Wizard
Base Class: Wizard

This is a class I created for one of my friends to play at a table that I am running that starts from level 3. The ideal would be to create a new class instead of a subclass but I believe it was fun to play and with several options to build your character. The value of the flasks varies between 10gp until 5.000gp on my table. Sorry for any english erros but its not my first language.
The idea of this class is to be a kind of user of magic but with additional effects such as increased area, increased damage, versatility between healing and damage, having elixirs that increase attributes, strengthening an ally with resistance in some element or weakening an enemy with the same element.

Tool Proficiency

When you select this specialization at the 3rd level, you gain proficiency with alchemist's supplies. If you already have this proficiency, you can choose another artisan tool.

Emergency Potion

You make a chemical reaction so fast in your portable cauldron that there is no time to put it in the bottle, but its damage and effect are random.Choose the target to attack, roll the attack and then roll to know the damage and then roll to know the effect.

For more information on damage and effects, check the characteristics of this class "Potion Preparation".

If you fail to try to hit a target, but it is not a critical failure, the emergency potion will melt during the path and no one will be affected.

If you make a critical failure when you roll to attack, the Emergency Potion ends up bursting at you, roll the damage and effect.

Your potion attacks use your intelligence modifier to hit with the following formula.
Potion attack: your proficiency bonus + Intelligence modifier + other modifiers that contribute to the hit.

Potion Preparation

Starting at the 2nd level, you can prepare your potions as shown in the Potion Preparation table. You have a maximum of 10 spaces for potions. There is the possibility to mix the size of the bottles according to their spaces:
A small bottle takes up space and causes damage and an effect.
A medium bottle occupies two spaces and causes one damage and two effects or two damage and one effect.
A large bottle occupies three spaces and causes two damage and two effects.

When you reach certain levels in this class, you can make more potions: 20 spaces on the 6th level and 40 spaces on the 15th level.

Roll separately for each potion's damage and effect. Each potion requires its own bottle.

Potions when selected with the resistance effect do not generate damage against the allied target (s), only the effect.
Resistance and healing potions should be done as follows:
A normal attack to try to hit your ally with only half the AC of the target rounded up.
If the attack action fails, the target must make a save of dexterity to try to catch the potion during its trajectory and receive its benefit.
On a critical failure, the potion erupts at the alchemist.
The user's DC for the dex save should be considered as a difficulty.
DC formula: 8 + your magic skill modification(int) + your proficiency bonus + any additional modifications.
The ally can make the test to dodge the range of action of a harmful potion, it will be a save of dexterity against DC to resist.
Having success will have no effect. Failure will take the same damage as the original hit target.

Potion Preparation

d6 Damage Type
1 Fire. 2d10 fire damage.
2 Acid. 2d10 acid damage.
3 Cold. 2d10 cold damage.
4 Lightning. 2d10 lightning damage.
5 Heal. 2d10 healing.
6 Necrotic. 2d10 necrotic damage.

Effect Type

d6 Effect Type

1

Area. Increases the area of effect to 5ft.

2

Weak. Deals half the damage / healing.

3

Resistance. Gains resistance to the selected element for 1 hour.

4

Weakness. You receive weakness for the selected element for 1 hour.

5

Accuracy. Receive your Intelligence modifier on the chance of success.

6

Strong. Adds a damage / healing die.

 

Alchemical Scientist

At 5th level, you develop a masterful domain of magical chemicals, improving the healing and damage you create through them. Whenever you use a potion from your stock you get a bonus on a roll. This action must restore hit points or be a damage roll and the bonus is equal to your Intelligence modifier (minimum +1).

Expert Alchemist

At the beginning at level 5, after so much time using magic reagents and other products unknown to most people, you have acquired an odd ability to mix reagents, being able to choose among the resources that change potions directly.
You can choose a specialization at level 5, level 10, level 15 and level 20.
Each of the levels mentioned above will unlock new specializations to build your character.

Chain reaction

At the beginning of level 10, critical strikes allow you to choose to roll additional damage or an additional effect.

Critical flaws are required to roll additional damage or an additional effect. The choice of which will be up to the player.

Other specializations can be used in this case. Example: Player attacked and obtained a critical failure, so he chose to receive an additional effect. However, he has the expertise to remove an effect. Chose to remove the option from the area as it was close to other allies, rolled 1d6 resulting in 2 so the additional effect was weak.

Flask Recovery

At the beginning of level 10, after your attack action, roll at 1d100 and follow the tables below:
Remembering that you can only recover the same or smaller flasks that was used in the action.

Example: You used a medium flask, you can retrieve a small or medium flask.

Small Flask Action

d100 Small Flask

01 - 90

Recovers the small flask.

91 - 100

Recovers nothing.

Medium Flask Action

d100 Small and Medium Flask

01 - 20

Recovers nothing.

21 - 70

Recovers the small flask.

71 - 100

Recovers the medium flask.

 

Large Flask Action

d100 Small, medium and Large Flask

01 - 70

Recovers the small flask.

71 - 90

Recovers the medium flask.

91 - 100

Recovers the large flask.

 

 

Increases potion capacity

At the beginning of level 20, you increase the potion stock by 10.

Increases potion capacity

At the beginning of level 15, you increase the potion stock by 10.

Increases potion capacity

At the beginning of level 10, you increase the potion stock by 10.

Increases potion capacity

At the beginning of level 5, you increase the potion stock by 10.

Increasing variety (Force)

At the beginning of level 15, you receive a new type of damage for your potions, if you have the 6 types you will have to choose to remove one of them during the maintenance of the potions.

This specialization works with the other specializations.

Example: At level 5 you opted for the Refine Damage specialization and at level 15 you opted for the Increasing variety(Force) specialization. So, during your potions maintenance you chose to remove the fire damage and substitute for the force damage instead.

Increasing Variety (Psychic)

At the beginning of level 15, you receive a new type of damage for your potions, if you have the 6 types you will have to choose to remove one of them during the maintenance of the potions.

This specialization works with the other specializations.

Example: At level 5 you opted for the Refine Damage specialization and at level 15 you opted for the Increasing variety(Psychic) specialization. So, during your potions maintenance you chose to remove the fire damage and substitute for the psychic damage instead.

Mega Flask

At level 20, you have the option of combining three flasks in a chemical process creating a Mega Flask, much larger than the Large Flask. Allowing to add more damage and effects.

This bottle occupies 15 spaces.
This bottle causes 4 damages, which can be repeated.
This bottle has 4 effects, which can be repeated.

Natural selection

At level 20, you can choose the damages and effects of your potions during maintenance.

Potions without Weakness

At the beginning of level 15, you have the option to remove the "weak" effect from your potions while maintaining them.

Reactive Arsenal

At level 20, when making a critical hit, you can use your reaction to hit another additional potion, of your choice, without critical damage. Critical flaws do no damage and have no effect, but they break the flask.

Refine Damage

At the beginning of level 15, you can remove damage when creating potions.
If you choose to remove a damage and the roll falls on the number of damage removed while maintaining your potions, your choice will automatically be the next number.

Example: You chose to remove the fire damage (roll 1), during maintenance you rolled 1 so your potion created will be acid (roll 2).

Refine Damage

At the beginning of level 10, you can remove damage when creating potions.
If you choose to remove a damage and the roll falls on the number of damage removed while maintaining your potions, your choice will automatically be the next number.

Example: You chose to remove the fire damage (roll 1), during maintenance you rolled 1 so your potion created will be acid (roll 2).

Refine Damage

At the beginning of level 5, you can remove damage when creating potions.
If you choose to remove a damage and the roll falls on the number of damage removed while maintaining your potions, your choice will automatically be the next number.

Example: You chose to remove the fire damage (roll 1), during maintenance you rolled 1 so your potion created will be acid (roll 2).

Refine Effect

At the beginning of level 15, you can remove an effect when creating potions. However, this effect cannot be the "weak" option.
If you choose to remove an effect and the roll falls on the number of the effect removed while maintaining your potions, your choice will automatically be the next number.

Example: You chose to remove the area effect (roll 1), during maintenance you rolled 1 so your potion created will be weak (roll 2).

Refine Effect

At the beginning of level 10, you can remove an effect when creating potions. However, this effect cannot be the "weak" option.
If you choose to remove an effect and the roll falls on the number of the effect removed while maintaining your potions, your choice will automatically be the next number.

Example: You chose to remove the area effect (roll 1), during maintenance you rolled 1 so your potion created will be weak (roll 2).

Refine Effect

At the beginning of level 5, you can remove an effect when creating potions. However, this effect cannot be the "weak" option.
If you choose to remove an effect and the roll falls on the number of the effect removed while maintaining your potions, your choice will automatically be the next number.

Example: You chose to remove the area effect (roll 1), during maintenance you rolled 1 so your potion created will be weak (roll 2).

Resistance to Mistakes

At the beginning of level 10, you and any creature of your choice within the potion radius will only be affected with half the damage.

Medical Discoveries

At level 10, you no longer need to launch the healing vials. They now hit directly on the target of their choice.

Extra attack

At level 10, you receive an extra attack.

Mutagenic Agent

At level 15, you can create elixirs with strong mutagens capable of affecting the bodies of those who receive a dose.

Requires a large potion for each mutagen. These potions can be created and passed on to other players, using an action to drink it.
Only ONE mutagen can be active and lasts 10 minutes. If someone drinks two mutagens, only the last one will be active and the target will suffer 3 levels of exhaustion. 

Mutagenic Agent

d6 Effects
1 Strength. Increase the Strength modifier by 2 points and lose the Intelligence modifier by 2 points.
2 Dexterity. Increases the Dexterity modifier by 2 points and loses the Constitution modifier by 2 points.
3 Constitution. Increases the Constitution modifier by 2 points and loses the Dexterity modifier by 2 points.
4 Intelligence. Increases the Intelligence modifier by 2 points and loses the Strength modifier by 2 points.
5 Wisdom. Increases the Wisdom modifier by 2 points and loses the Charisma modifier by 2 points.
6 Charisma. Increases the Charisma modifier by 2 points and loses the Wisdom modifier by 2 points.

Master Alchemist

At level 20, you have become a rise in the alchemical world. Your potions can bring life but also death.
You receive an extra attack.
Your potion space increases by 10.

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