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View Full Version : D&D 5e/Next Alchemist Artificer Subclass Revised



FishBot
2018-02-28, 10:11 PM
Hi there. I thought all the at will abilities of the artificer alchemist were kinda boring and weak. Here's one that gives you a limited number of more potent creations per day


Alchemist Artificer Specialization

Alchemical Formulae
At 1st level, you learn to quickly craft useful alchemic creations. You gain proficiency in alchemist’s supplies and learn the Ironrot Acid or the Alchemist’s Fire alchemical formulae and 3 additional formulae of your choice. You learn an additional alchemical formula at 5th, 9th, 13th, and 17th level.
At the end of a long rest, provided you have a set of alchemist’s supplies with you, you can prepare a number of formulae that you know equal to your Artificer level + your Intelligence modifier. Some formula may allow you to use more preparation uses to increase their potency when you craft them, as detailed in their entry in the alchemical formulae section. You must select which formula you are preparing when you craft each one. Each formula weighs 1/2 pound and retains potency for 12 hours, after which it becomes inert and unusable.
If an Alchemical Formula option requires a saving throw, the DC is 8 + your proficiency bonus + your Intelligence modifier.

Fast Hands
At 3rd level, you can use your bonus action to take the use an object action, activate one of the magic items created by your wondrous invention feature, drink or administer a potion, or use an expendable lantern, alchemical grease, healing draught, or swiftstep swill.
In addition, any of your formulae designed to be thrown can be thrown 15 additional feet.

Potent Alchemy
At 9th level, you may add your Intelligence modifier to the damage dealt or hit points healed by any of your formulae.

Concocted Resistance
At 14th level, you’ve learned to avoid the dangers of your own creations. You have advantage on all saving throws to resist the effects of your own alchemical formulae, and when you make a saving throw against them to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Master Alchemist
At 17th level, you learn every alchemical formula you do not already know, and when a creature makes a saving throw against one of your formulae, you can use your reaction to impose disadvantage on the creature’s roll.


Alchemical Formulae

Alchemical Grease
As an action, you can toss this container of glassy, viscous, and slippery oil to a point on the ground within 30 feet, covering it with slick grease in a 10 foot square. Any creature that enters a space covered by the grease must make a Dexterity saving throw or fall prone. The grease neutralizes after 1 minute and becomes ineffective.
Alternatively, as an action, you can cover a medium or smaller creature in the grease. For the next minute or until the grease is washed away, the creature has advantage on Dexterity checks and saving throws to escape grapples and other restraints.

Alchemist’s Fire
As an action, you may throw a vial of this volatile substance at a creature, object, or surface within 30 feet of you. On impact, the vial bursts in a 5-foot radius explosion of green flame. All creatures within that radius must make a Dexterity saving throw, taking 3d4 fire damage on a failed save or half as much on a successful one.
On a failed save, the incendiary sticks to the creature. For the next 1d4 rounds, at the start of the creature’s turn it takes 1d4 fire damage. If another creature uses an action to extinguish the flames, or they are put out by some other means such as being submerged in water, this effect ends early.
When crafting this formula, you may expend 3 preparation uses rather than 1 to increase the damage dealt by the initial explosion to 4d4 and the additional damage dealt by burning to 2d4. Both damage rolls increase by 1d4 for expending 6 uses, 9 uses, 12 uses, and 15 uses.

Expendable Lantern
As an action you can activate this tiny repository of phosphoric material. The lantern sheds bright light for 60 feet and dim light for another 60 feet. After 4 hours, the lantern burns out and becomes inert.

Flash Bomb
As an action, you can this throw this pot of explosive pyrotechnic powder at a creature, object, or surface within 30 feet of you. The pot breaks on impact, creating a bright flash of light. All creatures within 10 feet of the point of impact must make a constitution saving throw or become blinded until the start of your next turn.

Gas Grenade
As an action you can throw this canister of toxic gas to a point on the ground within 30 feet. Acrid smog fills a 25 foot cube centered on the canister. The cube is considered to be lightly obscured, and any creature that breathes in the smog must make a Constitution saving throw or become poisoned until the end of their next turn. The cloud dissipated after 1d4+1 rounds.
If an open flame touches the smog, it ignites. All creatures within the smog must make a Dexterity saving throw, taking 2d10 fire damage on a failed save or half as much on a successful one. If the cloud is ignited, all of the gas is burned away and it is destroyed.

Healing Draught
As an action, a creature can drink this glimmering red liquid, regaining 2d8 hit points. When crafting this formula, you may expend 3 preparation uses rather than 1 to increase the hit points healed to 3d8. The roll increases by 1d8 for expending 6 uses, 9 uses, 12 uses, and 15 uses.

Ironrot Acid
As an action, you may throw a vial of this highly corrosive acid at a creature, object, or surface within 30 feet of you. The vial shatters on impact. A creature must succeed on a Dexterity saving throw, taking 3d6 acid damage on a failed save or half as much on a successful one. On a failed save, the acid sticks to the creature. For the next 1d4 rounds, at the start of the creature’s turn it takes 1d6 acid damage. If another creature uses an action to wash away the acid, or it is removed by some other means such as by water, this effect ends early.
An object is automatically considered to have failed the saving throw, all damage it takes is maximized, and the acid persists for an additional round.
When crafting this formula, you may expend 3 preparation uses rather than 1 to increase the damage dealt by the initial impact to 4d6 and the additional damage dealt by corrosion to 2d6. Both damage rolls increase by 1d6 for expending 6 uses, 9 uses, 12 uses, and 15 uses.

Smoke Stick
As an action, you can activate an alchemic stick that produces plumes of thick black smoke. You can hold on to the stick or throw it to a point up to 30 feet away as part of the action used to activate it, or as a separate action on a following turn. The area is filled with a thick smoke in a 25 foot cube centered on the stick. The area of smoke is considered to be heavily obscured. After 1 minute, the stick burns away and the smoke dissipates.

Swiftstep Swill
As an action, you can imbibe this bubbly golden liquid. For the next minute, your moment speed is increased by 15 feet, you have advantage on Dexterity saving throws against effects you can see, such as traps and spells, and opportunity attacks have disadvantage against you.

Tanglefoot
As an action, you can throw this bag of writhing, black tar to a point on a surface within 30 feet, covering it with tar in a 5 foot radius. All ground covered by the tar is considered to be difficult terrain. Any creature that enters the area covered by the tar or ends their turn there, must make a Dexterity saving throw or have their movement speed reduced by 15 feet until the end of their next turn. After 1 minute, the tar hardens and becomes ineffective.

Thunderstone
As an action, you may throw a shard of an crystal imbued with thunderous energy at a creature, object, or surface within 30 feet of you. On impact, the crystal shatters, producing a loud boom audible for 150 feet. All creatures within 10 feet of the point of impact must make a Dexterity saving throw, taking 2d8 thunder damage on a failed save or half as much on a successful one. Additionally on a failed save, the creature is pushed back 10 feet and falls prone.
When crafting this formula, you may expend 3 preparation uses rather than 1 to increase the damage dealt to 3d8. The roll increases by 1d8 for expending 6 uses, 9 uses, 12 uses, and 15 uses.

A Fat Dragon
2018-03-01, 07:02 AM
I really do like it, but here’s where I am slightly questioning:

I get that the number of alchemical formulas per rest is meant to balance the damage, but the alchemist has no other ways to defend themselves once they’ve expended all of their formulas. Artificers have no attack cantrips, virtually no attack spells, and have very little weapon proficiencies nor things to give them a bonus to attack damage. They rely on the alchemical formulas in order to fight, which is why that kind of seems a bit off for me.