC check against your DC. Or by submerging completely into water. This damage increases by 1d4 at level 9 and level 15.
Alkali Flask. A small flask filled with a highly basic and viscous liquid. As part of the action used to create it, you can splash the contents of this vial onto a creature within 5ft of you, or throw the vial up to 30ft, or 60ft with disadvantage, shattering on impact. In either case make a ranged attack against a creature or object. On a hit, the target takes 2d6 acid damage. Against an object this damage is maximized. This damage increases by 1d6 at level 9, and 15.
Healing Elixir: A alchemically empowered healing brew. As an action you can create a Healing Elixir, as part of that action you may choose to imbibe it. If not imbibed, a Healing Elixir lasts until your next long rest, upon which time it degrades into vapor. A creature may consume a healing Elixir as an action to regain 2d4+INT hit points. The nature of this alchemical concoction is such that a creature can only benefit from a Healing Elixir once, as the remnants remain in the body until after a long rest.
Smoke Stick. A pencil sized chemically pressed concoction wrapped in linen, cotton, or paper. As an action you can create, activate, and hold in one hand, or throw the Smoke Stick up to 30ft. This smoke fills a 10ft radius, that blocks vision and dark vision. The stick and the smoke produced lasts for 1 min then degrade into ashes. You may use this formula up to INT times, which can be restored upon a short rest.
Tangle bomb: A small, sticky and smelly substance wrapped in thin paper. As part of the action used to create, you can throw a Tanglefoot Bomb at a target within 30ft. That creature must make a Dex Saving Throw or be restrained for one round. You may use this formula up to INT times, which can be restored upon a short rest. (Alternative thought: Have it make a 5ft radius (so a + sign on a 5x5 grid) become difficult terrain.)
Thunderstone: A small crystalline structure of a myriad of colours, it feels as if it is vibrating to the touch. As part of the action used to create a Thunderstone, you may throw it at a creature, object, or surface within 30ft of you. Each creature within 10ft of the point of impact must succeed a Constitution Saving Throw or be knocked prone. You may use this formula up to INT times, which can be restored upon a short rest.
(Consideration: Possibly altering Acid/Alchfire range to a hard 60. 30ft is painful Thought about increasing these last 3’s range at lv 9 and 15 by some factor some form of “Use INT not Dex for attacks/damage-for Acid/alch fire” Making the "INt per short rest" pool all the same Reagent amount for the Tanglebomb, Thunderstone, Smoke Stick. Something like "Per short rest you gain a pool of high quality reagents equal to your INT, that is restored upon a short rest" effectively the bag takes longer to reproduce these reagents-but with a higher INT score you know how to use them more effectively (and therefor your "charges" are INT mod))
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Level 5 Modification. Alchemical Savant: Add” The Alchemist Satchel Bag counts a as Alchemist Supplies for this class feature” --Quality of life change, so they can have a shield or a one handed weapon, an arcane focus, etc, as the other subclasses can.
Level 9 modification. Restorative Reagents: Replace the first bullet point with “Whenever a creature drinks a healing elixir you created, the creature gains temporary hit points equal to 2d6 + your Intelligence modifier (minimum of 1 temporary hit point).”
In addition, add. “Alchemical Weapons created through use of the Alchemist Satchel Bag are considered magical”
Alternative thought. Making an Alchemist subclass exclusive Infusion choice.
Infusion or Magic item.
Combat Alchemy Satchel This bag is treated and soaked in many alchemical reagents, soaked to the core of the thread, sewn with others. It has a seemingly endless amount of short lived alchemical items. As an action you can pull out an Alchemist Fire or and Acid Vial and use it-These vials are made for combat, ranged attacks with these vials are Improvised Ranged attacks with a 20/60 range... These items persist until the end of your current round. If this bag is pierced the magic stops working. Roll a 1d3. On a 1 one vials worth of acid leaks, on a 3 one vials worth of alchemist fire is unleashed, on a 2 water is released. Make a dex save vs 10 to avoid.
Effectively just gives you the short lived normal items-except I make the range normal improvised waepon range (instead of the original item's overriding text restricting to 20ft only ever). Which is balanced against the danger of damaging the back. Also its an infusion.. should have some benefits. Would have to consider making those flasks not improvised weapons or something.
Though this, and the variant subclass above fall issue to the "Well. I'm gonna use toooons of acid to eat through this thing! Bwahaha!" but figure if that occured the GM could just make em roll exhaustion for consecutive complicated actions. Quick crafting acid (or a base) over and over and over would be taxing on the brain and all
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Heyo. Just was curious about people's thoughts about this variant of the alchemist.
TLDR: while I do like elixir-Its a bit clunky and I REALLY want to play an Alchemist who uses alchemical weapons (all my support is done via item prep or spells). So this trades out the Elixir stuff for a modification of the Alchemist's Satchek Bag. This also helps with the issue of limited cantrips known to get support ones. (The other two don't suffer as much from low cantrips IMO).
So.. just curious about folks thoughts. I'll have 0 chances to try this out, but its fun to think about as I stock pile Acids via Alchemy Jug and pour gold into Alchemist FIre to play my concept~
Combat Chemist.
Some alchemist choose to experiment and explore the unknown, always mixing ne concotions, creating magic from the mundane. Combat chemists aren’t so forward thinking, they deal with the now, doing what they can with what they have. Combat chemists elevate the mundane to the magical.
Alternate Class Features:
Level 3 replacement
Alchemist Satchel Bag. At third level the combat chemist gathers all their tests and supplies into a treated magical satchel bag. This bag of reagents is a magical item, the magic allows recreation of alchemical reagents that exist within the bag. This facilitates the creation of Alchemical Weapon. If you lose this Satchel bag, you can create a new one over the course of a long rest, by expending 100gp worth of leather, glass, and other raw materials suited to such an item.
Alchemical Weapons
As an action the bag’s creator can pull out alchemical reagents from the bag to create and use one temporary Alchemical Weapon they know how to create from the following list. Molotov, Alkali Flask, Healing Elixir, Smoke Stick, Tangle bomb, Thunderstone. You are proficient in the use of Alchemical Weapons. Any related DC to these materials is equal to 8+ Proficiency Bonus + Intelligence modifier
At level three you learn how to create Alchemist Fire, Acid, and one other formula of your choice. You gain one additional choice at level 5, 9,and 15. (Note: strictly speaking the +dex in damage is due to it being a ranged attack and as per rules +dex to hit/damage is added as per normal. If an abilty allows you to substitute it replaces dex as per normal)
Molotov: A small flask filled with viscous gel that ignites when exposed to the air.
As part of the action used to create it, you can throw this flask as a ranged attack with the range of 30/60 shattering on impact and igniting. Make a ranged attack against a creature of object. On a hit, the target takes 1d4+dex fire damage, and continues to take the 1d4+dex at the start of each of its turns. A creature can end this damage by using an action to make a DC check against your DC. Or by submerging completely into water. This damage increases by 1d4 at level 9 and level 15.
Alkali Flask. A small flask filled with a highly basic and viscous liquid.
As part of the action used to create it, you can splash the contents of this vial onto a creature within 5ft of you, or throw the vial up to 30ft, or 60ft with disadvantage, shattering on impact. In either case make a ranged attack against a creature or object. On a hit, the target takes 2d6 acid damage. Against an object this damage is maximized. This damage increases by 1d6 at level 9, and 15.
Healing Elixir: A alchemically empowered healing brew.
As an action you can create a Healing Elixir, as part of that action you may choose to imbibe it. If not imbibed, a Healing Elixir lasts until your next long rest, upon which time it degrades into vapor. A creature may consume a healing Elixir as an action to regain 2d4+INT hit points. The nature of this alchemical concoction is such that a creature can only benefit from a Healing Elixir once, as the remnants remain in the body until after a long rest.
Smoke Stick. A pencil sized chemically pressed concoction wrapped in linen, cotton, or paper.
As an action you can create, activate, and hold in one hand, or throw the Smoke Stick up to 30ft. This smoke fills a 10ft radius, that blocks vision and dark vision. The stick and the smoke produced lasts for 1 min then degrade into ashes. You may use this formula up to INT times, which can be restored upon a short rest.
Tangle bomb: A small, sticky and smelly substance wrapped in thin paper.
As part of the action used to create, you can throw a Tanglefoot Bomb at a target within 30ft. That creature must make a Dex Saving Throw or be restrained for one round. You may use this formula up to INT times, which can be restored upon a short rest.
(Alternative thought: Have it make a 5ft radius (so a + sign on a 5x5 grid) become difficult terrain.)
Thunderstone: A small crystalline structure of a myriad of colours, it feels as if it is vibrating to the touch.
As part of the action used to create a Thunderstone, you may throw it at a creature, object, or surface within 30ft of you. Each creature within 10ft of the point of impact must succeed a Constitution Saving Throw or be knocked prone. You may use this formula up to INT times, which can be restored upon a short rest.
(Consideration:
Possibly altering Acid/Alchfire range to a hard 60. 30ft is painful
Thought about increasing these last 3’s range at lv 9 and 15 by some factor
some form of “Use INT not Dex for attacks/damage-for Acid/alch fire”
Making the "INt per short rest" pool all the same Reagent amount for the Tanglebomb, Thunderstone, Smoke Stick. Something like "Per short rest you gain a pool of high quality reagents equal to your INT, that is restored upon a short rest" effectively the bag takes longer to reproduce these reagents-but with a higher INT score you know how to use them more effectively (and therefor your "charges" are INT mod))
-------
Level 5 Modification.
Alchemical Savant: Add” The Alchemist Satchel Bag counts a as Alchemist Supplies for this class feature”
--Quality of life change, so they can have a shield or a one handed weapon, an arcane focus, etc, as the other subclasses can.
Level 9 modification.
Restorative Reagents: Replace the first bullet point with
“Whenever a creature drinks a healing elixir you created, the creature gains temporary hit points equal to 2d6 + your Intelligence modifier (minimum of 1 temporary hit point).”
In addition, add. “Alchemical Weapons created through use of the Alchemist Satchel Bag are considered magical”
Alternative thought. Making an Alchemist subclass exclusive Infusion choice.
Infusion or Magic item.
Combat Alchemy Satchel This bag is treated and soaked in many alchemical reagents, soaked to the core of the thread, sewn with others. It has a seemingly endless amount of short lived alchemical items. As an action you can pull out an Alchemist Fire or and Acid Vial and use it-These vials are made for combat, ranged attacks with these vials are Improvised Ranged attacks with a 20/60 range... These items persist until the end of your current round. If this bag is pierced the magic stops working. Roll a 1d3. On a 1 one vials worth of acid leaks, on a 3 one vials worth of alchemist fire is unleashed, on a 2 water is released. Make a dex save vs 10 to avoid.
Effectively just gives you the short lived normal items-except I make the range normal improvised waepon range (instead of the original item's overriding text restricting to 20ft only ever). Which is balanced against the danger of damaging the back. Also its an infusion.. should have some benefits.
Would have to consider making those flasks not improvised weapons or something.
Though this, and the variant subclass above fall issue to the "Well. I'm gonna use toooons of acid to eat through this thing! Bwahaha!" but figure if that occured the GM could just make em roll exhaustion for consecutive complicated actions. Quick crafting acid (or a base) over and over and over would be taxing on the brain and all