Looking for feedback on my homebrew variant of the Artificer Alchemist subclass.
Mad Scientist
The Mad Scientist blends Alchemy, Medicine, and a bit of the Arcane to create elixirs and tonics that can heal their allies and alter their biology… at least for a time.
Tool Proficiency
3rd-level Mad Scientist feature
You gain proficiency with alchemist’s supplies. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Mad Scientist Spells
3rd-level Mad Scientist feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Mad Scientist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Mad Scientist Spells
Artificer Level Spells
3rdhealing word, ray of sickness
5thMelf’s acid arrow, wither and bloom
9thgaseous form, life transference
13thblight, polymorph
17thcloudkill, reincarnation
Transformational Elixir
3rd-level Mad Scientist feature
Whenever you finish a long rest, you can magically produce a number of Transformational elixirs, not to exceed your Proficiency Bonus, of your choice in empty syringes you touch. As a bonus action you may inject an elixir into a creature within reach.
You can create additional Transformational elixirs by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the elixir in an empty syringe you touch, and you choose the elixir’s effect from the Transformational Elixir table.
Creating a Transformational elixir requires you to have alchemist’s supplies on your person, and any elixir you create with this feature lasts until it is injected or until the end of your next long rest.
Transformational Elixirs
Healing. The drinker regains a number of hit points equal to 2d4 + your Intelligence modifier.
Resilience. The drinker gains a +1 bonus to AC for 10 minutes
Expeditious Retreat: as per the spell for 10 minutes - no concentration
Wings. Gain a flying speed equal to your walking speed for 10 minutes.
Alter Self: Aquatic Adaptation for 10 minutes - no concentration
Alter Self: Natural Weapons for 10 minutes - no concentration
Master Chemist
5th-level Mad Scientist feature
You've developed masterful command of magical chemicals, enhancing the healing and damage you create through them. Whenever you cast a spell using your alchemist’s supplies as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid, fire, necrotic, or poison damage, and the bonus equals your Intelligence modifier (minimum of +1).
Monster Juice
9th-level Mad Scientist feature
You have created an elixir that unlocks the monster within you. You may cast Tenser’s Transformation without expending a spell slot and without preparing the spell, provided you use Mad Scientist’s supplies as the spellcasting focus. You can do so a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.
At 15th-level, you may choose to cast Draconic Transformation instead.
Chemical Mastery
15th-level Mad Scientist feature
You have been exposed to so many chemicals that you have altered your biology permanently and acid and poison pose little risk to you, and you can also use chemicals to quickly end certain ailments:
You gain resistance to acid damage and poison damage, and you are immune to the poisoned condition.
You can cast alter self at will, without material components, provided you use alchemist’s supplies as the spellcasting focus.
You can also cast greater restoration and heal without expending a spell slot, without preparing the spell, and without material components, provided you use alchemist’s supplies as the spellcasting focus. Once you cast either spell with this feature, you can’t cast that spell with it again until you finish a long rest.
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Looking for feedback on my homebrew variant of the Artificer Alchemist subclass.
Mad Scientist
The Mad Scientist blends Alchemy, Medicine, and a bit of the Arcane to create elixirs and tonics that can heal their allies and alter their biology… at least for a time.
Tool Proficiency
3rd-level Mad Scientist feature
You gain proficiency with alchemist’s supplies. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Mad Scientist Spells
3rd-level Mad Scientist feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Mad Scientist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Mad Scientist Spells
Artificer Level Spells
3rd healing word, ray of sickness
5th Melf’s acid arrow, wither and bloom
9th gaseous form, life transference
13th blight, polymorph
17th cloudkill, reincarnation
Transformational Elixir
3rd-level Mad Scientist feature
Whenever you finish a long rest, you can magically produce a number of Transformational elixirs, not to exceed your Proficiency Bonus, of your choice in empty syringes you touch. As a bonus action you may inject an elixir into a creature within reach.
You can create additional Transformational elixirs by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the elixir in an empty syringe you touch, and you choose the elixir’s effect from the Transformational Elixir table.
Creating a Transformational elixir requires you to have alchemist’s supplies on your person, and any elixir you create with this feature lasts until it is injected or until the end of your next long rest.
Transformational Elixirs
Master Chemist
5th-level Mad Scientist feature
You've developed masterful command of magical chemicals, enhancing the healing and damage you create through them. Whenever you cast a spell using your alchemist’s supplies as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid, fire, necrotic, or poison damage, and the bonus equals your Intelligence modifier (minimum of +1).
Monster Juice
9th-level Mad Scientist feature
You have created an elixir that unlocks the monster within you. You may cast Tenser’s Transformation without expending a spell slot and without preparing the spell, provided you use Mad Scientist’s supplies as the spellcasting focus. You can do so a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.
At 15th-level, you may choose to cast Draconic Transformation instead.
Chemical Mastery
15th-level Mad Scientist feature
You have been exposed to so many chemicals that you have altered your biology permanently and acid and poison pose little risk to you, and you can also use chemicals to quickly end certain ailments:
he/him, Lucky man, Leftist, Trans Rights, Pro-Union, VOTE!
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