TopCheese
2015-10-09, 07:37 AM
The Alchemist
Level 1: Alchemy
Level 2: Infusions
Level 3: Alchemist Archetype
Level 4: ASI
Level 5: Create Familiar
Level 6: Alchemist Archetype Feature
Level 7: -
Level 8: ASI
Level 9: Infuse Familiar
Level 10: Alchemist Archetype Feature
Level 11: -
Level 12: ASI
Level 13: Quick Alchemy (1/Short Rest)
Level 14: Alchemist Archetype Feature
Level 15: Exchange Infusion (1/Long Rest)
Level 16: ASI
Level 17: -
Level 18: Quick Alchemy (2/Short Rest)
Level 19: ASI
Level 20: Alchemist Supreme
Alchemy: When you mix together your reagents they create a volatile mixture that has a specific efect. These abilities are what commoners refer to as bombs. Your bombs can have both offensive and defensive capabilities but have short durations.
Infusions: Infusions are like alchemy items but have longer lasting effects. These infusions are typically elixers that are ingested and infused into the Alchemist. Alchemist can't just drink an infusion and have the effect take place, it takes years of study and altering their body with alchemy in order to allow their bodies to use these Infusions effectively.
Each infusion has a penalty when someone other than the creator drinks it.
Alchemist Archetypes: Pitcher, Mr Hyde, and the Tinker are the three types of Alchemist.
Boost Alchemy: When you use your alchemy class features, the effects are increased. This can be damage, duration, or number of targets. Each Alchemy option will detail how they are boosted.
Quick Alchemy: A number of times per long rest the Alchemist may use their Alchemy class feature as a bonus action.
Extend Infusion: A number of times per long rest the Alchemist may double the duration of an infusion used on themselves. This is not a change to the infusion but a change to the Alchemist themselves.
Alchemist Supreme:
As an action you may mix together your ingredients and make and use one of the Alchemy items that you have the recipe for. Refer to the Alchemist Table for the number of recipes you know. These recipies are typically not written down as they are highly regarded trade secrets.
Your bomb attacks can be made as a melee or ranged attack. If made as a ranged attack they have a range of 30/60.
Alchemy items are very volatile and will expire if it used within the same turn they are mixed.
The saving throw DC for your alchemy is 8 + Intelligence Modifier + Proficiency Bonus.
The attack roll for your alchemy bombs is 1d20 + Str or Dex modifier + Proficiency Bonus.
Offensive Bombs
Concussive Bomb: Choose a point or creature within range. All creatures and unatended objects within 5' are pushed 10'. You are not immune to this effect. A Strength save negates this effect.
Gravija Bomb: Choose a point or creature within range. All creatures and unatended objects within 10' are pulled 5' (to the closed unattended space). You are not immune to this effect. A Strength save negates this effect.
Sticky Bomb: Choose a
Flash Bomb:
Defensive/Utility Bombs
Hazy Bomb: Choose a creature within range, when your bomb strikes the ground near the creature (or the creature itself) an alchmical smoke infuses with the creature and enhances their ability to flee. Until the start of your next turn the target is hazy when moving and attackers have disadvantage against the target when making an OA.
Focus Bomb: Choose a creature within range, when your bomb strikes the ground near the creature (or the creature itself) an alchmical smoke infuses with the creature and enhances their focus. Until the start of your next turn the target ignores disadvantage when they make their next attack roll.
Resistor Bomb: Choose a creature within range, when your bomb strikes the ground near the creature (or the creature itself) an alchmical smoke infuses with the creature and enhances their ability to resist effects. Until the start of your next turn the target ignores disadvantage when they make their next saving throw.
Infusions are long duration alchemical changes to your body. Whenever you ingest an infusion you go through a quick painful transformation. Depending on the infusion you will lose a specific number of Hit Dice until the end of your next long rest (this is the infusion cost).
Elemental Blood (Level 2, Cost: 1 HD): Choose Acid, Cold, Fire, or Lightning, when you injest this infusion your blood changes to this element (thus you literally have acid blood). You gain resistance to this element.
Additionally when you make an offensive bomb you may push infuse your blood with the bomb. One creature effected by the bomb takes 1d10 damage of your elemental choice. When you make a defensive bomb, the target gains resistance to your element until the the effects of the bomb stop.
This infusion lasts until the end of your next long rest.
×××××
Impossible Infusion (Level 2, Cost: 2 HD)
After consuming this infusion, your bones, skin, and muscles melt and reform as living rubber. You gain resistance to Bludgeoning and Piercing damage. Your natural reach is now 10'. Whenever you use a an offensive or defensive bomb you may use a piece of your hair or body (flakes of skin perhaps) to cause your bomb bounce. You can target places around corners even if you can't see the area.
Pitcher: Uses a repetoir of throws to enhance their bombs. From slider bombs, knuckle bombs, and changeup bombs they are each used to confuse and keep enemies off their game.
Mr. Hyde: Hyde Alchemist take using Infusions a bit too far... Gains rage/alter self infusions.
Tinker: At low level Tinker Alchemist can make items such as Alchemist Fire, Sunrods, and Tanglefoot Bags. At higher levels they can replicate magic items through alchemy.
Create Familiar: You create life, sort of, but close enough I guess. You gain one of the following as a Familiar. These work under the same mechanical rules as familiars from the Find Familiar spell.
Ooze:
Golem:
Tumor:
Quick Alchemy: You may use an Alchemy Bomb as a bonus action once per short rest.
Exhange Infusion: Once per long rest you may drink a special elixer. This elixer allows you to change an infusion you are currently effected by to another one you know.
Level 1: Alchemy
Level 2: Infusions
Level 3: Alchemist Archetype
Level 4: ASI
Level 5: Create Familiar
Level 6: Alchemist Archetype Feature
Level 7: -
Level 8: ASI
Level 9: Infuse Familiar
Level 10: Alchemist Archetype Feature
Level 11: -
Level 12: ASI
Level 13: Quick Alchemy (1/Short Rest)
Level 14: Alchemist Archetype Feature
Level 15: Exchange Infusion (1/Long Rest)
Level 16: ASI
Level 17: -
Level 18: Quick Alchemy (2/Short Rest)
Level 19: ASI
Level 20: Alchemist Supreme
Alchemy: When you mix together your reagents they create a volatile mixture that has a specific efect. These abilities are what commoners refer to as bombs. Your bombs can have both offensive and defensive capabilities but have short durations.
Infusions: Infusions are like alchemy items but have longer lasting effects. These infusions are typically elixers that are ingested and infused into the Alchemist. Alchemist can't just drink an infusion and have the effect take place, it takes years of study and altering their body with alchemy in order to allow their bodies to use these Infusions effectively.
Each infusion has a penalty when someone other than the creator drinks it.
Alchemist Archetypes: Pitcher, Mr Hyde, and the Tinker are the three types of Alchemist.
Boost Alchemy: When you use your alchemy class features, the effects are increased. This can be damage, duration, or number of targets. Each Alchemy option will detail how they are boosted.
Quick Alchemy: A number of times per long rest the Alchemist may use their Alchemy class feature as a bonus action.
Extend Infusion: A number of times per long rest the Alchemist may double the duration of an infusion used on themselves. This is not a change to the infusion but a change to the Alchemist themselves.
Alchemist Supreme:
As an action you may mix together your ingredients and make and use one of the Alchemy items that you have the recipe for. Refer to the Alchemist Table for the number of recipes you know. These recipies are typically not written down as they are highly regarded trade secrets.
Your bomb attacks can be made as a melee or ranged attack. If made as a ranged attack they have a range of 30/60.
Alchemy items are very volatile and will expire if it used within the same turn they are mixed.
The saving throw DC for your alchemy is 8 + Intelligence Modifier + Proficiency Bonus.
The attack roll for your alchemy bombs is 1d20 + Str or Dex modifier + Proficiency Bonus.
Offensive Bombs
Concussive Bomb: Choose a point or creature within range. All creatures and unatended objects within 5' are pushed 10'. You are not immune to this effect. A Strength save negates this effect.
Gravija Bomb: Choose a point or creature within range. All creatures and unatended objects within 10' are pulled 5' (to the closed unattended space). You are not immune to this effect. A Strength save negates this effect.
Sticky Bomb: Choose a
Flash Bomb:
Defensive/Utility Bombs
Hazy Bomb: Choose a creature within range, when your bomb strikes the ground near the creature (or the creature itself) an alchmical smoke infuses with the creature and enhances their ability to flee. Until the start of your next turn the target is hazy when moving and attackers have disadvantage against the target when making an OA.
Focus Bomb: Choose a creature within range, when your bomb strikes the ground near the creature (or the creature itself) an alchmical smoke infuses with the creature and enhances their focus. Until the start of your next turn the target ignores disadvantage when they make their next attack roll.
Resistor Bomb: Choose a creature within range, when your bomb strikes the ground near the creature (or the creature itself) an alchmical smoke infuses with the creature and enhances their ability to resist effects. Until the start of your next turn the target ignores disadvantage when they make their next saving throw.
Infusions are long duration alchemical changes to your body. Whenever you ingest an infusion you go through a quick painful transformation. Depending on the infusion you will lose a specific number of Hit Dice until the end of your next long rest (this is the infusion cost).
Elemental Blood (Level 2, Cost: 1 HD): Choose Acid, Cold, Fire, or Lightning, when you injest this infusion your blood changes to this element (thus you literally have acid blood). You gain resistance to this element.
Additionally when you make an offensive bomb you may push infuse your blood with the bomb. One creature effected by the bomb takes 1d10 damage of your elemental choice. When you make a defensive bomb, the target gains resistance to your element until the the effects of the bomb stop.
This infusion lasts until the end of your next long rest.
×××××
Impossible Infusion (Level 2, Cost: 2 HD)
After consuming this infusion, your bones, skin, and muscles melt and reform as living rubber. You gain resistance to Bludgeoning and Piercing damage. Your natural reach is now 10'. Whenever you use a an offensive or defensive bomb you may use a piece of your hair or body (flakes of skin perhaps) to cause your bomb bounce. You can target places around corners even if you can't see the area.
Pitcher: Uses a repetoir of throws to enhance their bombs. From slider bombs, knuckle bombs, and changeup bombs they are each used to confuse and keep enemies off their game.
Mr. Hyde: Hyde Alchemist take using Infusions a bit too far... Gains rage/alter self infusions.
Tinker: At low level Tinker Alchemist can make items such as Alchemist Fire, Sunrods, and Tanglefoot Bags. At higher levels they can replicate magic items through alchemy.
Create Familiar: You create life, sort of, but close enough I guess. You gain one of the following as a Familiar. These work under the same mechanical rules as familiars from the Find Familiar spell.
Ooze:
Golem:
Tumor:
Quick Alchemy: You may use an Alchemy Bomb as a bonus action once per short rest.
Exhange Infusion: Once per long rest you may drink a special elixer. This elixer allows you to change an infusion you are currently effected by to another one you know.