Wizard
Base Class: Wizard

While many wizards like to conjure magic from wands and staves, the alchemist prefers to craft potions. This requires a great deal of forethought on an alchemists part as the preparation of potions is time consuming. In turn, alchemists are able to produce a massive variety of potions, and some even learn how to create more destructive brews. The most powerful alchemists are able to put sentience into the brews, and their potions are stronger than most spells.

 

Created by Jalfik on GMBinder

Alchemical Recipes

When you choose this Arcane Tradition at 2nd level you begin to view spells not only in the way you might cast them, but also how you might mimic their effects when creating a potion out of them. You know the alchemical formula of all spells you add to your spellbook.

Additionally, you may encounter and add the alchemical formula of spells to your spellbook even if they are not Wizard spells. When you do so you learn how to create that spell as a potion, but you do not learn how to cast it.

Due to your memorization of alchemical formulas, the number of spells you have may have prepared is reduced. The total number of spells you can prepare is equal to half you Wizard level (rounded up) plus your Intelligence modifier.(since i don't know how to change the amount of prepared spells, this part is trust based, or can be ignored)

Arcane Alchemy

At 2nd level you have the ability to create potions that have effects that mimic spells. In order to create a potion, you must know the alchemical formula for the spell you wish to mimic. As a 10 minute ritual, you may expend a spell slot, and turn the would be spell into a potion. You cannot mimic spells that require attack rolls, and the DM may determine that other spells cannot be replicated as potions.

Potions created in this way do not loose their magic over time. Instead, you cannot regain a spell slot used to create a potion until that potion has been used, or you choose to end its magical properties, rendering it useless. When you reach 18th level, you may create an unlimited number of potions with the same effects as the spells you chose for your Spell Mastery trait. Treat each potion as having a weight of 0.5 lbs.

While you or another creature has a potion in its possession, they may use an action to drink, apply the potion to a creature within 5 feet, or dump the potion out onto the ground to activate its effects. If the target creature is unwilling, one must make a melee spell attack to apply it. On a miss, the potion is dumped onto the ground and wasted. Creatures that do not have spell attack value make an unarmed strike instead.

Volitile Compound

When you reach 6th level you have learned how to create dangerous potions. When you create a potion as a 10 minute ritual, you may choose to create a Volatile Compound. Such potions deal 2d6 damage per spell level used to create them and has an explosive radius equal to 5 * the spell slot’s level. You choose the damage type this compound deals when you create it.

You may use your action to throw a Volatile Compound up to 60 feet away from you to any point that you can see. When it impacts the ground it detonates, any creatures within range of the explosion must make a dex save, taking half damage on a successful save. The explosion of a Volatile Compound also detonates any other Volatile Compounds within its radius.

Create Ooze

At 10th level you know how to pour some degree of sentience into a brew. You may create a small alchemical ooze (See stat block below) by spending 8 hours and expending a spell slot (which you don’t regain while the ooze lives). When you do so you choose one damage type which is the type of damage to ooze will deal and also be immune to. You may also choose the ooze’s color and texture. This ooze is friendly to you and your companions, and acts on its own initiative count. You can communicate telepathically with the ooze.

If you use this ability to create another ooze, the previous one dies. You may also dismiss your magic from the ooze as a free action, killing it instantly.
(I honestly don't think you can even make some of these stats work on dnd beyond so an image will have to do)

Vital Spirits

When you reach 14th level, you have learned how to draw out the most powerful aspects of your potions. All potions, Volatile Compounds, and Oozes you create are treated as one level higher than the spell slot used to create them.

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