Homebrew Chemosynthesian Species Details
Chemosynthesians are beings with an innate ability to create and manipulate various chemical compounds. Their mastery over chemistry sets them apart, allowing them to control poisons, healing salves, and obscure substances.
Chemical Affinity represents the Chemosynthesians' resilience to poisons. They have advantage on saving throws against poison and are resistant to poison damage.
Chemical Creation is a signature ability of Chemosynthesians, allowing them to create small vials of chemical compounds with diverse effects. This ability grants them versatility in both combat and utility situations.
Chemical Manipulation showcases the Chemosynthesians' proficiency with alchemical tools and their expertise in understanding and handling various chemical substances.
No Need to Breathe reflects the Chemosynthesians' unique physiology. They do not require air to survive and are immune to the poisoned condition caused by inhaled poisons or gases.
Chemosynthesians may be found in laboratories, alchemical workshops, or on grand adventures exploring the potential of their chemical abilities. Some may be healers, researchers, or explorers seeking to uncover the secrets of their own unique powers.
In an adventuring party, a Chemosynthesian excels as a support character and a versatile problem solver. Their ability to create various chemical compounds makes them valuable in a variety of situations. Whether serving as an alchemist, a cleric, or a bard with a penchant for concoctions, Chemosynthesians bring a unique blend of intelligence and chemical mastery to any group.
Chemosynthesian Traits
awfagawAbility Score Increase
Your Intelligence score increases by 2.
Chemical Affinity
You have advantage on saving throws against poison, and you are resistant to poison damage.
Chemical Creation
As an action, you can create a small vial of a non-magical chemical compound with various effects. Choose one of the following options:
- Smoke Bomb: Creates a 10-foot radius sphere of heavily obscured smoke at a point within 20 feet.
- Stink Cloud: Releases a foul-smelling gas in a 10-foot radius sphere at a point within 20 feet. Creatures in the area must succeed on a Constitution saving throw (DC 8 + your Intelligence modifier + your proficiency bonus) or be poisoned until the start of their next turn.
- Healing Salve: Creates a healing salve that can be applied to a creature's wounds, restoring 1d8 hit points. This healing increases to 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level. You can use this ability a number of times equal to your Intelligence modifier (minimum of once), regaining expended uses after finishing a long rest.
Chemical Manipulation
You have proficiency with alchemist's supplies, and you can add double your proficiency bonus to Intelligence (Nature) checks related to chemical compounds.
No Need to Breathe
You do not need to breathe and are immune to the poisoned condition caused by inhaled poisons or gases.
Languages
You can speak, read, and write Common and one other language of your choice.
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