Base Class: Artificer
Background: In the sacred groves and hidden enclaves of various realms, knowledge to leverage the bounty and magic in the natural world is passed down through generations like the whispering wind through ancient trees. These artisans are not just skilled in the arts of alchemy but are deeply attuned to the natural world, serving as guardians of the delicate balance between civilization and the untamed wilderness. The Druidic Alchemists draw inspiration from the intricate dance of life in the forest or their respective natural enviroments, seeking to replicate its harmony in their creations.
Nature's Arsenal: Unlike traditional alchemists who may rely on sterile laboratories, the Druidic Alchemist finds their inspiration amidst the rustling leaves, babbling brooks, and creatures' natural adaptions - magical and non-magical alike. Nature provides their ingredients—herbs, roots, venoms, and the Elements, which are as much a part of their arsenal as flasks and vials. They infuse their potions with the essence of the earth, granting them a unique synergy between alchemical formulas and the primal magic of nature. Often seen with bags or pockets full of vials, pouches, and instruments, they comb their environments for new components for their spell casting. They can carefully prune wild plants, harvest from fallen beasts, or commune with magical creatures to find their next ingredient.
Wildcrafting Expertise: At the heart of the Druidic Alchemist's abilities lies their mastery of wildcrafting. These artisans can identify and harvest rare plants with potent magical properties, enabling them to brew elixirs with effects that mirror the wonders of nature. Whether it's a potion that grants the imbiber the ability to move through thick vegetation without hindrance, an elixir that enables one to soar like an eagle, or a draught that enhances one's senses to perceive the hidden energies of the natural world, the Druidic Alchemist's creations are deeply entwined with the very fabric of life.
Natural Connection: As the Druidic Alchemist progresses in their journey, their bond with nature deepens. They gain the ability to communicate with plants and animals, turning the flora and fauna into willing allies. This connection is not merely a magical boon; it's a testament to the alchemist's commitment to preserving the delicate equilibrium of the ecosystems they inhabit.
Wildshape Infusion: In a show of unparalleled mastery, the Druidic Alchemist develops the ability to infuse their elixirs with the essence of shapeshifting. Imbibers of these special concoctions gain the ability to take on the form of a natural creature for a limited time, experiencing the world through the senses of a beast. This infusion of wild magic into their alchemical arsenal showcases the seamless integration of nature and artifice in the hands of these skilled practitioners.
Guardians of the Green: At the pinnacle of their abilities, the Druidic Alchemist becomes a true guardian of the green, wielding both the arcane and the natural in defense of the natural world. Using scents and powders, they can summon creatures of the forest to aid them in battle, and their very presence becomes a beacon of vitality, empowering allies and stifling the advance of those who seek to despoil the wilderness.
The Druidic Alchemist emerges as a sublime fusion of two seemingly disparate worlds. Their journey is one of harmonizing the forces of magic and nature, ensuring that the delicate balance of the world endures through the ages. As stewards of the earth, these alchemists forge a legacy that intertwines with the very roots of the world itself.
Spell Casting: Though Wisdom is the normal spell-casting ability of Druids, Druidic Alchemists use their Intelligence as they must first study, investigate, and experiment with Nature's bounty and secrets in order to successfully recreate these wonders through alchemy. As both a student of nature and chemistry, they can learn their spells by experimenting with the natural resources around them, spending time communicating with other spell casters with proficiency in Nature or the Arcane, or even in meditating with Nature itself. Druidic Alchemists often keep their notes and findings within spell books that closely resemble recipe books.
Druidic Alchemists learn how to capture spells into potions, powders, elixirs, or other usable means. Cantrips are always prepared, stored such as in vials or a spell-focus for quick use. Known 1st Level or higher spells are quickly prepared and stored in vials, flasks, or other items after each long rest, taking one hour to prepare with alchemist supplies. The DM and player will need to discuss how to balance the character's need a spell's material components with what make sense for more thematic, nature-based components.
Tool Proficiency and Natural Servant
3rd-level Alchemist feature
You gain proficiency with alchemist’s supplies. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Separately, a spirit of a small natural beast or plant can be used in place of the more mechanized, homunculus servants intended within Artificer Infusion. If used, this replaces one of the Artificer Infusions slots. You gain the find familiar spell.
Druidic Alchemist Spells
3rd-level Alchemist 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.
Alchemist Spells
| Artificer Level | Spell |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Experimental and Wild Shape Elixirs
3rd-level Alchemist feature
Unlocking Experimental Elixirs
Whenever you finish a long rest, you can magically produce an experimental elixir in an empty vital, flask, or other small serving container you touch. For each new experimental elixir attempted, roll on the Experimental Elixir table for the elixir’s effect, which is triggered when someone drinks the elixir. As an action, a creature can drink the elixir or administer it to a creature. Once you have successfully made one of the six experimental elixirs and you were able study it for one hour, you can make this elixir purposely during any future long rest. Eventually after rolling through the remaining options, you can unlock each of the experimental elixirs and then create each one at will.
You can create additional experimental elixirs by expending a spell slot of 1st level or higher for each one -- but only ones that you have mastered (unlocked). When you do so, you use your action to create the elixir in an empty flask you touch, and you choose the unlocked elixir’s effect.
| d6 | Effect |
|---|---|
|
1 |
Healing. The drinker regains a number of hit points equal to 2d4 + your Intelligence modifier. |
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2 |
Swiftness. The drinker’s walking speed increases by 10 feet for 1 hour. |
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3 |
Resilience. The drinker gains a +1 bonus to AC for 10 minutes. |
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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. |
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5 |
Flight. The drinker gains a flying speed of 10 feet for 10 minutes. |
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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 10 minutes. |
Wild Shape Elixirs
Instead of creating an experimental elixir, starting at 3rd level, after a long rest, you can create a wild shape elixir that you can consume to magically assume the shape of a beast that you have seen before. Each wild shape elixir expires by the next long rest. Only you can use this elixir, anyone else experiences no effects. In contrast to a Druid's wild shape time being dependent on their level, each elixir's effect lasts for one hour, regardless of the Druidic Alchemist's level.
Your level determines the beasts you can transform into, as shown in the Beast Shapes table. At 3rd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn’t have a flying or swimming speed.
Beast Shapes
|
LEVEL |
MAX CR |
LIMITATIONS |
EXAMPLE |
|---|---|---|---|
|
3rd |
1/4 |
No flying or swimming speed |
|
|
5th |
1/2 |
No flying speed |
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9th |
1 |
— |
When you reach certain levels in this class, you can make more elixirs at the end of a long rest: two at 6th level, three at 10th level, four at 15th level, and 5 at 20th level. Each elixir requires its own flask.
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.
Alchemical Savant and Expanding Druidic Knowledge
5th-level Alchemist feature
You've developed masterful command of magical chemicals, enhancing the healing and damage you create through them. Whenever you cast a spell using your alchemist’s supplies as the spellcasting focus, 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).
Also, because of your growing knowledge of how your surrounding natural environment can shape or aid your work, you have advantage on ability checks related to Nature, Medicine, or Survival when it comes to identifying or searching for plants or natural beasts (magical or non-magical), as well as their possible contributions to your alchemy.
Restorative Reagents and Shared Wild Shape Elixirs
9th-level Alchemist feature
You can incorporate restorative reagents into some of your works:
- Whenever a creature drinks an experimental elixir you created, the creature gains temporary hit points equal to 2d6 + your Intelligence modifier (minimum of 1 temporary hit point).
- For the wild shape elixir, any Nature-based class or subclass can use the elixir before it expires by the next long rest. The DM would have final say, but such subclasses can include Ranger, Druid subclasses (who may or may not have used their wild shape features during that period), Cleric - Nature Domain, Barbarian - Totem subclass, or other Druidic Alchemist.
- You can cast lesser restoration without expending a spell slot and without preparing the spell, provided you use alchemist’s supplies as the spellcasting focus. 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.
Chemical Mastery
15th-level Alchemist 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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Posted Nov 2, 2023First attempt at drafting a subclass. Was obviously trying to blend the Druid and Alchemist. elements together, without making it too powerful. Welcome comments!