Bard
Base Class: Bard

Bards of this college see alchemy as a dance between the elements of the world. It's not bound by the rules of chemistry, and while it can be learned through dedication and study, it can also be felt and intuited by those with a knack for it. Some of these bards go so far as to sing to their alchemical projects, convincing the elements within to simply become something else of their own volition. While most of the College of Alchemy are alchemists by trade, many others are brewers, cooks, or pharmacists. Regardless of their trades, these unusual alchemical savants bend music, magic, and the elements to their will to convert one to another in seamless harmony.

Mixologist

3rd-level College of Alchemy feature

When you join the College of Alchemy at 3rd level, you gain proficiency with[tool] alchemist’s supplies.[/tool] If you’re already proficient with alchemist’s supplies, you instead gain proficiency with either brewer’s supplies or cook’s utensils. When you make a Wisdom or Intelligence check using one of these tools, you can make the check using your Charisma instead.

 

Bardic Fire

3rd-level College of Alchemy feature

Also at 3rd level, you magically gain a special vial of alchemist’s fire, called a bardic fire, whenever you grant a creature a Bardic Inspiration die. You must have at least one empty vial or similar container on your person with which to contain it.

The damage die for this special alchemist’s fire is equal to your Bardic Inspiration die, and uses your bard spell save DC for the Dexterity check to end its effects. It also deals this fire damage when it hits a target, in addition to its normal damage at the start of each of the target’s turns. When thrown using an action, it has a normal range of 30 feet and a long range of 90 feet. You are proficient with this ranged attack, which uses Charisma instead of Strength or Dexterity for its attack rolls. A creature can be affected by only one bardic fire at a time.

Any bardic fire vanishes from its container when you finish a short or long rest. If a container of bardic fire isn’t on your person at the end of a turn, its contents vanish early.

The fire damage dealt upon impact increases by an additional Bardic Inspiration die when you reach certain levels in this class: 6th level (two Bardic Inspiration dice), and 14th level (three Bardic inspiration dice).

 

Spell Potions

6th-level College of Alchemy feature

At 6th level, you can use an action to create a magical potion by casting a spell into a glass vial or similar container. To be eligible, the spell must be an abjuration, enchantment, or divination bard spell of 1st level or higher, up to a spell slot level equal to your proficiency bonus. It must also have a casting time of 1 action, and can’t require concentration. 

When you use this feature, the container is magically filled with a potion recreating the spell. An unused potion vanishes from its container when you finish a long rest or when you use this feature again. A creature can drink the potion using an action, causing that creature to be affected by the spell as if you’d cast it.

You can use this feature twice, and regain all expended uses when you finish a long rest. You gain an additional use of this feature once you reach 10th level in this class (3 uses), and again at 14th level (4 uses).

Improved Potency

Starting at 14th level, you’ve become a master of mixing potions and bardic fires. Your unused spell potions don’t vanish from their containers whenever you create a new one. When you use an action to drink or administer a potion, you can use a bonus action to throw a bardic fire, or vice versa.

In addition, you can change the element of your bardic fires. When a bardic fire hits a target, choose either air, earth, fire, or water; its effects and impact damage type depend on the chosen element.

Air. This bardic fire deals lightning damage upon impact, instead of fire. In addition, roll a Bardic Inspiration die. A powerful gust erupts from the container, pushing the target up to 10 feet away from you, plus the number you roll on the Bardic Inspiration die. Alternatively, you can use an action to throw this bardic fire harmlessly at the ground below you, pushing you that same distance in a direction of your choice without provoking opportunity attacks. 

Earth. This bardic fire deals bludgeoning damage upon impact, instead of fire. In addition, roll a Bardic Inspiration die. The target is encased in a muddy shell that rapidly hardens, reducing its speed by 5 feet, plus the number you roll on the Bardic Inspiration die (rounding up to the nearest 5 feet). A target’s speed can’t be reduced to less than 10 feet in this way. A creature can end this effect by using its action to make a Dexterity check against your bard spell save DC to remove the muddy shell.

Fire. Your bardic fires are typically associated with this element. However, its fire damage now ignores resistance and immunity.

Water. This bardic fire deals cold damage upon impact, instead of fire. In addition, roll a Bardic Inspiration die. A flood of chilling water pours forth from the container and freezes on the ground directly below it. Choose a number of contiguous spaces equal to one plus the number rolled on the Bardic Inspiration die, starting with a space directly below the target. Each of those spaces is covered with slick ice, making it difficult terrain. When a creature walks onto one of these spaces or starts its turn there, it must make a Dexterity saving throw against your bard spell DC. On a failed save, it falls prone. The ice remains for 1 minute or until you use this bardic fire again.

A target can be affected by multiple bardic fires at the same time, but only if they’re each a different element. If a creature succeeds on the Dexterity check to end the effects of a bardic fire on it, any other bardic fires affecting it are also ended.

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