Homebrew Alchemist Species Details
Potion creation. At 1st level you are able to create 5 types of potions that do 1d8 damage to their according damage type. lightning, acid, fire, cold, or poison. You can throw a potion with a range of 15 feet.
Poison creation. You can create a poison by putting it in a vial after crushing up the right ingredients. Poisons cannot be loaded into an Alchemic Carbine.
Alchemic carbine. At 2nd level you gain an alchemic carbine which is a type of crossbow which you load potions into and fire them. It has a range of 30 feet and cannot load poisons. It can have 1 potion loaded and fired at a time.
Lingering potions. By adding Red shadow smoke to your potions, you are able to make the damage linger in an area.
Lifeblood or health flasks. At 3rd level You now have the ability to create 1 lifeblood potion or 3 health potions per short rest.
Stronger brews. At 3rd level you can cause your potions to do bonus damage by adding an extra ingredient that corresponds to the potion.
Webbing potion. At 4th level you can creature webbing potions which can be loaded into an alchemic carbine. It creates a block of goopy web which can slow down an enemies movements.
Tendril potion. At 5th level you can create a potion filled with dark energy that when throw at a creature will explode into a burst of tentacles that are black and slimy. Any creature in a 10 foot cube has to make a DC 15 dexterity saving throw or be grappled by the tendrils and take 4d8 bludgeoning damage. On a success it only deals half damage and the target is not grappled. This can not be shot with an alchemic carbine.
Flashburst. At 6th level you can create a potion made of will o wisp magic. After shooting or throwing this potion, any creature in a 15 foot cube of the flashburst is blinded for 1 round.
Explotion. At 7th level you are able to create a potion filled with explosive energy in it. When it impacts a hard surface, not a creature, it will explode in a 15 foot cube. Any creature in the cube has to make a DC 17 dexterity saving throw or take 4d10 fire damage.
Frostbite potion. At 8th level you are able to create a potion filled with ice and frostbite venom. After it hits a hard surface, not a creature, it will freeze over with ice that will slowly creep over creatures if they stand there for too long. Any creature that stands on the ice or is covered in the ice takes 3d8 cold damage and has its movement speed reduced by 10 feet unless it is immune to cold damage.
Toxic potion. At 9th level you are able to create a toxic potion which acts similar to poison. Any creature hit by the acid takes 3d8 acid damage and has to make a DC 16 constitution saving throw or become poisoned for 3 rounds.
Voltion. At 10th level you are able to create a potion filled with electricity and volts. Once it hits a hard surface, not a creature, all of the volts and energy form a lightning bolt on that deals 8d8 lightning damage.
Stronger healing and lifeblood. At 11th level you are able to make your lifeblood and healing potions empower and heal you more and for longer after adding the right corresponding ingredients.
Soul potion. At 12th level after filling a potion bottle with undead materials as well as souls (max 20). You are able to shoot the potion and the soul collector may pick the spell that will be casted. If the spell deals damage, the soul collector still takes it. Some spells cant be casted.
Gas potion. At 13th level you are able to brew a potion filled with purple, poisonous gas. After the potion bottle shatters, the gas releases in a 10 foot cube and spreads until its in a 20 foot cube. Any creature in the cube has to make a DC 15 constitution saving throw or breathe in the gas and take 3d10 poison damage. Any creature in the gas is automatically poisoned.
Adrenaline potion. At 14th level you can make a vial of adrenaline which causes your movement speed to increase by 20 feet and for you to gain advantage on attacks for 3 rounds. After using this you gain 2 levels of exhaustion.
Magma potion. At 15th level you can throw a potion filled with a magma like substance which lingers on the ground. Any creature that steps in it takes 7d10 fire damage. It disappears after 1 round.
Gravity potion. At 16th level you can throw a potion which will reverse gravity for all creatures in a 30 foot sphere. Any creature in the cube, (including yourself will have gravity reversed. The only way to get out of the cube is if the if the creature has a flying speed, charm, or after the gravity effect goes back to normal after 1 minute.
Chromatic potion. At 17th level you can brew a potion which deals 8d12 in an explosion that has a radius of 120 feet. This damage is taken by ALL creatures in the radius.
Resurrection potion. At 18th level you can pour a vial of resurrection potion into a dead creatures mouth or heart, It will immediately come back to life and heal all wounds.
The truth. At 19th level you gain the ability to make The truth.
Alchemist Traits
..Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
1/5/2023 12:08:40 AM
|
5
|
1
|
--
|
Coming Soon
|
|
|
3/18/2023 7:31:15 PM
|
21
|
1
|
--
|
Coming Soon
|
Comments