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    Post Alchemist Fix and Additional Infusions (PEACH)

    This page on the Homebrewery

    So, the alchemist subclass for the artificer is a bit on the weak side, and struggles to keep up, especially given the Wizard/Cleric multiclass. The following is a change to the Experimental Elixir feature, to to both bring better scaling and more flexibility to the subclass. Yes, this does mean an alchemist can create far stronger effects with a 1st level spell slot than everyone else. However, getting this power requires taking a bunch of artificer levels that stall out your spell slot progression.

    Experimental Elixir
    Whenever you finish a long rest, you can magically produce an experimental elixir in an empty flask you touch. Roll a d8 on the Experimental Elixir table for the elixirís 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.

    Creating an experimental elixir requires you to have alchemistís 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 elixirís effect separately. Each elixir requires its own flask.

    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 elixirís effect from the first 8 options of the Experimental Elixir table.

    When you reach certain levels in this class, you learn more elixirs or your existing elixirs become more potent. Starting at 6th level, you instead roll a d12 when you create your elixirs for the day and you can choose to create any elixir from the Experimental Elixir table when you expend a spell slot to create more elixirs.

    Experimental Elixirs
    Die Effect
    1. Healing. The drinker regains a number of hit points equal to 2d4 + your Intelligence modifier. At 9th level this increases to 5d4 + your Intelligence modifier.
    2. Swiftness. The drinkerís walking speed increases by 10 feet for 1 hour. At 9th level, the drinker's walking speed instead increases by 30 feet.
    3. Resilience. The drinker gains a +1 bonus to AC for 10 minutes. At 9th level, the drinker instead gains a +2 bonus to AC for 10 minutes.
    4. Boldness. The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute.
    5. Flight. The drinker gains a flying speed of 10 feet for 10 minutes. At 9th level, this increases to a flying speed of 30 feet.
    6. Transformation. The drinkerís body is transformed as if by the alter self spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes. At 9th level, the duration increases to 1 hour.
    7. Third Eye. The drinker gains the ability to see invisible creatures and creatures on the ethereal plane within 60 feet for 10 minutes. Ethereal creatures and objects appear ghostly and translucent. At 9th level the drinker can ignore the blinded condition any time it would be beneficial to do so for the duration.
    8. Darksight. The drinker gains darkvision with a range of 120 feet for 1 hour if they do not already posses it. At 9th level, magical darkness doesn't impede the drinker's darkvision.
    9. Emission. The drinker gains the effects of the dragon's breath spell for 1 minute (choose the damage type when you create the elixir). At 15th level, a creature can exhale energy of the chosen type as part of the same action it uses to drink the elixir.
    10. Hexed Form. The drinkerís body is transformed as if by the polymorph spell. The drinker determines the transformation caused by the spell, which must be into a CR 0 beast. The effects last for 10 minutes. At 15th level, the duration increases to 1 hour.
    11. Suave. The drinker can roll a d4 and add the number rolled to every ability check they make for the next 1 minute. At 15th level, the duration increases to 10 minutes.
    12. Antitoxin. The drinker is under the effects of the protection from poison spell for 1 hour. At 15th level, the duration increases to 8 hours.





    New Invocations
    Several invocations here focus on the armorer, or (more specifically) to giving more options to the multiple infusions that can be made to the set of armor by a high level armorer.

    Spoiler: Arcane Emission Gauntlets
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    Prerequisite: 14th-level artificer

    Item: A set of gauntlets

    The gauntlets have 8 charges While wearing these gauntlets, a creature can blast out arcane energy of one of the following damage types as an action, which you choose when you infuse the item: acid, cold, fire, lightning, poison, or thunder. When the wielder takes this action it must expend 1 charge, upon which each creature in a 5-foot cone must make a Constitution saving throw. A creature wearing both gauntlets can choose to expend 2 charges instead, increasing the length of the cone to 15 feet. Whatever the size of the cone, a creature takes 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one. The gauntlets regain 2d4 expended charges daily at dawn, 1d4 in each gauntlet.
    Spoiler: Armor of Evasion
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    Prerequisite: 10th-level artificer

    Item: A set of armor (requires attunement)

    This armor has 6 charges. The wearer can expend the armor's charges in the following ways:

    When the wearer makes a Dexterity check or a Dexterity saving throw, it can expend 1 charge to add a bonus to the roll equal to its Intelligence modifier.
    If the creature would be restrained, it can use its reaction to expend 1 charge to avoid being restrained.
    The headgear regains 1d6 expended charges daily at dawn.
    Spoiler: Cap of Poise
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    Item: A helmet or hat (requires attunement)

    This headgear has 6 charges. The wearer can expend the headgear's charges in the following ways:

    When the wearer makes a Charisma check or a Charisma saving throw, it can expend 1 charge to add a bonus to the roll equal to its Intelligence modifier.
    If the creature would be charmed, it can use its reaction to expend 1 charge to avoid being charmed.
    The headgear regains 1d6 expended charges daily at dawn.
    Spoiler: Empowered Spell Ring
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    Prerequisite: 10th-level artificer

    Item: A ring (requires attunement)

    This ring has 4 charges. A creature wearing the ring can expend 1 charge when casting a spell that deals damage one of the following damage types, which you choose when you infuse the item: acid, bludgeoning, cold, fire, lightning, necrotic, piercing, poison, radiant, slashing, or thunder. The spell is then treated as having been cast using a spell slot one level higher than the creature expended to cast the spell (the creature must still expend a spell slot of equal or higher level than the spell).
    Spoiler: Gauntlets of Striking
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    Item: a set of Gauntlets

    A creature wearing these magical gauntlets gains a +1 bonus to attack and damage rolls made with its unarmed strikes.

    The bonus increases to +2 when you reach 10th level in this class.
    Spoiler: Guarding Weapon
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    Item: Weapon that does not have the two handed propertywith the versatile property

    While wielding the weapon with both hands,and not wielding a shield a creature gains a +1 bonus to AC. This bonus does not stack with the bonus to AC from a shield.

    The bonus increases to +2 when you reach 10th level in this class.
    Spoiler: Helm of Clear Thought
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    Prerequisite: 10th-level artificer

    Item: A helmet (requires attunement)

    While wearing this helmet, a creature has advantage on saving throws against being stunned, charmed, and frightened.
    Spoiler: Mageblast Weapon
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    Prerequisite: 10th-level artificer

    Item: A simple or martial melee weapon

    This magic weapon grants a +1 bonus to attack and damage rolls made with it.

    The weapon has 4 charges. When a creature hits on an attack roll using the weapon, it can expel arcane energy through the weapon against the same target. The target takes 2d4 Acid, Cold, Fire, Lightning, Poison, or Thunder damage (you choose which when you infuse the item). The weapon regains 1d4 expended charges daily at dawn.
    Spoiler: Pinching Point Gauntlets
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    Item: A set of gauntlets

    When the wearer succeeds on a grapple check, it can deal bludgeoning damage equal to its Intelligence modifier to the grappled target.
    Spoiler: Steadying Shield
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    Prerequisite: 14th-level artificer

    Item: A shield

    A creature gains a +2 bonus to Armor Class while wielding this shield.

    The wielder of the shield cannot be shoved or forcibly moved against their will. can apply the shield's AC bonus to savings throws and ability checks made to resist being forcibly moved.


    I don't even have design notes for most of these. The Empowered Spell Ring is repurposed from a magic item that won't see the light of day, and the Gauntlets of Striking from a magic item intended to help monks. I think I had a reason for making the Arcane Emission Gauntlets so complicated, but do not recall.
    Last edited by sandmote; 2021-03-04 at 03:46 PM.