Artificer
Base Class: Artificer

Potion Masters emphasize the creation and usage of magical potions and contained spells.

Brewing Savant

Your experience around potions allows you to be proficient in alchemist and herbalist tools. 

Talented Brewer

You can brew any common potion or adventuring gear that is made with alchemist or herbalist tools using less time and resources. At higher levels, this effect extends to more rare items.

LVL 3 - Up to 1+INT Common Potions per brew - 2 workhours - half the resources/monetary equivalent per potion.

LVL 5 - Up to INT Uncommon Potions per brew - 6 workhours - a third the resources/monetary equivalent per potion.

LVL 9 - Up to INT-1 Rare Potions per brew - 18 workhours - a quarter of the resources/monetary equivalent per potion.

LVL 13 - Up to INT-2 Very Rare Potions per brew - 4 workdays - a fifth of the resources/monetary equivalent per potion.

LVL 17 - Up to INT-3 Legendary/Artifact Potions per brew - 10 workdays - a sixth of the resources/monetary equivalent per potion.

The Alchanon

You gain proficiency with and can generate an Alchanon, a special two handed ammunition weapon that shoots vials of potions within a range of 60 feet. This weapon has the reload property (3 shots per clip) and a misfire modifier of 3.

You can fire one loaded potion for each of your action, bonus action, and/or opportunity attacks. The Alchanon's hit die modifier is 1d20+INT+PROF. If you choose to have the potion take effect immediately on the target, the potion vial shatters. Or you can choose to allow the target to catch the vial and cast the imbued spell once they drink the vial as a bonus action.

Bottled Spells

Using an appropriate level spell slot and spell-level × 5 minutes of your time, you can imbue a potion with a spell. (Two cantrip potions can be made for the cost of 1 first level spell slot). You must have alchemist and/or herbalist tools to perform this action. The chosen spell must be a spell that you know and have prepared. This potion maintains its magical effect until your next long rest. If the chosen potion-imbued spell requires concentration, ignore this aspect. You can also choose to let an entity control or be affected by the potion. These spells can be shot out of the Alchanon.

E.g. Using 15 minutes of your time and a 3rd level spell slot, you can create an Enemies-Abound potion. The potion can either let the affected entity cast Enemies Abound once (without a concentration or spell casting requirement) or have the potion affect the entity. This potion's magical effect last until your next long rest.

Expanded Knowledge

You can use your bottled spells feature to create magical potions imbued with any (multi-)class' spells that you do not have readied. However, you still expend the appropriate spell slot.

E.g. if you do not have the Aid spell readied, you can still create an Aid-infused potion that takes 10-minutes to craft and consumes a 2nd level spell slot.

E.g. if you multi-class and have two levels of druid, but do not have the barkskin spell prepared, then you can use your bottled spells feature to create a barkskin potion that takes 10 minutes to brew and a 2nd level spell slot.

Your knowledge of common chemicals allows you to be prepared at a moments notice. You are immune to being poisoned, have advantage on acid and poison damage rolls, and you are resistant to acid and poison damage.

Potent Potions

Whenever you use a potion that you've crafted, half (rounded up) of the damage or healing die being rolled are assumed to be the maximum value.

E.g. 4d4+4 becomes 2d4+12 for a greater healing potion

Potion Master Image

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