Base Class: Artificer
A small frail framed man hovers over a number of boiling vials, taking in the foul smelling air and fueled by his love for chaos he adds a drop of liquid to one of them. The vial, that was once filled with green liquid almost seems to flash a dull purple with a puff of grey fog spewing from the top of the glass object. He packs it away tightly and steps out from his abode.
Now, struck out into the alleys of his hometown, he looks to make a deal with some local clientele. Scurrying through streets and awaiting the flash of a lantern signal to be allowed entry into one of the nearby alleyways. He's never met these men before, but what he's made will earn him quite a bit of coin. After the conversation turns sour, the man grins and strikes the vial to the ground at the feet of his would be customers.
They fall to the hard stone, their mouths grasping for air they know is not coming. The sound of coughing and wheezing heard from behind the hovel door as it's slammed behind the man. Clutching the coin purse he was owed. They'd be fine. In an hour or so, but the Alchemist knew his work would not be as appreciated by those who sought to deceive him. He needs to find others to appreciate the fruits of his labor.
The Alchemist is the everyman, the most learned of the masses, who utilize this knowledge in practical pursuits. Empowering potions by herbal or arcane means, they achieve usefulness through knowledge and practice. Known across the land to some as simple herbalists or potion makers, there are some who strive to achieve more and push their craft to a level that surprises even them.
Bombs Away
When you choose this subclass starting at 2nd level, you can create alchemical bombs using your alchemist's supplies and material components. The amount of bombs you can create a day is limited by your creation limit. Creation Limit is equal to your proficiency modifier.
You must have alchemist's supplies and a component pouch on hand to create bombs of any type. Cost is not a factor in this creation. After 24 hours, an unused bomb becomes inert. You are proficient with your bombs as long as you are using a sling and can’t throw more than 1 bomb per round (Until you reach level 5). You have disadvantage when throwing a bomb while within 5 feet of a hostile creature. If you miss your attack roll with a bomb, the bomb does not explode. However, it is possible to shoot a bomb before it impacts to ensure detonation within 10ft.
When a creature without proficiency with bombs makes an attack roll with one, there is a 50% chance that the bomb detonates before being thrown, dealing full damage to the attacker.
Your bombs are finesse thrown weapons with a range of 30/60 feet, 40/80 feet with a sling. Unlike other thrown weapons, you add your Intelligence modifier to damage. On a hit with your standard Fire Bomb the target takes 1d10 fire damage + your proficiency modifier, + your intelligence modifier and each creature within 5 feet of it must succeed a Dexterity saving throw or take half as much damage.
You can also choose to throw a bomb at an empty space within range, and attempt to shoot the bomb midair before impact once you have Reload; bombs have an AC of 10. If a bomb strikes the ground or misses a hostile creature it is always inert.
Saving Throws. When you bombs call for a saving throw, its save DC is calculated as follows:
Bomb save DC = 8 + your proficiency bonus + your Intelligence modifier
Tool Proficiency
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.
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 Elixir
3rd-level Alchemist feature
Whenever you finish a long rest, you can magically produce an experimental elixir in an empty flask you touch. 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 an incapacitated creature.
You can create additional experimental elixirs by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the elixir in an empty flask you touch, and you choose the elixir’s effect from the Experimental Elixir table.
Creating an experimental 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.
When you reach certain levels in this class, you can make more elixirs at the end of a long rest: two at 6th level and three at 15th level. Roll for each elixir’s effect separately. Each elixir requires its own flask.
Experimental Elixir
| d6 | Effect |
|---|---|
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1 |
Vial of Poison. The drinker loses 2d6 hit points if it fails a constitution save of 12. |
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2 |
Vial of Diminution. The drinker’s body gains the Reduce effects of the enlarge/reduce spell for 10 minutes. |
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3 |
Vial of Invisibility. The drinker’s body gains the effects of Invisible for 5 minutes. |
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4 |
Vial of Heroism. The drinker gains 10 temporary hit points for 1 hour. |
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5 |
Vial of Growth. The drinker’s body gains the Enlarge effects of the enlarge/reduce spell for 10 minutes. |
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6 |
Vial of Speed. The drinker’s body is transformed as if by the haste spell for 10 minutes. |
Alteration Agent
Given your innate skill at creation through the physical elements around you. You're able to create potions of any type per day with a modifying agent that alters their usefulness.
(You can also simply add an agent to an existing potion you have). You can also drink any potion as a bonus action.
Your ability to add Alteration Agents to existing potions or through making new ones is limited to your Creation Limit.
Modifying agents are defined below:
Thickening Agent: Adds fibrous material to potions increasing their overall potency.
What effects do they have?
For healing potions, thickening agents allows for max healing regardless of the potion it's added to (no rolling).
For all other potions, it gives them two uses instead of one. (Once a potion gains a usage count, a thickening agent cannot be applied again).
Spreading Agent: Applies a reactive material to potions allowing them to be thrown with their contents being gaseous upon shattering and effecting all nearby creatures within a 10 foot radius from when it shatters.
Altering Agent (1 per day): The Alchemist applies a mixture of ingredients to a potion to attempt to alter it to something far different than it's original intent. Roll on the Alteration Table. Altering Agents are far too volatile, as such the Alchemist can only create 1 per day, regardless of their total crafting count per their level.
Reload
5th-level Alchemist feature
Beginning at level 5, your sling has become a trusty companion that shares in your destructive delight. You're now skilled enough to attack twice in a turn. This involves any combination of the following:
- Slinging two bombs at a target
- Slinging two potions at a target
- Slinging a bomb and a potion at a target
- Slinging a bomb and shooting the bomb mid air
- Slinging a potion and shooting the potion mid air
- Shooting twice with your hand crossbow/pistol
At level 11 you may add one hand crossbow/pistol shot or melee attack with a simple weapon in addition to the above.
At level 18 you may add one more hand crossbow shot or melee attack with a simple weapon in addition to the above.
Land Mine
5th-level Alchemist feature
Beginning at level 6, you may hide a small manufactured bomb within the earth as a trap. Given how it's designed, a creature must be actively looking for it against an investigation DC of 20 to find it even if it's sitting on top of solid terrain.
Land Mine You create a small flat bomb shaped like a dinner plate that is easily hidden against the earth. If a creature moves within 10ft of the land mine it activates and explodes. All creatures in the radius must make a Dexterity saving throw against your Bomb DC Save or take 5d6 plus your intelligence modifier bludgeoning damage on a failed save. Half as much on a successful save.
Smoke Bomb
9th-Level Alchemist Feature
You understand not all bombs do damage, but some level the playing field.
Smoke Bomb You've created a small cannister of tin that emits a heavily concentrated column of smoke that completely blinds all creatures within it's 20ft radius. There is no saving throw. Creatures within the radius are blind until they leave it's radius. Creatures with true sight or keen senses are unaffected. This gas can also be ignited by any source of flame. If ignited, all creatures within the radius must make a Dexterity Saving throw against your Bomb DC Save or take 10d6 Fire damage. Half as much on a success.
The Jericho
15th-Level Alchemist Feature
Your understanding of destructive force with your creations has reached it's near peak. You've created a bomb you've dubbed "The Jericho".
The Jericho Must be thrown and strike a target by hand or from a sling. This bomb is incredibly dense and is extremely volatile. When struck the bomb explodes with such force that it creates a small crater beneath it and effects all creatures within a 20ft radius. All creatures must make a Dexterity Saving throw against your Bomb DC or take 6d12 bludgeoning damage plus your intelligence modifier on a failed save. Half as much on a successful one. (Limit 3 per day)
Instant Shatter
17th-Level Alchemist Feature
Freezing Bomb, when this bomb hits a creature, that creature an all creatures within 30ft must make a Constitution Save against your Bomb DC or take 8d12 cold damage + proficiency modifier + intelligence modifier and be frozen solid. Half as much damage on a save and they are not frozen, but they are restrained for one round. (Limit one per day)
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Posted Feb 20, 2022I'm surprised no one used this one, it sounds pretty cool (also I love alchemy).