Base Class: Artificer
A nondescript man approaches a large monster. The man carries two small swords and is dressed in belts equipped with a series of flasks and jugs, each filled with mysterious liquids. The human drinks a flask just before being attacked by the beast. Without batting an eye, he dodges the attack that would have put a larger creature to flight with ease. Two more bottles are gulped down at a rapid pace, the human's blood vessels begin to glow a sickly green, and the previously steadfast human suddenly lets loose a barrage of slashes. Each slash has a force and speed that should be impossible for the human's body. With ease, the beast is struck down, and then there is a stillness in the air, like the calm after a storm.
- Transcripts of an unknown bard -
The Tempest is capable of superhuman feats, using its elixirs in battle to boost its strikes, speed up its movements, strengthen its defenses, or simply heal injuries quickly. The Storm is unmatched in the variety of ways its elixirs can be used in combat, and can even use them offensively.
They use their elixirs in conjunction with the infusions available to the Artificer to fill the role of a fast striker.
Consuming their elixirs usually changes some of their appearance while they elixirs are active. These changes may include discoloration of the skin, eyes, blood vessels, or even the emission of smoke from the skin. The changes in appearance also usually reflect the effect of the elixir consumed, so the Tempest's skin almost looks like it is scaled when they drinks an elixir that strengthens its defenses.
Bonus Proficiency
3rd-level Alchemist feature
You gain proficiency with alchemist’s supplies, and one martial weapon of your choice. If you already have this tool proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Tempest Spells
3rd-level Tempest feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Tempest Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Tempest Spells
| Artificer Level | Spell |
|---|---|
|
3rd |
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5th |
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9th |
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13th |
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|
17th |
Weal and Woe
3rd-level Tempest feature
Whenever you finish a short rest, you can magically produce elixirs in an empty Flask you touch, a number of times equal to 2x your proficiency bonus. Roll on the Weal table for the elixir’s effect, which is triggered when someone drinks the elixir. As a bonus action, a creature can drink the elixir or administer it to an incapacitated creature.
You can create additional 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 flask you touch, and you choose the elixir’s effect from the Weal table.
Creating an elixir requires you to have alchemist’s supplies on your person, and any elixir you create with this feature lasts until it is drunk or until the end of your next long rest.
Each elixir requires its own flask, and only one Weal effect can be active at once for a creature, this increases to 2 at level 5 and 3 at level 15.
Weal-table (Replaced by Higher Weal-Table at 9th Artificer level)
| d6 | Effect |
|---|---|
|
1 |
Healing. The drinker regains a number of hit points equal to 2d4 + your Intelligence modifier. |
|
2 |
Swiftness. The drinker’s walking speed increases by 15 feet for 10 minutes. |
|
3 |
Resilience. The drinker gains a +1 bonus to AC for 10 minutes. |
|
4 |
Boldness. The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute. |
|
5 |
Flight. The drinker gains a flying speed of 10 feet for 10 minutes. |
|
6 |
Transformation. The drinker’s body is transformed as if by the alter self spell. The drinker determines the transformation caused by the spell, and gains 1d4 + your intelligence modifier on temporary hit points, the effects of this last for 10 minutes. |
Woe
Between poison and medicine lies a very small line. Deciding to do harm instead of healing or helping, you can use one of your prepared elixiers to inflict a random type of damage to one target. As a bonus action, roll 1d6 to determine the type of damage the elixier is causing, by using the Woe table. The elixir will be causing 2d6 damage and is trated as a ranged spell attack with a range of 30 feet.
Woe-table
| D6 | EFFECT |
|---|---|
|
1 |
Fire |
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2 |
Lightning |
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3 |
Cold |
|
4 |
Necrotic |
|
5 |
Poison |
|
6 |
Acid |
One with the elixir
5th-level Alchemist feature
You've developed a method to seamlessly weave the use of your elixiers into each of your moves, granting you several new ways to use your elixiers:
- You can have 2 effects of elixiers active at once, as long as you have two or more elixirs active you can make one extra attack per turn
- You can drink one of your elixiers as a free object interaction, once per turn
- Spontaneous Reaction: When you are attacked from a 30 feet radius you can instantly refill two of your elixirs. The type of elixirs regained is determined randomly by using 2d6 and the Weal table. You can use this reaction a number of times equal to your proficiency bonus per long rest, the number of maximal available elixiers cannot be exceeded with this.
Improved procedure
9th-level Alchemist feature
Your tireless exploits in creating your elixirs has given you insight into optimizing the procedure, resulting in better weal elixirs.
When making elixirs you now use the Higher Weal table to choose your elixirs effects. The restrictions for the Higher Weal elixirs are identical to the Weal elixirs
Higher Weal-table
| D6 | EFFECT |
|---|---|
|
1 |
Healing. The drinker regains a number of hit points equal to 4d4 + your Intelligence modifier. |
|
2 |
Swiftness. The drinker’s walking speed increases by 15 feet for 10 minutes. You can ignore an opportunity attack, made against you, once per turn. |
|
3 |
Resilience. The drinker gains a +2 bonus to AC for 10 minutes. |
|
4 |
Boldness. The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make, additionaly they recieve a +1 bonus to all damage rolls, and all attacks are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. This effect lasts for 1 minute. |
|
5 |
Flight. The drinker gains a flying speed equal to their walking speed for 10 minutes. |
|
6 |
Transformation. The drinker’s body is transformed as if by the alter self spell. The drinker determines the transformation caused by the spell, and gains 4d4 + your intelligence modifier on temporary hit points, the effects of this last for 10 minutes. |
Chemical Storm
15th-level Alchemist feature
You have been exposed to so many chemicals that they pose little risk to you, allowing you to be more daring in using them and granting you the following benefits:
- You gain resistance to acid damage and poison damage, and you are immune to the poisoned condition.
- You can have 3 elixir effect active at once
- The power of your Woe feature increases. Each Woe elixir now deals 4d6 damage.
Previous Versions
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5/14/2022 8:14:33 PM
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Coming Soon
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5/20/2022 4:26:22 PM
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9
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1.1
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Coming Soon
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