Artificer
Base Class: Artificer

As a Chemical Engineer you may tend to push the boundaries of not only your experiments, but also your mind.

Your character has begun their first steps upon the winding path of Engineering Mastery, you now have a deeper natural understanding of the reactions and catalysts that can be created by those with a clever mind. You gain the ability to blueprint and engineer alchemical items, based on the DM's approval. An elixir or item must be researched before it can be created and blueprints are required. 

 

 

Chemical Engineer's Tools

3rd-level Chemical Engineer feature

 You gain proficiency with alchemist's supplies, glassblower's tools, and herbalist kit. If you already have any of these proficiencies you gain expertise. 

Chemical Engineer Spells

3rd-level Chemical Engineer feature

You always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Chemical Engineer Spells

Artificer Level Spell

3rd

healing word, bless

5th

misty step, sanctuary

9th

gaseous form, mass healing word

13th

blight, death ward

17th

cloudkill, raise dead

Chemically Engineered Elixir

3rd-level Chemical Engineer feature

You have begun to studied the secrets of engineering and certain benefits come in its practice, you gain the following benefits:

  • As an action, you can identify one magical item or one potion within 5 feet of you, as if you had tasted it. You must see the liquid for this benefit to work.
  • Whenever you finish a short rest, you can magically produce a chemical engineered elixir in an empty Flask or Tankard you touch. Roll on the chemically engineered elixir table for the elixir’s effect, or create it from a blueprint to determine what is triggered when someone drinks the elixir. As an action, a creature can drink the elixir or administer it to an incapacitated creature. For items you must first, research and create blueprints.
  • You can create additional chemically engineered 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 chemically engineered elixir table or blueprint.
  • Creating a chemically engineered elixir requires you to have alchemist's supplies on your person, and any elixir you create with this feature lasts until it is drunk.
  • When you reach certain levels in this class, you can make more elixirs at the end of a short rest: two at 6th level and three at 15th level. Roll for each elixir’s effect separately or dictate then with a blueprint. Each elixir requires its own flask

     

    Alchemical items created this way are not the same as those found in market stalls and workshops around the world, and so must be specifically crafted within the game. The timeframe for an alchemical item to be created depends on the complexity and difficulty of the item, talk with your DM to decide on appropriate times for resaerch. If you are interrupted while brewing, mixing, or crafting an item, you lose any time you have accrued towards the creation of the item, but not the materials required. 

    Engineering Blueprints

    An item must be designed before it can be created. For each recipe you would like to create, you must spend a time agreed upon by you and your DM researching and designing, and then make a Intelligence (Alchemist's Tools) check. The DC is determined by the complexity and difficulty of the item you are attempting to create. When you are creating blueprints, there are no gold costs to consider. If you fail the check, you make no progress that day and must spend another working on your blueprints. Once your blueprints are completed, you may use them to make any number of items, so long as you keep the notes in your possession. You may also share blueprints with another alchemist if you stumble across a similar mind in your travels, but be aware that such friendships frequently come with costs.

    Crafting from Blueprints

    Once your blueprints are completed, you may begin to create your item. You must gather your raw materials and then spend the agreed upon hours in concentration working on your final product. Your raw materials are abstracted into an hourly gold cost. For example, an item or elixir that requires 2 hours of work at 10 gold an hour will require two hours of uninterrupted time and 20 gold pieces. Once you finish the agreed upon time of work on the elixir or item, you must attempt an Intelligence(Alchemist's Tools)  check in order complete the item. Your DM could decide on unintended effects added to the elixir upon drinking on a fail as well it will be at their discretion. For items or elixirs that take a really long time ask your DM to determine if the time can be divided over x amount of days instead on continuous.

    On a failed check, the gold for the elixir or item is expended, but you do not complete the elixir or item. You must pay the gold cost again and attempt the to create it again for another amount of agreed upon time. 

    Item Classifications

    Items can be several different levels of advancement, depending on the complexity of the item. As characters level, they become aware of new and wondrous items, and can work on more and more ambitious projects. This will be up to your DM in the end but here is a proposed progression:

    • Rookie (levels 1-4)
    • Novice (levels 5-8)
    • Intermediate (Levels 9-12)
    • Expert (Levels 13-16)
    • Master (Levels 17-20)

    An item cannot be crafted or researched before you have achieved the requisite character level, though you can learn and collect the blueprint through loot, shops, or trade.

    Rookie Recipes

    These include, but are not limited to: Alchemist's Fire, Acid Vials, Blasting Powder, Sending Stones, Potion of Healing, and common Poisons. Also, anything the DM agrees on.

    Novice Recipes

    These include, but are not limited to: gunpowder keg, Acid Flasks, Oil of Sharpness, Soothsalts, Potions of Healing (greater), and lantern of revealing. Also, anything the DM agrees on.

    Intermediate recipes

    These include, but are not limited to: Antitoxin, Dust of Sneezing and Choking, Dust of Disappearance, Truth Serum, Potions of Healing (superior), and Dust of Dryness. Also, anything the DM agrees on.

    Expert Recipes

    These include, but are not limited to:Efreeti Bottle, Reincarnation Dust, Kyrzin's Ooze, Potions of Healing (Supreme), Candle of Invocation. Also, anything the DM agrees on.

    Master Recipes

    These include, but are not limited to: Crystalball of True Seeing, Crystalball of Telepathy, Crystalball of Mind Reading, Sovereign Glue, Supreme Spell Bottle, Universal Solvent, and Legendary Gems. Also, anything the DM agrees on.

    .

Chemically Engineered Elixir (No Blueprint Needed alchemy, can also use generator online at DMs discretion for random and sometimes undesirable creations)

  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 10 feet for 1 hour.

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, the effects of which last for 1 hour

 

Spark of Engenuity

5th-level Chemical Engineer feature

You've developed masterful command of magical chemicals, enhancing the healing and damage you create through them. Whenever you cast a spell, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid, fire, necrotic, or poison damage, and the bonus equals your Intelligence modifier (minimum of +1).

 

Engineering Expert

9th-level Chemical Engineer feature

You can incorporate restorative reagents into some of your works:

  • Whenever a creature drinks a Inventor's Creation you created, the creature gains temporary hit points equal to 2d6 + your Intelligence modifier (minimum of 1 temporary hit point).
  • You can cast lesser restoration without expending a spell slot and without preparing the spell. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.

 

Engineering Master

15th-level Chemical Engineer feature

You have been exposed to so many chemicals that they pose little risk to you, and you can use them to quickly end certain ailments:

  • You gain resistance to acid damage and poison damage, and you are immune to the poisoned condition.
  • You can cast greater restoration and heal without expending a spell slot, without preparing the spell, and without material components, provided you use alchemist’s supplies as the spellcasting focus. Once you cast either spell with this feature, you can’t cast that spell with it again until you finish a long rest.

 

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