Base Class: Artificer
An Alchemist is an individual who specialises in practising and studying alchemy. As the craft of alchemy requires a full understanding of chemistry, physics and ancient alchemical theory, alchemists are closer to scientists than magicians, but the ability to perform alchemy is also tied to an inherent talent for manipulating matter and energy, so not all people can become competent alchemists merely by studying.
Though essentially scientists, alchemists' abilities are incredibly practical and can be applied to the simple enhancement of normal life in the form of quick, relatively effortless repair of objects that ordinarily take a good deal of time and energy to fix. As such, alchemists are revered as productive members of society and hold the concept of Be Thou For The People as their unofficial credo. This creed dictates that alchemists use their abilities for the good of the public rather than for personal gain or political reasons, a creed generally rejected by alchemists who opt for government licenses and funding as State Alchemists.
Despite their obligation to the people, alchemists are also careful to keep the secrets of their research out of the hands of the general public so as to prevent abuse of that knowledge and power by those with less-than-noble intentions. As such, alchemists generally keep their research notes coded so that only they, or other like-minded alchemical geniuses, may understand them.
Tool Proficiency
You gain proficiency with smith’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Alchemical Fighter
Your combat training and your experiments with magic have paid off in two ways:
- You gain proficiency with martial weapons.
- When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.
- When you use your action to cast a cantrip, you can make one weapon attack as a bonus action.
- You may transmute objects/terrain into a weapon in either hand you are proficient in with an action. The weapon may be made with 5'x1' of dirt forming into a metal weapon or may be formed into material on hand of the same amount. It may be transmuted back as an action.
Minor Alchemy
Starting at 3rd level when you select this school, you can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance.
Extra Attack
You can attack twice, rather than once, whenever you take the Attack action on your turn.
Adept Alchemist
At 9th level, you learn how to make your weapon strikes undercut a creature’s resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn. Furthermore you may transmute substances faster and with more ease taking only 5 minutes to transmute 5 cubic feet of material. In addition you may make an incomplete philosophers stone with 200 gold of materials and 18 liters of human blood or 3 living humans as a sacrifice. With an incomplete philosophers stone you may ignore transmutation times to a bonus action 10 times before it breaks.
Master Transmuter
At 15th Level your weapon attacks can impart vulnerability on creatures resistant to your spells and impart resistance to those immune. In addition you may make a complete philosophers stone using 1000 worth of materials and a sacrifice of 20 human lives, a complete philosophers stone may remove transmutation restrictions and cut the time down to a bonus action as well as keep material transmuted until it is destroyed or the user wishes it to revert. The stone has an AC of 20 with a bonus of +5 if being worn and +10 if being held or protected. The stone has 1 HP. It may transmute up to 15 sets of 5 cubic feet.
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