Base Class: Artificer
A Vialwright is a master of magical chemistry — a hybrid of blacksmith, mixologist, and arcane brewer. Their hands are stained with scorch marks and potion residue, but their brilliance is unmatched. Through volatile brews, arcane elixirs, and battlefield-ready concoctions, they reshape combat one vial at a time.
Level 9: Catalytic core
Once per turn when you use an Alchemical Charge, you may apply a Catalytic Enhancement:
- Double Dose: Apply the vial’s effect twice, either to the same target or two different targets.
- Reactive Brew: If your vial misses or the target saves, it still explodes in a 10-foot radius, dealing half effect.
- Arcane Fusion: The charge becomes magical, and the save DC of its effect increases by +2.
You can use this feature a number of times equal to your Intelligence modifier per long rest (minimum once).
Level 3: Alchemical Armory
You gain proficiency with alchemist’s supplies if you don’t already have it.
At the end of a long rest, you can create 2 Alchemical Charges using your alchemist’s supplies or tinker's tools. These charges are small vials of magical liquid that can be thrown up to 30 feet using a bonus action.
Choose one of the following effects when throwing a charge:
- Blazing Draught: Deal 2d6 fire damage in a 5-foot radius. Dexterity saving throw for half damage (DC = your spell save DC).
- Mending Mist: Heal a creature you can see for 1d6 + your Intelligence modifier.
- Binding Splash: A creature must succeed on a Strength saving throw or have its speed halved until the end of its next turn.
You regain all charges on a long rest. As a bonus action, you can also regain 1 charge by expending a spell slot of 1st level or higher.
Rapid infusion
You can now use an Alchemical Charge as part of the Attack action, allowing you to hurl a vial while also making a weapon or infused item attack.
Additionally, when you cast a spell with a casting time of 1 action, you may deliver the spell via an Alchemical Charge by throwing it up to 30 feet. This counts as the same action.
You can now hold up to 3 charges at a time.
Level 15: Masterwork elixirs
After finishing a long rest, choose 2 Master Vials to prepare. Each can be used once before the next long rest.
- Molten Veins: As a bonus action, grant a creature resistance to all damage types for 1 minute.
- Bottled Cataclysm: Throw a vial that explodes in a 20-foot radius for 8d6 fire, acid, or lightning damage (your choice). Dexterity save for half damage.
- Elixir of Rewind: When a creature that drank this drops to 0 HP, it instead returns to the HP it had when it drank the elixir.
You choose different Masterwork Vials after each long rest.
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