Base Class: Wizard
Magic Alchemist
At 2nd level, you choose to focus your arcane studies into the research of alchemy, gaining proficiency with the Alchemy Set if you don't have proficiency already.
You also gain Alchemy Points which are used to craft unique and powerful alchemic flasks with stronger potions requiring more Alchemy Points. You can then use your wizard spell slots to increase the power and effects of your potions, incapable of using spell slot levels lower than the Alchemy Point cost of the potion. A potion can only be imbued with wizard spell slots 3 levels above the Alchemy Point cost or lower.
If a potion is imbued with a wizard spell slot 4 levels higher than the Alchemy Point cost, the alchemic process goes haywire, causing a powerful explosion to take place. anyone within a 5 foot radius of the explosion must make a DC10+ Used Spell Level Dexterity Saving throw (DC14 if a 4th level spell was used, DC18 if an 8th level spell was used, etc.). On a failed Dex save, take (X)d10 force damage where (X) is the wizard spell slot used (i.e. 6d10 if a 6th level spell was used, 4d10 if a 4th level spell was used) or half as much damage on a successful save.
A potion activated with Alchemy Points and/or wizard spell slots can only maintain its magical properties for up to 12 hours, losing all Alchemy Points and/or wizard spell slots after this time, though the deactivated potion can be reused in future alchemations.
Hybrid Alchemy
At 6th level, you can take your tincture-making a step further by magically modifying or adding effects to your elixir, within the bounds of the original potions effect. You can spend a wizard spell slot 2 levels higher than the potions Alchemy Point cost to do so.
Elixir Overload
At 10th level, you can once a day overload a potion with a wizard spell slot 4 or more levels higher than the Alchemy Point cost to cause a controlled explosion. Due to your improved control of concoction crafting, the potion doesn't explode until you lose concentration of the flask which you can choose to do so willingly.
Upon losing concentration, the overloaded potion causes an explosion in a 5 foot radius, requiring a DC10+(wizard spell slot level used) Dexterity saving throw. On a failed save, the overloaded potion deals (X)d10 force damage where (X) is the wizard spell slot level used in the creation of the Overloaded potion (i.e. 4d10 if a 4th level spell slot was used, 6d10 if a 6th level spell slot was used) as well as an additional effect chosen in the crafting of the tincture.
More with Less
At 14th level, you have learned how to stretch your alchemic materials further with your mastery of the craft. If you prepare 2 of the same potion, you can craft a third of that potion using the leftover material of the first 2.
Master Alchemist
At 18th level, you can choose 2 potions that cost 2 Alchemy Points or less to have Mastery in. You can give potions you have Mastery in 2 separate, simultaneous effects using a single 3rd level wizard spell slot. You can switch potions you have Mastery in once per long rest.
Master Alchemist replaces Spell Mastery.
Favored Flasks
At 20th level, you can choose to have 2, 3-Alchemy Point or lower potions you have perfected to be imbued with a wizard spell slot of 4th or lower without consuming a spell slot in this way. You may use this ability once per short rest.
Favored Flask replaces Signature Spells.
Alchemy Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to study and copy an alchemic concoction to your recipe book is cut in half. You also gain proficiency with Alchemist Supplies if you don't have proficiency already, gaining the benefits of being proficient with the Herbalism Kit and Poisoners Kit but only when it comes to potion crafting.
Upon choosing this subclass at 2nd level, you learn how to craft Witch Elixir, a necessary reagent in the crafting of your potions. Crafting Witch Elixir requires an hour of brewing which can be done during a long rest or a short rest at higher levels. The brew requires 1 gold of material and a glass container per elixir, able to craft up to (Crafters Wisdom Modifier + Alchemist Supplies Proficiency Bonus )Witch Elixirs per brew. Once crafted, the elixir has a shelf life of 1 week turning rotten and unusable after this time.
At 8th level you become more efficient at crafting Witch Elixir, capable of crafting half the max amount during a short rest.
Magic Alchemist
Starting at 2nd level when you choose this subclass, you choose to focus your arcane studies into the research of alchemy. You gain the use of Alchemy Points, a form of currency used in the creation of alchemic potions. Some alchemy potions may require more than 1 Alchemy Point as shown in the potions creation process.
Your max Alchemy Point is equal to your Wisdom Modifier + Intelligence Modifier + 1/2 Character level rounded up. You regain any expended Alchemy Points during a long rest.
To create an alchemic potion, you must first have a Witch Elixir crafted which you then add at least 1 Alchemy Point to, dependent on which potion is being crafted. Once a potion is crafted, it maintains its magical properties for typically 4 hours wherein the potion harmlessly reverts back into a Witch Elixir.
Alchemic Mutation
At 6th level you gain the ability to modify your potions using Wizard Spell Slots to do so. These modifications can vary such as extending the duration of the potion, increase the potency, shelf life, and effects, add completely unique effects, and much more all of which are specified under each potion.
If a potion is imbued with a wizard spell slot 4 levels higher than the Alchemy Point cost, the alchemic process goes haywire, creating a Witches Tincture instead resulting in a powerful explosion as well as other unsavory effects. Anyone within a 10-foot radius of the explosion must make a DC10+spell level used Dexterity Saving Throw (i.e., DC14 if a 4th level spell was used, DC18 if an 8th level spell was used). On a failed dex save, take (X)d10 force damage where (X) is the wizard spell slot used (i.e., 4d10 if a 4th level spell slot was used, 6d10 if a 6th level spell slot was used, etc.) as well as a random potion effect or half as much damage on a successful save with no other effect.
Elixir Overload
At 10th level, you can once a day purposefully overload a potion with a wizard spell slot 4 or more levels higher than the Alchemy Point cost to purposefully create a Witches Tincture and instead of a random effect being chosen, you can choose any 2 effects you'd like the potion to have. Due to your improved control of concoction crafting, the Witches Tincture doesn't instantly explode so long as concentration is maintained on the potion which you can drop at any time willingly.
Upon losing concentration, the overloaded potion causes a powerful explosion in a 10-foot radius, requiring a DC10+wizard spell slot used Dexterity Saving throw (i.e., DC14 if a 4th level spell slot was used, DC18 if an 8th level spell slot was used, etc.). On a failed save, the overloaded potion deals (X)d10 force damage where (X) is the wizard spell slot used (i.e., 4d10 if a 4th level spell slot was used, 8d10 if an 8th level spell slot was used, etc.) as well as the 2 effects chosen during the potions crafting or half as much damage and no other effect on a successful save.
More with Less
At 14th level, you have learned how to stretch your alchemic materials further using your mastery of the craft. If you prepare 2 of the same potions costing 1 Alchemy Point, you can craft a 3rd without consuming more Alchemy Points in this way.
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