Im currently working on a document to help streamline the process of crafting potions, poisons and herbal remedies (mostly because i feel like they shouldn't follow the same rules as crafting normal magical items being relatively small and always consumed), while also not being tied to a specific class, just proficiency
In addition to that i am making a small collection of homebrew feats that can help players build a character in a specialized way, and was just seeing if anyone could give me any insight into the balance of these. Any and all feedback is appreciated
Alchemy Savant
Prerequisite: Proficiency in alchemist's supplies
You have studied the secrets of alchemy and are an expert in its practice, gaining the following benefits:
Increase your Intelligence score by 1, to a maximum of 20.
You can administer a potion, or another alchemical creation that you have crafted, to a creature as a bonus action. (This does not include making attacks with alchemical weapons)
You gain proficiency in poisoner's kit and herbalism kit and you can use your alchemist’s supplies in place of them both
Alchemical Bombardier
Prerequisite: Intelligence 13 or Higher
You have specialized in the numerous dangerous chemicals at the alchemist’s fingertips, gaining the following benefits
Increase your Intelligence score by 1, to a maximum of 20.
You are proficient in alchemical weapons and you can use your Intelligence as your ability for the attack rolls instead of Strength
Attacking with alchemical weapons at long range and close range doesn’t impose disadvantage on your ranged weapon attack rolls.
If you make an attack against a creature with an alchemical weapon and you miss, roll a d20. On a roll of 10 or higher the concoction is not consumed and can be retrieved.
When attacking with alchemical weapons, you can add your Intelligence modifier to the damage.
Herbal Mender
Prerequisite: Proficiency in herbalism kit
You have specialized in the art of healing through herbal means. You have learned how to take your time in order to better mend the wounds of the injured. You gain the following benefits:
Your Wisdom or Intelligence score increases by 1 to a maximum of 20.
You add double your proficiency bonus to ability checks made with an herbalism kit
When you use a potion or herbal remedy that restores hit points, you can increase use time by 10 minutes in order to double the number of dice you can rolled. In order to gain this effect you cannot lose concentration, as if concentrating on a spell.
Pestilent Crafter
Prerequisite: Proficiency in Poisoner's Kit or the ability to craft poisons
You have trained extensively in the art of poison, gaining the following benefits:
You add double proficiency to checks you make with poisoner’s kits.
You may create concentrated poisons by mixing two doses of poison together over a minute. If they are different poisons they simply combine effects into one use. If they are the same poison it imposes disadvantage on all saving throws to resist the poison, and also doubles the number of dice rolled.
You can cast detect poison and disease for free. You regain this ability after you complete a long rest.
edits: changed Restoration Ace to Herbal Mender and made it specific to an herbalism kit. Changed Poison Prodigy to Pestilent Crafter and made it more versatile and added a bonus action. Clarified Alchemy Savant. Added intelligence bonus to Alchemical bombardier
I think the Bombardier could use something to either indicate/restrict what counts as an “alchemical weapon.” If you mean what I think you mean, most of those get thrown as improvised weapons so no proficiency with the attack. You might want to consider adding that instead of/in addition to the disadvantage thing.
Ace might want to change “spell or magic item” in some way to include “other abilities” like Lay on Hands, etc. Just a thought.
Prodigy might to expand it to include mixing different poisons.
Frankly, with a little work and a deliberate crafting system, this could be a better Artificer subclass than the Alchemist we got. I like them.
The rules on what constitutes an alchemical weapon are actually a separate part of the rules (and kind almost what already exist in the PHB) and i could post them if that would help.
Good note on the Healing feat
And thank you, that's actually kind of thee point, i am designing all of this because i am playing an Alchemist in a future campaign and want to actually be good at what im supposed to do, but at the same time i want them to be versatile enough for anyone to use them.
The rules on what constitutes an alchemical weapon are actually a separate part of the rules (and kind almost what already exist in the PHB) and i could post them if that would help.
Good note on the Healing feat
And thank you, that's actually kind of thee point, i am designing all of this because i am playing an Alchemist in a future campaign and want to actually be good at what im supposed to do, but at the same time i want them to be versatile enough for anyone to use them.
I didn’t realize that “alchemical weapons” were actually listed/defined.
I also homebrewed some *ahem* adjustments to the Alchemist for my house rules, but not quite that elaborate.
So what i have written for alchemical weapons atm is; While you are an expert at creating the concoctions, you are not necessarily an expert at using them. For this reason all alchemical items you create that require an attack roll, are considered improvised thrown weapons (see rules on improvised weapons in the PHB).
And this next part is formatted like the optional firearm rules; Alternatively, based on your background and class proficiencies, your DM could determine that you are already proficient in using Alchemical Weapons. In this case you could add the Finesse property to these weapons and use your proficiency bonus when making attacks with them
I too am using an "alternate version". Its the same one that Yurei1453 posted a while back where everything is basically the same but it adds an Alchemists Stone and grants an actual usable amount of uses
I too am using an "alternate version". Its the same one that Yurei1453 posted a while back where everything is basically the same but it adds an Alchemists Stone and grants an actual usable amount of uses
I didn’t get to see it before it got killed. I gave them a Version of the Alchemical Homunculus that can administer Elixers, and a number of uses of a nerfed Alchemist Satchel based on Int/LR, nerfed to basically all be Cantrip level effects. Still a work in progress on that satchel. The other thing I did was a number of elixirs = to Infusion uses and they can “maintain” unused ones in the morning instead of binning them and rolling a new rando. Rewards planning, big improvement.
I created a backup google doc of it, and then altered a few small things. I personally dont care about the satchel (even thought i created my own entire version of the Artificer class with 6 subclasses a year before we started seeing it in UA again. Im not bitter or anything)
If you want i could try and share my crafting guidelines. I would just have to get it into a shareable pdf or something cause no offence but i dont want to give out my personally email
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Im currently working on a document to help streamline the process of crafting potions, poisons and herbal remedies (mostly because i feel like they shouldn't follow the same rules as crafting normal magical items being relatively small and always consumed), while also not being tied to a specific class, just proficiency
In addition to that i am making a small collection of homebrew feats that can help players build a character in a specialized way, and was just seeing if anyone could give me any insight into the balance of these. Any and all feedback is appreciated
Alchemy Savant
Prerequisite: Proficiency in alchemist's supplies
You have studied the secrets of alchemy and are an expert in its practice, gaining the following benefits:
Alchemical Bombardier
Prerequisite: Intelligence 13 or Higher
You have specialized in the numerous dangerous chemicals at the alchemist’s fingertips, gaining the following benefits
Herbal Mender
Prerequisite: Proficiency in herbalism kit
You have specialized in the art of healing through herbal means. You have learned how to take your time in order to better mend the wounds of the injured. You gain the following benefits:
Pestilent Crafter
Prerequisite: Proficiency in Poisoner's Kit or the ability to craft poisons
You have trained extensively in the art of poison, gaining the following benefits:
edits: changed Restoration Ace to Herbal Mender and made it specific to an herbalism kit. Changed Poison Prodigy to Pestilent Crafter and made it more versatile and added a bonus action. Clarified Alchemy Savant. Added intelligence bonus to Alchemical bombardier
Frankly, with a little work and a deliberate crafting system, this could be a better Artificer subclass than the Alchemist we got. I like them.
Creating Epic Boons on DDB
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I agree with you on some of the names ngl lol.
The rules on what constitutes an alchemical weapon are actually a separate part of the rules (and kind almost what already exist in the PHB) and i could post them if that would help.
Good note on the Healing feat
And thank you, that's actually kind of thee point, i am designing all of this because i am playing an Alchemist in a future campaign and want to actually be good at what im supposed to do, but at the same time i want them to be versatile enough for anyone to use them.
I didn’t realize that “alchemical weapons” were actually listed/defined.
I also homebrewed some *ahem* adjustments to the Alchemist for my house rules, but not quite that elaborate.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
So what i have written for alchemical weapons atm is; While you are an expert at creating the concoctions, you are not necessarily an expert at using them. For this reason all alchemical items you create that require an attack roll, are considered improvised thrown weapons (see rules on improvised weapons in the PHB).
And this next part is formatted like the optional firearm rules; Alternatively, based on your background and class proficiencies, your DM could determine that you are already proficient in using Alchemical Weapons. In this case you could add the Finesse property to these weapons and use your proficiency bonus when making attacks with them
I too am using an "alternate version". Its the same one that Yurei1453 posted a while back where everything is basically the same but it adds an Alchemists Stone and grants an actual usable amount of uses
I didn’t get to see it before it got killed. I gave them a Version of the Alchemical Homunculus that can administer Elixers, and a number of uses of a nerfed Alchemist Satchel based on Int/LR, nerfed to basically all be Cantrip level effects. Still a work in progress on that satchel. The other thing I did was a number of elixirs = to Infusion uses and they can “maintain” unused ones in the morning instead of binning them and rolling a new rando. Rewards planning, big improvement.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
I created a backup google doc of it, and then altered a few small things. I personally dont care about the satchel (even thought i created my own entire version of the Artificer class with 6 subclasses a year before we started seeing it in UA again. Im not bitter or anything)
If you want i could try and share my crafting guidelines. I would just have to get it into a shareable pdf or something cause no offence but i dont want to give out my personally email