Fighter
Base Class: Fighter

Field Alchemists are scholars of alchemy, potion makers and creators of toxins and buffing concoctions. Unlike artificers, however, they are more practical and pragmatic, they know their place is in the battlefield, utilizing their alchemical brews to heal their allies and enhance their capabilities, as well as weakening their foes when the time is right. 

Often found on trenches as battlefield medics, these fighters spend their time mixing ingredients and liquids to brew that which they need for the fight, while crafting special healing darts to load onto their weapons and use when the time is right.

Alchemical Studies

When you first adopt this archetype at 3rd level, you have studied the harsh discipline of alchemy. You gain proficiency with Alchemist’s Supplies, the Healer’s Kit and the Medicine skill. Your proficiency bonus is doubled for all ability checks that use the Medicine skill.

Additionally, choose between Wisdom or Intelligence. Your choice determines the ability modifier that you use for the Medicine skill, as well as your Alchemy ability modifier.

Several of your subclass features require a saving throw DC, and when it does, the DC is calculated in the following way:

Alchemy save DC= 8 + your proficiency bonus + your Alchemy ability modifier.

Potion Darts

Also at 3rd level, you have learnt how to craft special potion darts, which can be altered as ammunition for any kind of ranged weapon that uses ammunition, which can be done as part of a rest. You gain the following dart options, each of which you can use as an attack:

  • Healing Darts. You can create darts with a restorative regent on them. Healing darts don’t deal damage, and any attack roll to hit an ally with a healing dart automatically hits. If they hit a creature, that creature regains hit points equal to 1d4 + your Alchemy ability modifier. When you reach certain levels in this class, the amount of healing increases to a d6 at 5th level, a d8 at 11th level, and a d10 at 17th level.
    The brew that makes up the healing darts is not perfected however, it only works for a short window of time before it loses its potency, and as such, you prefer to save them for times of need: as long as you aren’t on initiative, you can only shoot a number of healing darts equal to your proficiency bonus before you finish a long rest. While you are on initiative, you don’t have this restriction.
  • Toxic Darts. You can create darts that wilt the target down. These darts deal 1d4 + your Alchemy ability modifier in acid damage, and on a hit, the target must succeed on a Constitution saving throw against your Alchemy save DC or be poisoned for 1 minute or until the creature succeeds on another Constitution saving throw at the end of its turn. When you reach certain levels in this class, the damage increases to a d6 at 5th level, a d8 at 11th level, and a d10 at 17th level.
    The brew that makes up the poisonous substance in them is hard to make, and as such, you can only shoot a number of toxic darts equal to your proficiency bonus before you finish a long rest.
  • Sleep Dart (Prerequisite: 7th level). You can create a dart that puts its receiver to sleep. On a hit, the target takes 1 damage, and you roll 6d8, or twice as much on a critical hit. If the target has fewer hit points than the number you rolled, it falls unconscious for one minute, until it takes damage, or until someone uses an action to shake or slap them awake. When you reach 10th level in this class, you can roll an additional 2d8 when you hit with a sleep dart, and the amount of dice you roll increases the same way at 13th, 16th and 19th level.
    The components for this concoction are scarce, and as such, you can only shoot one sleep dart, regaining the ability to do so again when you finish a short or long rest.
  • Invigoration Dart (Prerequisite: 15th level). You can create a dart that puts its receiver on a boosting state of euphoria. Any attack roll to hit an ally with an invigoration dart automatically hits, and unlike other darts, you can use this on yourself. On a hit, for 10 minutes, the target can’t be frightened, and whenever they make an attack roll, ability check or a saving throw, they can roll a d6 and add the number rolled to the result.
    The components for this dart are somewhat hard to find, and as such, you can only shoot two invigoration darts, regaining all expended uses when you finish a long rest.
  • Boost Dart (Prerequisite 15th level). You can create a dart coated in a powerful regent that puts its receiver in a frenzy. Any attack roll to hit an ally with a boost dart automatically hits. On a hit, the target gains the effects of the Haste for 1 minute, and for the duration, they gain resistance to all damage.
    The ingredients for this brew are extremely rare, and as such, you can only shoot one boost dart, regaining the ability to do so again when you finish a long rest.

Potion Delivery Expert

Starting at 7th level, you can apply any potion or poison you have to ammunition as a bonus action. When you do so, you can apply it to only one piece of ammunition, and its effects fade if the ammunition is not fired by the start of your next turn. A target hit by this ammunition must succeed on a Constitution saving throw against your Alchemy save DC, gaining or suffering the full effects of the potion or poison applied on a failure. A target can choose to fail this saving throw, and you have advantage on attack rolls on allies for applying a potion or poison in this way.

Alchemy Grenades

At 10th level, you learn how to put together grenades of your own making. Their appearance and style is your choice and has no effect on their functionality (maybe you are throwing vials that shatter, or actual extremely technological and magical grenades). Whatever the case, you can use an Action or two attacks to throw one of your Alchemy Grenades at a point you can see within 60 feet of you, causing it to explode. Creatures within a 10 foot radius from that point must succeed on a Dexterity saving throw against your Alchemy save DC or suffer the effects based on the type of grenade you threw. A creature in the area can willingly fail the saving throw, and you can use an Alchemy Grenade once, regaining the ability to do so again when you finish a short or long rest. 

  • Healing. Creatures affected by this grenade regain 2d6 hit points. Additionally, until the end of your next turn, they recover the maximum number of hit points possible from any healing.
  • Scorch. Creatures affected by this grenade take 4d4 fire damage. Additionally, at the beginning and end of their turn, they take an additional 1d4 fire damage, as they continue to burn. On a successful save, creatures take the initial 4d4 damage and suffer no further effects.
  • Slow. Creatures affected by this grenade take 2d6 cold damage. Additionally, until the end of your next turn, they can’t take reactions and have their speed reduced by half. On a successful save, creatures take half as much damage and suffer no further effects.
  • Spur. Creatures affected by this grenade gain 1d6 temporary hit points. Additionally, until the end of your next turn, they have their speed increased by 15 feet and their movement doesn’t provoke opportunity attacks.
  • Wilt. Creatures affected by this grenade take 4d8 acid damage. Additionally, until the end of your next turn, they cannot recover hit points, and regeneration effects fail. On a successful save, creatures take the damage, but suffer no further effects.

Resilient Concoctions

Beginning at 15th level, you have become specially adept at protecting yourself with the same brews that you use on the battlefield. You gain the following benefits:

  • Whenever you use an Alchemy Grenade, you gain temporary hit points equal to your fighter level.
  • Whenever you expend a use on your Toxic, Sleep, Invigoration or Boost darts, you gain temporary hit points equal to half your fighter level.

Grand Concoctions

By the time you’ve reached 18th level, your mastery over the field of alchemy becomes uncanny. You gain the following Grand Concoction Dart options, which you can shoot as ammunition from any ranged weapon as two attacks or an action. You can use each of them once, regaining the ability to use them again when you finish a long rest.

  • Grand Healing Dart. A Grand Healing Dart doesn’t deal damage, and any attack roll to hit an ally with a healing dart automatically hits. If they hit a creature, they benefit from the effects of the Heal spell on them. 
  • Grand Regeneration Dart. A Grand Healing Dart doesn’t deal damage, and any attack roll to hit an ally with a healing dart automatically hits. If they hit a creature, they benefit from the effects of the Regenerate spell on them.
  • Grand Toxic Dart. A Grand Toxic Dart deals 1 point of acid damage, and on a hit, the target of the attack suffers the effect of the Harm spell on them, as if they had failed the saving throw. On a critical hit, the target takes twice as much damage.

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