Base Class: Fighter
While most warriors study the arts of war and train in martial traditions, Alchemical Deviants have discovered external means of gaining power. These warriors are expert alchemists and use their knowledge to transform their bodies into crucibles for arcane mixtures and strange alchemical components that are poisonous to others. Through the use of these handcrafted compounds, they are able to push past their natural limits, enhancing their speed, inuring themselves to magical attacks and more.
Student of Alchemy
Beginning when you choose this archetype at 3rd level, you’ve become an expert alchemist. You gain proficiency with Alchemist's supplies. Your proficiency bonus is doubled for any ability check you make with Alchemist's supplies.
Alchemical Compounds
Also at 3rd level, you learn to create special alchemical compounds that empower you, but are toxic to others.
Creating Compounds. You learn three compounds of your choice, which are detailed below. As part of a long rest, you can create any number of these compounds, provided you have a set of Alchemist's supplies on hand. Any compounds you create remain potent until the end of your next long rest, after which they become inert and have no effect.
You learn two additional compounds of your choice at 7th, 10th, and 15th level. Each time you learn new compounds, you can also replace one compound you already know with another one.
Consuming Compounds. As a bonus action, you can consume one of your compounds. You can safely consume a number of compounds equal to 1 + your Constitution modifier per long rest. Each compound you consume after that increases your toxicity level by 1 and causes you to gain a point of exhaustion. When you finish a long rest, your toxicity level is reduced to 0. You can benefit from multiple compounds at the same time, but taking the same compound more than once provides no additional effects.
You are the only creature that can benefit from your compounds. Any other creature that attempts to consume one of your compounds must succeed on a Constitution saving throw against a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed save, it is poisoned for 1 minute.
Adrenal Injection
For the next minute, your movement speed is increased by 10 feet and your jumping distance is tripled.
Allsense Injection
For the next minute, you have blindsight out to a distance of 30 feet.
Arcane Eye Oil
For the next hour, you can sense magic as if you were under the effects of the detect magic spell.
Draught of Bear's Endurance
For the next 10 minutes, you have advantage on Constitution ability checks and saving throws.
Draught of Bull's Strength
For the next 10 minutes, you have advantage on Strength ability checks and saving throws.
Draught of Cat's Grace
For the next 10 minutes, you have advantage on Dexterity ability checks and saving throws.
Draught of Eagle's Splendor
For the next 10 minutes, you have advantage on Charisma ability checks and saving throws.
Draught of Fox's Cunning
For the next 10 minutes you have advantage on Intelligence ability checks and saving throws.
Draught of Owl's Wisdom
For the next 10 minutes, you have advantage on Wisdom ability checks and saving throws.
Elfsight Oil
For the next 8 hours, you have darkvision out to a range of 120 feet.
Fleshknit Phosphate
For the next minute, if you have at least 1 hit point, you regain a number of hit points equal to your proficiency bonus at the beginning of each of your turns.
Ironmind Injection
For the next hour, you have advantage on saving throws made against being charmed or frightened.
Liquid Courage
You gain a number of temporary hit points equal to your Constitution ability score plus twice your fighter level. These temporary hit points last for 1 minute.
Liquid Life
For the next minute, if you take damage that would reduce you to 0 hit points, you immediately regain a number of hit points equal to twice your Constitution modifier. After this occurs, the compound loses its potency.
Liquid Rage
For the next minute, all of your weapon attacks deal extra damage equal to your proficiency bonus.
Phantasmal Injection
For the next minute, you can move through creatures and solid objects as if they were difficult terrain. If you end your turn while inside of an object or creature, you take 1d10 force damage and are immediately shunted out to the nearest unoccupied space.
Quickling Tincture
For the next 10 minutes, you have advantage on initiative rolls and can use a bonus action on each of your turns to take the Dash or Disengage action.
Spellshine Ointment
For the next minute, you have resistance to damage from spells.
Steelskin Ointment
For the next minute, you have resistance to bludgeoning, piercing, and slashing damage.
Ten-Men Tincture
For the next hour, you count as one size larger when determining your carrying capacity, and you ignore the heavy property of weapons.
Swift Brew
At 7th level, your experience with alchemy allows you to quickly brew useful compounds in an emergency. As an action, you can rapidly create and consume a compound you don’t know how to make. Consuming this compound does not count against your current toxicity level.
You can use this feature once per long rest.
Living Crucible
At 10th level, your body has adapted to the toxic compounds you consume, enhancing its resilience. When you are subjected to an effect that allows you to make a Constitution saving throw to take only half damage, such as the Cloudkill spell or the breath weapon of a green dragon, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Toxic Transmutation
At 15th level, you’ve learnt how to break down and transform toxins in your bloodstream. As a bonus action while you are poisoned, you can immediately end the poisoned condition and gain a number of temporary hit points equal to your fighter level.
Vital Catalyst
At 18th level, you’ve mastered alchemy and your body’s resilience is unmatched. Whenever you finish a long rest, you can choose to replace one compound you know with another one. In addition, your Constitution score increases by 2. Your maximum for this score is now 22.

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