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  1. - Top - End - #1
    Barbarian in the Playground
     
    Imp

    Join Date
    Aug 2014
    Location
    Fairfax, VA
    Gender
    Male

    Default Alchemist - Potent Potables and Other Avenues of Medieval Science

    One of my players has expressed a desire to play an alchemist in an upcoming campaign. After looking around online I decided to make my own version of the alchemist class. I do want to credit BRKNdevil and daemonaetea for their takes on the alchemist concept. I definitely used these as a source for inspiration, however I wanted to merge the traditional bombs and potions alchemist trope with aspects of the alchemists from the Full Metal Alchemist anime. Here is my take, I hope you like it. I would greatly appreciate any comments or criticism you want to provide.



    Alchemist

    Alchemists are driven by a thirst for knowledge and a quest for power. Delving deeply into often forbidden secrets to pursue their art, alchemists are often misunderstood by those around them. Some view them as simple wizards that spend far too long in the kitchen brewing up potions. Others see them as tacticians that always seem prepared with just the right concoction for the job at hand. Whatever the truth, one thing is clear, alchemists can be powerful allies and dangerous enemies.


    Level Proficiency Bonus Features Transmutations
    Known
    Daily
    Potions
    Discoveries
    Known
    1st +2 Alchemy, Improvise Bomb 3 2
    2nd +2 Personal Research 3 3 2
    3rd +2 Guild Membership 3 4 2
    4th +2 Ability Score Improvement 4 5 2
    5th +3 Philosopher's Stone I 4 6 3
    6th +3 Guild feature 4 7 3
    7th +3 Philosopher's Stone II 4 8 4
    8th +3 Ability Score Improvement 4 9 4
    9th +4 Philosopher's Stone III 4 10 5
    10th +4 Guild feature 5 11 5
    11th +4 Philosopher's Stone IV 5 11 5
    12th +4 Ability Score Improvement 5 12 6
    13th +5 Philosopher's Stone V 5 12 6
    14th +5 Guild feature 5 13 6
    15th +5 Philosopher's Stone VI 5 13 7
    16th +5 Ability Score Improvement 5 14 7
    17th +6 Philosopher's Stone VII 5 14 7
    18th +6 Guild feature 5 15 8
    19th +6 Ability Score Improvement 5 15 8
    20th +6 Philosopher's Stone VIII, Elixir of Life 5 16 8

    Hit Points
    Hit Dice: 1d6 per alchemist level
    Hit Points at 1st Level: 6 + your Constitution modifier
    Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per alchemist level after 1st

    Proficiencies
    Armor: Light armor
    Weapons: Simple weapons
    Tools: Alchemist's supplies, Herbalism kit, Poisoner's Kit

    Saving Throws: Constitution, Intelligence
    Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Religion, Survival

    Equipment
    You start with the following equipment, in addition to the equipment granted by your background:
    (a) a light crossbow and 20 bolts or (b) any simple weapon
    (a) a component pouch or (b) an arcane focus
    (a) a dungeoneer’s pack or (b) a scholar’s pack
    any simple weapon, alchemist's supplies, herbalism kit

    Alchemy
    Alchemy is an exacting art that calls for experimentation, personal research, and careful precision to perform miraculous feats. At its core, it is the study of the fundamental forces and building blocks that make up reality. By learning to manipulate and combine these basic elements in specific ways, alchemist produce magic potions, deadly poisons, powerful bombs, and advanced weapons. The ultimate goal of alchemy is to create what is known as a philosopher's stone; a legendary material that is said to be able to make its creator immortal and fantastically wealthy.

    Alchemical Supplies
    Alchemists carry a number of general purpose alchemical supplies with them. These are used to enable the use of some of the more potent abilities available to alchemists. You can carry a number of alchemical supplies equal to twice your proficiency bonus. You regain 1d4 alchemical supplies during a short rest by gathering them from your surroundings. You regain all expended alchemical supplies during a long rest.

    Spellcasting Ability
    Intelligence is your spellcasting ability for your abilities, so you use your Intelligence whenever an ability refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an ability or effect that results from one.
    Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
    Spell attack modifier = your proficiency bonus + your Intelligence modifier

    Potionbook
    A potionbook is a special book filled with all the potion recipes known by the alchemist. At 1st level, an alchemist may add a number of 1st level potion recipes equal to their Intelligence modifier (minimum 1) to their potionbook. You can add 2 additional potion recipes of any level you can prepare each time you gain a level in this class. You can also add additional potion recipes in the same way that a wizard can add additional spells. Your potionbook can be customized exactly like a wizard’s spellbook.

    Potions
    At 1st level alchemists learn to prepare a limited number of alchemical potions each day. You regain the ability to make these potions after completing a long rest. Each potion remains usable for 24 hours, then loses effectiveness. Once prepared, anyone can drink one of your potions by taking the Use an Object action. Drinking a potion grants the drinker the potions effects as if they were cast on them. Potions never require concentration to function, and effects that have a duration of concentration always last the maximum duration possible. (see potion mishaps below) You use Intelligence as your spellcasting ability for these potions. These potions are drawn from recipes stored in your potionbook. You can prepare all of your daily alchemical potions during a long rest. Any potions prepared during a long rest count toward the potions you can make for the day following the long rest.

    Potion Mishaps
    Some potion recipes are considered complex. (Any potion recipe drawn from a spell whose duration is concentration is considered complex.) Although these recipes require no additional time or resources to prepare, their complexity causes them to have unpredictable results when they are mixed together. If you, or any creature, would gain the benefit of two or more of these complex effects at the same time from your potions, you or they risk a phenomenon known as a potion mishap. When this happens, you or the creature must roll a d100 and refer to the following table for the effect of the potion mishap. This only needs to be performed immediately after gaining the effects from drinking a potion that triggers a potion mishap. Regardless of the effects of the potion mishap, the effects of the potion that triggered it always take effect afterwards.

    d100 Result Potion Mishap Effect
    1 - 5 The effects of the complex potion with the least remaining duration immediately end. You take 1d6 damage per round that was remaining in the effects that just ended. This damage can not drop you below 1hp.
    6 - 10 The effects of the complex potion with the least remaining duration immediately end. You instantly gain 2d4 years of age. If this effect would increase your age beyond your normal lifespan, make a Constitution save. If you fail, you die of old age. If you succeed, you remain alive but you gain 2 exhaustion levels.
    11 - 15 The effects of the complex potion with the least remaining duration immediately end. You suffer disadvantage on all saves for 1 minute.
    16 - 20 The effects of the complex potion with the least remaining duration immediately end. You gain the effects of the faerie fire spell for 1 minute.
    21 - 25 The effects of the complex potion with the least remaining duration immediately end. You become poisoned for 1 minute.
    26- 75 The effects of the complex potion with the least remaining duration immediately end.
    76 - 95 Nothing happens.
    96 You gain advantage on all saves for 1 minute.
    97 You instantly become 2d4 years younger. This effect can not reduce your age below the point at which members of your race become an adult.
    98 All effects from complex potions remain in effect until the duration of all complex potions run out.
    99 You instantly gain temporary hp equal to your character level.
    100 You instantly regain 1 expended HD.

    Bombs
    All alchemists have the ability to create and use special splash weapons known as bombs. There are many different recipes of bombs, each with different effects. All alchemists are considered proficient with all splash weapons, including bombs. When attacking with a bomb, make an attack roll against a target within 30'. This attack roll can be made using either your Strength or your Dexterity modifier. If the attack hits, the bomb deals direct hit damage to the target. Roll a number of d8s equal to your proficiency bonus to determine the damage done. The type of damage is determined by the bomb recipe used. In addition to this direct hit damage, if the recipe indicates a Direct Effect, the target is subjected to the indicated effect(s). Regardless of whether the attack hits or misses, the bomb explodes at the target's location. All bombs have a 5' radius of effect, measured from the center of the target's location. (on a grid, the effect area is a 3x3 grid) Any creature in that area of effect must make a Dexterity save. If the target creature was hit by the initial attack, it automatically succeeds on this save. Any creature that fails this save is subjected to a splash hit from the bomb. A splash hit deals damage equal to your proficiency bonus of the same type indicated by the bomb recipe used. If the bomb recipe indicates a Splash Effect, all creatures that take damage from a splash hit are also subjected to the indicated effect(s). Some bomb recipes also indicate a Special Effect. These effects occur automatically within the bomb's radius of effect.

    Transmutations
    All alchemists have a limited ability to transmute materials into various other materials. These transmutations, once learned, can be performed at-will. You begin at 1st level with 3 transmutations known. You learn an additional transmutation at 4th level and again at 10th level. Alchemists that join Company 88 learn additional transmutations. The effects and potency of these transmutations can be significantly expanded through personal research.

    Improvise Bomb
    As a bonus action, you can mix together an alchemical bomb according to one of your known bomb recipes. This bomb can be thrown as a splash weapon by taking the Attack action. (See the Bombs section of Alchemy above for details of how this attack works.) Using this ability uses a number of your alchemical supplies as indicated by the bomb recipe you followed. All alchemists begin knowing the alchemist’s fire bomb recipe and can learn additional recipes through personal research.

    Alchemist’s Fire Bomb (uses 1 set of alchemical supplies)
    Damage: Fire

    Personal Research
    Starting at 2nd level, every alchemist performs personal research into alchemy to further their own abilities. You learn 2 discoveries of your choice at 2nd level, and additional discoveries at 5th, 7th, 9th, 12th, 15th, and 18th level. Each time you gain a level in this class you can choose to swap a known discovery for any other discovery you meet the requirements for. You can not choose to swap out a discovery if it is listed as a prerequisite of any other discovery you know.

    Guild Membership
    At 3rd level, your ability as an alchemist is sufficient to join an alchemist’s guild. You can choose to join one of the following guilds: the Society of Engineers, the Order of Asclepius, and Company 88. The Society of Engineers specializes in advanced alchemical bomb recipes and uses. The Order of Asclepius specializes on complex and powerful potions to handle many different situations. Company 88 is a private mercenary guild that specializes in using alchemical transmutation reactions in combat missions. Each guild grants a number of features to its members at 3rd, 6th, 10th, 14th, and 18th level. The details of each guild can be found following this class description.

    Ability Score Improvement
    When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

    Philosopher’s Stone
    Upon reaching 5th level, your alchemical experiments have begun to produce results. You begin to develop the legendary alchemical substance known as the philosopher’s stone. You can select a single philosopher’s stone ability each time you gain this feature, starting at 5th level and again at 7th, 9th, 11th, 13th, 15th, 17th, and 20th level. The full list of philosopher’s stone abilities follows this class description. If you ever lose your philosopher’s stone, you can create a new one during a long rest by expending materials worth 100gp per ability your stone possesses. Each time you gain a level in this class, you can swap any philosopher’s stone ability for another that you meet the requirements for. You can not choose to swap out a philosopher’s stone ability if it is listed as a prerequisite for any other philosopher’s stone ability you possess.

    Elixir of Life
    At 20th level, your philosopher’s stone has achieved perfection and can produce a substance known as the elixir of life. When drank, this substance causes the drinker to cease aging for 24 hours. Your stone can produce enough of this elixir for one person to drink every 24 hours.


    Transmutations
    The following transmutations are available to learn as an alchemist.

    Transmute Bullet
    transmutation
    Casting Time: 1 bonus action
    Range: Self
    Components: V, S
    Duration: 1 minute
    You create one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, it has a range of 60 feet. If someone else attacks with the pebble, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Hit or miss, the bullet crumbles to dust.
    If you use this transmutation again, any previously created pebbles crumble to dust.

    Transmute Weapon
    transmutation
    Casting Time: 1 bonus action
    Range: Self
    Components: V, S
    Duration: 1 minute
    You create a weapon by transmuting available materials. The created weapon can be any existing weapon form. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon and you are automatically considered proficient with it. The weapon is considered magical for the purpose of overcoming damage resistance. The weapon crumbles to dust if you use this transmutation again or if you let go of the weapon.

    Control Flames
    As the cantrip control flames.

    Shape Water
    As the cantrip shape water.

    Mold Earth
    As the cantrip mold earth.

    Gust
    As the cantrip gust.

    Prestidigitation
    As the cantrip prestidigitation.

    Mending
    As the cantrip mending.

    Blade Ward
    As the cantrip blade ward.


    Potion Recipe List
    1st absorb elements, bless*, comprehend languages, cure wounds, disguise self, expeditious retreat*, false life, feather fall, heroism*, jump, longstrider, protection from evil and good*, sanctuary, shield of faith*, speak with animals
    2nd aid, alter self*, barkskin*, beast sense*, blur*, darkvision, detect thoughts*, enhance ability*, enlarge/reduce*, find traps, flame blade*, invisibility*, lesser restoration, levitate*, mirror image, pass without trace*, protection from poison, see invisibility, spider climb*, warding wind*
    3rd aura of vitality*, beacon of hope*, blink, crusader’s mantle*, dispel magic, feign death, fly*, gaseous form*, haste*, meld into stone, nondetection, protection from energy*, remove curse, tongues, water breathing, water walk
    4th aura of life*, aura of purity*, death ward, fire shield, freedom of movement, greater invisibility*, polymorph*, stoneskin*
    5th circle of power*, greater restoration, mislead*, passwall, telekinesis*
    6th globe of invulnerability*, heal, investiture of flame*, investiture of ice*, investiture of stone*, investiture of wind*, primordial ward*, true seeing, wind walk
    7th etherealness, plane shift, regenerate
    8th glibness, holy aura*, mind blank
    9th astral projection, foresight, shapechange*, time stop, true polymorph*
    * = complex potion (see potion mishap rules in class description)

  2. - Top - End - #2
    Barbarian in the Playground
     
    Imp

    Join Date
    Aug 2014
    Location
    Fairfax, VA
    Gender
    Male

    Default Alchemist Guilds


    The Society of Engineers

    The Society of Engineers is an alchemist’s guild that dedicates itself to perfecting the art of bombmaking. Publicly, the Society uses their bombs to clear farmland, destroy old buildings to make room for new ones, and support mining operations. Secretly, the Society’s bombs provide numerous military applications and its members often work as saboteurs deep behind enemy lines. Many adventurers also belong to its ranks.

    Potent Bombs
    At 3rd level, the Society shares several techniques that improve the potency of your alchemical bomb recipes. Whenever you use an alchemical item to deal damage, you can add your Intelligence modifier to the damage dealt. This extra damage applies to both direct hits and splash hits with the alchemical item.

    Bonus Discoveries
    All alchemists within the Society dedicate substantial amounts of time and research into developing new bomb recipes and uses. Many of these discoveries are shared freely among members as soon as they demonstrate a sufficient alchemical ability. As you gain levels in this class, your guild grants you additional discoveries known. If you already know a discovery, you can instead learn any other discovery of your choice.
    Level Discovery
    3rd Poison Gas Bomb
    5th Explosive Bomb
    7th Flashbang
    9th Hallucinogenic Gas Grenade

    Shaped Charge
    At 6th level, the Society shares with you the secrets to creating shaped charges. Whenever you use an alchemical item to deal damage, you can select a number of 5’ squares equal to your Intelligence modifier that are immune to all effects of the alchemical item.

    Explosion Knowledge
    By 10th level, your experiments and experience with bombs and their effects has granted you an instinctual understanding of how to avoid them. Whenever you would be subject to an effect that allows a Dexterity save for a partial effect, you instead take no effects on a successful save. Additionally, you can make an Intelligence save against the effect instead of the Dexterity save.

    Cluster Bombs
    At 14th level, the Society shares with you the secrets to making cluster bombs. Whenever you use your improvise bomb ability, you can choose additional 5’ squares to take direct hit effects instead of splash hit effects. You must spend 2 sets of alchemical supplies per additional 5’ square. This extra supply cost is added to the supply cost of the bomb recipe.

    Binary Agents
    At 18th level, your experiments with bomb recipes has taught you how to blend two different bomb recipes into a single bomb. This binary bomb deals normal damage, but the damage is of both types. If a creature is vulnerable to either type, treat the creature as vulnerable to all damage dealt. If the creature is resistant to both types, treat the creature as resistant to all damage dealt. If the creature is immune to both types, treat the creature as immune to all damage dealt. Otherwise, the bomb ignores resistances and immunities. Additionally, creatures subjected to a direct hit take both direct hit effects from the two bomb recipes and creatures subjected to a splash hit take both splash hit effects from the two bomb recipes. If either or both recipes have special effects, both occur. When making a binary agent, the bomb costs a number of alchemical supplies equal to the combined cost of both recipes.



    The Order of Asclepius

    The Order of Asclepius is an alchemist’s guild that dedicates itself to perfecting the art of potionmaking, Many of its members work in apothecaries across the land. The Order is well renowned for their medicines and treatments. Despite their reputation, very little is actually known about the inner workings of the Order. Rumors persist of a shadowy group within the order who hunt down any wayward members that threaten the Order’s secrets.

    Rod of Asclepius
    The Rod of Asclepius is the symbol of the Order of Asclepius and the secret to its creation is known only to its members. Despite its appearance, the rod is not a weapon, but rather a special form of alchemical focus. Members of the Order gain several benefits from the rod. When preparing potions, using the rod allows alchemists to ignore any material components that cost less than 1gp. Additionally, while holding the rod, the alchemist can use the poison spray and spare the dying cantrips at-will. Both cantrips use your Intelligence as your spellcasting ability.

    Bonus Discoveries
    All alchemists within the Order dedicate substantial amounts of time and research into developing new potion recipes and uses. Many of these discoveries are shared freely among members as soon as they demonstrate a sufficient alchemical ability. As you gain levels in this class, your guild grants you additional discoveries known. If you already know a discovery, you can instead learn any other discovery of your choice.
    Level Discovery
    3rd Complex Potions I
    5th Complex Potions II
    7th Complex Potions III
    9th Complex Potions IV

    Delayed Potions
    At 6th level, the Order shares with you a special variant recipe known as an alchemical blank. When creating potions, alchemists first prepare an alchemical blank then mix the ingredients to create the potion. When used, this variant alchemical blank recipe produces what the Order refers to as a delayed potion. When a delayed potion is consumed, it does not take immediate effect. Instead, the effects are delayed until activated. Drinking a delayed potion grants the drinker the ability to activate those effects with a bonus action. This bonus action is a purely mental action that can be taken anytime within 8 hours of being consumed as long as the consumer remains conscious. The consumer can take this action even if they would otherwise be unable to take actions due to adverse conditions. If the potion effects aren’t activated within 8 hours, the potion effects go to waste. If the consumer drinks a second delayed potion while the effects of another delayed potion remain unactivated, the first potion’s effects automatically activate. If the consumer of a delayed potion falls unconscious, the potion’s effects automatically take effect. Additionally, you learn how to create an alchemical neutralizer. As a bonus action, you can spend 1 set of alchemical supplies to create a neutralizer. When someone drinks a neutralizer, any delayed potion effects immediately go to waste.

    Complex Data
    By 10th level, your experiments into mixing different potion effects have yielded a breakthrough in understanding how different potion recipes interact. Whenever you or an ally would be forced to roll on your potion mishap table, you or they can roll twice and use either result.

    Poison Immunity
    At 14th level, your constant exposure to toxins and noxious vapors have greatly enhanced your ability to resist poisons and their effects. You gain immunity to poison damage and the poisoned condition.

    Compound Synthesis
    By 18th level, your knowledge and experience with mixing potion recipes yields a unique capability to pre-mix potion recipes into a single potion. Whenever you create a potion, you can mix any number of potion recipes together into a single potion as long as the combined total spell level of the potion recipes is less than or equal to the potion level. When consumed, all the effects of the different recipes take effect immediately, triggering any potion mishaps as normal.



    Company 88

    Company 88 originally started as a branch of a large mercenary guild that specialized in using alchemy in combat. As they grew in size and success, they eventually split off and formed their own mercenary guild. They are renowned for their unique style of combat and their willingness to take on any job for the right price.

    Basic Training
    Upon joining the Company, all new members go through a regimented training program designed to master the fundamentals of transmutation. You gain 4 extra transmutations known.

    Bonus Discoveries
    All alchemists within the Company dedicate substantial amounts of time and research into developing new ways to use transmutations in combat situations. Many of these discoveries are shared freely among members as soon as they demonstrate a sufficient alchemical ability. As you gain levels in this class, your guild grants you additional discoveries known. If you already know a discovery, you can instead learn any other discovery of your choice.
    Level Discovery
    3rd Transmute Material Properties
    5th Transmute Elemental Properties
    7th Rapid Transmutation
    9th Density Manipulation

    Reactive Transmutation
    By 6th level, members of the Company have been on enough combat missions to develop the battlefield perception and reflexes necessary for survival. Whenever you are hit by a ranged attack, you can use your reaction to attempt to change the attack into something useful. Roll 1d6 and add your proficiency bonus and your Intelligence modifier to the result. Subtract this amount from the damage you would have received from the hit. If the modified attack is reduced to 0 damage or less by this ability, you take no damage from the attack and you gain 1 set of alchemical supplies. Using this ability costs 1 set of alchemical supplies. This ability counts as a transmutation for the purpose of interacting with other abilities.

    Transmute Ground
    At 10th level, members of the Company learn to control their transmutation abilities in new ways. Whenever you use a transmutation, you can choose to make any surface within a 5’ radius difficult terrain. You are immune to this difficult terrain. Any creatures other than you within this area have to make a Dexterity save or be knocked prone. Additionally, you gain the ability to shove creatures within 30’ as an attack equivalent action. Both you and your target creature must be within 5’ of the same surface to use this ability.

    Transmute Wings
    At 14th level, you have mastered the ability to use different transmutation abilities simultaneously. The Company has experimented with different ways to use this ability and determined that the ability to create wings and fly is the best tactical strategy. They have developed a special training program to train their advanced members in the use of this ability. As an action, you can create wings and fly at your walking speed for 1 hour. Using this ability consumes 3 sets of alchemical supplies. This ability counts as a transmutation for the purpose of interacting with other abilities.

    The Truth Behind All Things
    By 18th level, you have used your transmutations on enough different materials to learn the alchemical formulae that governs reality. Additionally, you become so proficient with transmutation that you can temporarily enhance your own mind to better take advantage of this knowledge. As an action, you gain the effects of true seeing for 1 minute. Using this ability consumes 4 sets of alchemical supplies. This ability counts as a transmutation for the purpose of interacting with other abilities.
    Last edited by xyianth; 2015-04-12 at 08:50 PM.

  3. - Top - End - #3
    Barbarian in the Playground
     
    Imp

    Join Date
    Aug 2014
    Location
    Fairfax, VA
    Gender
    Male

    Default Discoveries


    Discoveries

    The following discoveries are available for selection.

    Transmute Material Properties
    Requires: Transmute Bullet or Transmute Weapon
    When using your transmute bullet or transmute weapon transmutations, you can control the material composition of the resulting object. (silver, cold iron, mithril, adamantium, etc…)

    Transmute Elemental Properties
    Requires: Transmute Material Properties
    When using your transmute bullet or transmute weapon transmutations, you can adjust the damage type to one of the following elements: fire, cold, lightning, radiant. This change remains active for the duration of the transmutation.

    Density Manipulation
    Requires: Transmute Material Properties
    When using your transmute bullet or transmute weapon transmutations, you can use your alchemical supplies to manipulate the density of the resulting object. For each supply you spend, you gain a +1 bonus to attack and damage. You can not spend more than half your proficiency bonus in supplies on this ability. (round down) This bonus remains active for the duration of the transmutation.

    Continuous Reaction
    Requires: Transmute Elemental Properties, Density Manipulation
    When using your density manipulation ability you instead gain a +1 bonus to attack and a +1d6 bonus to damage. This bonus damage must be one of the following types: fire, cold, lightning, radiant. You must spend 2 sets of alchemical supplies to activate this ability. For each additional supply you spend, you gain an extra +1 bonus to attack and an extra +1d6 bonus to damage of the chosen type. You can not spend more than 1+half your proficiency bonus in supplies on this ability. (round down) These bonuses remain active for the duration of the transmutation.

    Transmute Railgun
    Requires: Transmute bullet, Transmute Elemental Properties
    When using your transmute bullet transmutation, you can create a powered railgun to fire your bullets with. Any bullet fired from this railgun penetrates all targets in a 60’ line. Roll the attack once, and use the result for each target individually. If you have advantage or disadvantage against any target, roll the attack twice. Use the first result against any target that you don’t have advantage or disadvantage against. Use the better result against any target you have advantage against. Use the worse result against any target you have disadvantage against. Each shot from this railgun takes an action. Creating the railgun consumes 1 of your alchemical supplies. The railgun crumbles to dust after firing 3 shots.

    Transmute Gatling Gun
    Requires: Transmute Bullet, Transmute Elemental Properties, 5th class level
    When using your transmute bullet transmutation, you can create a powered gatling gun to fire your bullets with. You can fire up to 3 bullets with this gatling gun as an action. Creating the gatling gun consumes 1 of your alchemical supplies. The gatling gun crumbles to dust after firing 3 shots.

    Transmute Laser Cannon
    Requires: Transmute Railgun, Transmute Gatling Gun
    When using your transmute bullet transmutation, you can create a powered laser cannon instead. You can fire up to 3 shots with this laser cannon as an action. Each shot from this laser cannon penetrates all targets in a 60’ line. Roll the attack once, and use the result on each target individually. If you have advantage or disadvantage against any target, roll the attack twice. Use the first result against any target that you don’t have advantage or disadvantage against. Use the better result against any target you have advantage against. Use the worse result against any target you have disadvantage against. Creating the laser cannon consumes 2 of your alchemical supplies. The laser cannon crumbles to dust after firing 3 shots.

    Adaptive Form
    Requires: Transmute Weapon, Transmute Elemental Properties
    When using your transmute weapon transmutation, you can modify the weapon’s properties as you see fit. For example: you can create a light finesse reach weapon that deals 2d6 damage. You can not create a weapon that deals more than 2d6 damage with this ability. Using this ability consumes 1 of your alchemical supplies. These properties remain for the duration of the transmutation.

    Rapid Transmutation
    Requires: Transmute Weapon or Blade Ward, 5th class level
    You gain the Extra Attack feature and your blade ward transmutation can be used as a reaction whenever you are targeted by an attack.

    Transmuted Bulwark
    Requires: Blade Ward, Transmute Material Properties
    When you use your blade ward transmutation, you can spend 1 of your alchemical supplies to set your AC to 20. This effect lasts for the duration of your blade ward transmutation.

    Elemental Ward
    Requires: Blade Ward, Transmute Elemental Properties
    when you use your blade ward transmutation, you can spend 1 of your alchemical supplies to gain resistance to all damage types except psychic damage. This effect lasts for the duration of your blade ward transmutation.

    Deep Structure Control
    Requires: Blade Ward, Density Manipulation
    When you use your blade ward transmutation, you can spend 2 of your alchemical supplies to gain immunity to all damage from non-magic weapons. This effect lasts for the duration of your blade ward transmutation.

    Complex Potions I
    Requires: 3rd class level
    You gain the ability to prepare potions up to 2nd level. You can create up to 3/day.

    Complex Potions II
    Requires: Complex Potions I, 5th class level
    You gain the ability to prepare potions up to 3rd level. You can create up to 3/day.

    Complex Potions III
    Requires: Complex Potions II, 7th class level
    You gain the ability to prepare potions up to 4th level. You can create up to 3/day.

    Complex Potions IV
    Requires: Complex Potions III, 9th class level
    You gain the ability to prepare potions up to 5th level. You can create up to 3/day.

    Asclepius’ Condemnation
    Requires: Rod of Asclepius feature, 5th class level
    You gain the ability to cast ray of sickness as a spell whose level is equal to half your proficiency bonus (round down) without using a spell slot. You may use this ability at-will. You use your Intelligence as your spellcasting ability for this spell.

    Asclepius’ Transference
    Requires: Rod of Asclepius feature, 12th class level
    You gain the ability to cast vampiric touch as a 3rd level spell without using a spell slot. You may use this ability at-will. You use your Intelligence as your spellcasting ability for this spell.

    Self-propelled Bombs
    Your bombs contain fuel used to propel themselves toward your target. When throwing a bomb, you can use your Intelligence as your attack stat. Additionally, your range is extended to 120’.

    Poison Gas Bomb
    You can mix a poison gas bomb with your improvise bomb ability. This costs 2 of your alchemical supplies.

    Poison Gas Bomb (uses 2 sets of alchemical supplies)
    Damage: Poison
    Direct Effect: The target must make a Constitution save or becomes poisoned. The target can attempt a new Constitution save at the end of each of its turns to end the poisoned condition. Any target that makes their Constitution save against this effect is immune to the poisoned condition from this bomb recipe for 24 hours.

    Explosive Bomb
    Requires: Poison Gas Bomb
    You can mix an explosive bomb with your improvise bomb ability. This costs 3 of your alchemical supplies.

    Explosive Bomb (uses 3 sets of alchemical supplies)
    Damage: Force
    Direct Effect: The target must make a Dexterity save or get knocked prone. Any target that fails this save is also knocked back 10’.
    Splash Effect: The target is knocked prone.

    Hallucinogenic Gas Grenade
    Requires: Poison Gas Bomb, Flashbang
    You can mix a hallucinogenic gas grenade with your improvise bomb ability. This costs 4 of your alchemical supplies.

    Hallucinogenic Gas Grenade (uses 4 sets of alchemical supplies)
    Damage: Psychic
    Direct Effect: The target must make a Wisdom save or becomes frightened. The target can attempt a new Wisdom save at the end of each of its turns to end the frightened condition. Any target that makes their Wisdom save against this effect is immune to the frightened condition from this bomb recipe for 24 hours.
    Splash Effect: The target must make a Wisdom save or becomes frightened for 1 round. Any target that makes their Wisdom save against this effect has advantage on the save against the frightened condition from this bomb recipe for 24 hours.

    Acid Burst Bomb
    You can mix an acid burst bomb with your improvise bomb ability. This costs 2 of your alchemical supplies.

    Acid Burst Bomb (uses 2 sets of alchemical supplies)
    Damage: Acid
    Direct Effect: At the start of the target’s next turn, roll the damage again. The target takes this acid damage before taking their turn.

    Soul Fragmentation Bomb
    Requires: Acid Burst Bomb, Poison Gas Bomb
    You can mix a soul fragmentation bomb with your improvise bomb ability. This costs 4 of your alchemical supplies.

    Soul Fragmentation Bomb (uses 4 sets of alchemical supplies)
    Damage: Necrotic
    Direct Effect: The target must make a Constitution save or gain 1 exhaustion level.
    Splash Effect: The target must make a Constitution save or has disadvantage on all saves for 1 round.

    Napalm Bomb
    Requires: Acid Burst Bomb
    You can mix a napalm bomb with your improvise bomb ability. This costs 3 of your alchemical supplies.

    Napalm Bomb (uses 3 sets of alchemical supplies)
    Damage: Fire
    Direct Effect: The target is set on fire*. (refer to the note below for suggested rules for being set on fire)
    Special Effect: This bomb sets a 5’ radius area on fire for 1d4 rounds. Treat this area as difficult terrain for the duration. Any creature that starts their turn within or enters this area is set on fire*.

    *NOTE: These are my suggested rules for being set on fire. The effects of being set on fire are ultimately up to the DM to determine as they see fit.
    Any creature that is set on fire:
    • Sheds bright illumination to a distance of 20'
    • Takes 1d6 fire damage at the start of their turn
    • Has disadvantage on attack rolls
    • Automatically fails stealth checks
    • Cannot benefit from concealment
    • Can end it with a DC 10 Dexterity check as an action

    Icy Mist Bomb
    You can mix an icy mist bomb with your improvise bomb ability. This costs 2 of your alchemical supplies.

    Icy Mist Bomb (uses 2 sets of alchemical supplies)
    Damage: Cold
    Direct Effect: The target’s speed is reduced by 10’ for 1 round.
    Special Effect: This bomb creates an icy surface in a 5’ radius area. Treat this area as if it were affected by a 1st level grease spell.

    Flash Freeze Bomb
    Requires: Icy Mist Bomb
    You can mix a flash freeze bomb with your improvise bomb ability. This costs 3 of your alchemical supplies.

    Flash Freeze Bomb (uses 3 sets of alchemical supplies)
    Damage: Cold
    Direct Effect: The target must make a Strength save or becomes restrained. The target can attempt a new Strength save at the end of each of its turns to end the restrained condition. Any target that makes their Strength save against this effect is immune to the restrained condition from this bomb recipe for 24 hours.
    Splash Effect: The target must make a Strength save or has their speed set to 0’ for 1 round. Any target that makes their Strength save against this effect is immune to having their speed reduced from this bomb recipe for 24 hours.

    Flashbang
    You can mix a flashbang with your improvise bomb ability. This costs 2 of your alchemical supplies.

    Flashbang (uses 2 sets of alchemical supplies)
    Damage: Thunder
    Direct Effect: The target must make a Constitution save or becomes blinded. The target can attempt a new Constitution save at the end of each of its turns to end the blinded condition. Any target that makes their Constitution save against this effect is immune to the blinded condition from this bomb recipe for 24 hours.
    Splash Effect: The target must make a Constitution save or becomes blinded for 1 round. Any target that makes their Constitution save against this effect is has advantage on the save against the blinded condition from this bomb recipe for 24 hours.

    Shock Grenade
    You can mix a shock grenade with your improvise bomb ability. This costs 2 of your alchemical supplies.

    Shock Grenade (uses 2 sets of alchemical supplies)
    Damage: Lightning
    Direct Effect: The target can’t take reactions for 1 round.

    Stun Grenade
    Requires: Flashbang, Shock Grenade
    You can mix a stun grenade with your improvise bomb ability. This costs 4 of your alchemical supplies.

    Stun Grenade (uses 4 sets of alchemical supplies)
    Damage: Lightning
    Direct Effect: The target must make a Constitution save or becomes stunned for 1 round. Any target that makes their Constitution save against this effect is immune to the stunned condition from this bomb recipe for 24 hours.
    Splash Effect: The target must make a Constitution save or becomes incapacitated for 1 round. Any target that makes their Constitution save against this effect is immune to the incapacitated condition from this bomb recipe for 24 hours.
    Last edited by xyianth; 2015-04-26 at 02:01 PM.

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    Default Philosopher's Stone


    Philosopher’s Stone Abilities

    The following philosopher's stone abilities are available for selection.

    Super-efficient Catalyst I
    Your philosopher’s stone can be used as a catalyst when using your improvise bomb ability. When you do so, you reduce the number of alchemical supplies expended to create the bomb by 1. A philosopher’s stone with this ability can even reduce the required alchemical supplies to 0 by stimulating the reaction directly within the air inside an otherwise empty vial.

    Super-efficient Catalyst II
    Requires: Super-efficient Catalyst I, Philosopher’s Stone III feature
    Your philosopher’s stone ability to catalyze your improvise bomb ability improves. You can now reduce the number of alchemical supplies expended to create the bomb by 2 instead of 1. A philosopher’s stone with this ability can even reduce the required alchemical supplies to 0 by stimulating the reaction directly within the air inside an otherwise empty vial.

    Super-efficient Catalyst III
    Requires: Super-efficient Catalyst II, Philosopher’s Stone V feature
    Your philosopher’s stone ability to catalyze your improvise bomb ability improves further. You can now reduce the number of alchemical supplies expended to create the bomb by 3 instead of 2. A philosopher’s stone with this ability can even reduce the required alchemical supplies to 0 by stimulating the reaction directly within the air inside an otherwise empty vial.

    Super-efficient Catalyst IV
    Requires: Super-efficient Catalyst III, Philosopher’s Stone VII feature
    Your philosopher’s stone ability to catalyze your improvise bomb ability is now perfect. You can now reduce the number of alchemical supplies expended to create the bomb by 4 instead of 3. A philosopher’s stone with this ability can even reduce the required alchemical supplies to 0 by stimulating the reaction directly within the air inside an otherwise empty vial.

    Supercritical Reaction
    Your philosopher’s stone can force an otherwise unstable reaction to remain stable for a few extra seconds. When used on an alchemical bomb, this causes the bomb to generate more damage than it otherwise would, Whenever you roll the damage dice from an alchemical bomb, you can reroll any 1s or 2s and use either roll to determine the damage. Additionally, increase the splash damage by twice your proficiency bonus.

    Molecular Integration
    Your philosopher’s stone can grant you the ability to seize control of the individual molecules within a potion, guiding them to react as you desire. Whenever one of your potions would cause someone to roll on the potion mishap table, you can use your reaction to choose the result of the mishap roll. Once you use this ability, you can not do so again until you finish a long rest. You can select this philosopher’s stone ability more than once. Each time you do allows you to use this ability an additional time between long rests.

    Rapid Synthesis
    Your philosopher’s stone has a limited ability to manipulate the laws of reality. When you are preparing your daily potions, you can select one of your potions to be affected by this ability. That potion becomes fully real, as if it was prepared using the item crafting rules. It remains usable indefinitely and can be sold normally. Once you use this ability, you can not do so again until you finish a long rest. You can select this philosopher’s stone ability more than once. Each time you do allows you to select an additional potion to affect with this ability.

    Universal Reagent
    Your philosopher’s stone can produce a liquid known as the universal reagent. This reagent can be used in the place of any material component when making alchemical potions. When you are preparing your daily potions, you can ignore any material components normally required by the potion recipe regardless of their monetary value.

    Complex Potions V
    Requires: Complex Potions IV discovery, Philosopher’s Stone IV feature
    Your philosopher’s stone generates an energy field that stabilizes alchemical reactions. Within this field, normally impossible potion recipes become possible. When preparing your daily potions, you can choose to make 1 potion of 6th level. Once you use this ability, you can not do so again until you finish a long rest.

    Complex Potions VI
    Requires: Complex Potions V, Philosopher’s Stone V feature
    The energy field generated by your philosopher’s stone that stabilizes alchemical reactions grows stronger. When preparing your daily potions, you can choose to make 1 potion of 7th level. Once you use this ability, you can not do so again until you finish a long rest.

    Complex Potions VII
    Requires: Complex Potions VI, Philosopher’s Stone VI feature
    The energy field generated by your philosopher’s stone that stabilizes alchemical reactions grows stronger. When preparing your daily potions, you can choose to make 1 potion of 8th level. Once you use this ability, you can not do so again until you finish a long rest.

    Complex Potions VIII
    Requires: Complex Potions VII, Philosopher’s Stone VII feature
    The energy field generated by your philosopher’s stone that stabilizes alchemical reactions achieves maximum strength. When preparing your daily potions, you can choose to make 1 potion of 9th level. Once you use this ability, you can not do so again until you finish a long rest.

    Potent Stability Field
    Requires: Complex Potions VIII, Philosopher’s Stone VIII feature
    The energy field generated by your philosopher’s stone that stabilizes alchemical reactions is even more powerful than is theoretically possible. When preparing your daily potions, you can choose to make 2 potions of 6th level instead of 1. Additionally you can choose to make 2 potions of 7th level instead of 1. Once you use this ability, you can not do so again until you finish a long rest.

    Transmutation Power Source I
    Your philosopher’s stone reacts strangely when exposed to alchemical transmutation reactions. You have learned to tap this strange reaction as an alternative power source to fuel your transmutation abilities. Whenever you use a transmutation ability that requires alchemical supplies to function, you can reduce the required number of alchemical supplies by 1. This ability can completely replace the need for alchemical supplies if this would reduce the supply cost to 0.

    Transmutation Power Source II
    Requires: Transmutation Power Source I, Philosopher’s Stone IV feature
    The strange reaction your philosopher’s stone has when exposed to alchemical transmutation reactions grows stronger. You can use this stronger reaction to better fuel your transmutation abilities. Whenever you use a transmutation ability that requires alchemical supplies to function, you can reduce the required number of alchemical supplies by 2 instead of 1. This ability can completely replace the need for alchemical supplies if this would reduce the supply cost to 0.

    Transmutation Power Source III
    Requires: Transmutation Power Source II, Philosopher’s Stone VII feature
    The strange reaction your philosopher’s stone has when exposed to alchemical transmutation reactions now exceeds all reasonable expectations. You can use this stronger reaction to better fuel your transmutation abilities. Whenever you use a transmutation ability that requires alchemical supplies to function, you can reduce the required number of alchemical supplies by 3 instead of 2. This ability can completely replace the need for alchemical supplies if this would reduce the supply cost to 0.

    Breakthrough Discovery
    Your experiments with your philosopher’s stone have produced a sudden breakthrough for your personal research. When you select this philosopher’s stone ability, you learn any 1 discovery of your choice. You must meet all requirements of this discovery. You can select this ability multiple times, each time you do you learn an additional discovery of your choice.
    Last edited by xyianth; 2015-04-12 at 08:38 AM.

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    Default Reserved

    Reserved for credits/rationale.

    Feel free to post below, the class is complete and I don't anticipate needing any more space than this.

    Credits:
    • Thanks to Kerleth for pointing out the missing rules for being set on fire.
    Last edited by xyianth; 2015-04-26 at 02:04 PM.

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    Default Re: Alchemist - Potent Potables and Other Avenues of Medieval Science

    *le Bump.

    Gotta say I love the class. I can't critique much right now since I'm busy, I just don't want this to die. You've put a lot of work into this.

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    Default Re: Alchemist - Potent Potables and Other Avenues of Medieval Science

    Another bump. For Edward Elric.
    Quote Originally Posted by Forum Explorer View Post
    "Just because the DM lets you break the game, doesn't mean the game is broken."
    Quote Originally Posted by Steampunkette View Post
    "My Patron is Steven Spielberg"
    Quote Originally Posted by CNagy View Post
    For some reason this feels really fitting; I got a mental image of a bunch of psions setting up a LAN party.

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    Default Re: Alchemist - Potent Potables and Other Avenues of Medieval Science

    This class does look like a lot of fun. I'd love to hear an after-action report of how it actually played in a game.

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    Barbarian in the Playground
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    Default Re: Alchemist - Potent Potables and Other Avenues of Medieval Science

    Do you need to use people´s soul to create philosoper´s stones?
    ""Jeez, this dress! i look like a dominatrix""
    (self-loathing): ""Actually , you look like a sorceress or something""
    ""Hey, no need to get cruel""

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    Default Re: Alchemist - Potent Potables and Other Avenues of Medieval Science

    Okay, this looks pretty incredible, and I haven't read through it thoroughly, but something did jump out at me. Is there any limit to the levels of potions you can create? They don't seem to use up your alchemical supplies, and you can have 16 of them at a time at 20th level. Does that mean you could throw down 4 foresights (one for each party member) 4 shapechanges (one for each party member, since each member only has one complex potion, there are no mishaps) and then 8 more for whatever else as an example? If that is true that seems quite broken.
    One edition to find them all, and in the basement bind them.

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    Default Re: Alchemist - Potent Potables and Other Avenues of Medieval Science

    Quote Originally Posted by The_Doctor View Post
    *le Bump.

    Gotta say I love the class. I can't critique much right now since I'm busy, I just don't want this to die. You've put a lot of work into this.
    Quote Originally Posted by Ralanr View Post
    Another bump. For Edward Elric.
    Thanks!

    Quote Originally Posted by eleazzaar View Post
    This class does look like a lot of fun. I'd love to hear an after-action report of how it actually played in a game.
    I'll write up the highlights and impressions from my table soon. We've played one session with an alchemist so far, and initial reactions are quite good. Session ended with each player reaching 3rd level, so I wanted to get in another session before writing up a summary. Stay tuned.

    Quote Originally Posted by faustin View Post
    Do you need to use people´s soul to create philosoper´s stones?
    No, I only wanted to borrow the whole transmutation reaction mechanics and style from the show. The philosopher's stone is not meant to be crystallized souls or anything sinister like that. If you want to fluff it that way though, feel free.

    Quote Originally Posted by Kerleth View Post
    Okay, this looks pretty incredible, and I haven't read through it thoroughly, but something did jump out at me. Is there any limit to the levels of potions you can create? They don't seem to use up your alchemical supplies, and you can have 16 of them at a time at 20th level. Does that mean you could throw down 4 foresights (one for each party member) 4 shapechanges (one for each party member, since each member only has one complex potion, there are no mishaps) and then 8 more for whatever else as an example? If that is true that seems quite broken.
    Normally, no that isn't possible. The key thing to remember is that alchemists don't automatically gain advanced potion levels like a spellcaster would. Without other investment, a 20th level alchemist can make up to 16 1st level potions per long rest. The key to gaining access to higher level potions are your discoveries and philosopher's stone abilities. Each of these abilities allow an alchemist to create a limited number of higher level potions each day. If you pick up all of them, you end up with a potion slot distribution of: 0/1/3/3/3/2/2/1/1. As you can see, this limits you to 1 9th level potion per day. (You would need the Complex Potions I-IV discoveries, the Complex Potions V-VIII philosopher's stone abilities, and the Potent Stability Field philosopher's stone ability to be able to use that potion slot distribution) This allows each alchemist to decide how much they want to invest into potions. Invest nothing and your potions are basically reduced to a few minor heals each day. Invest in just the discoveries and you end up with potion slots that look like a half-caster's spell slots: 4/3/3/3/3. Invest in everything to get potion slots that resemble a full caster: 0/1/3/3/3/2/2/1/1.

    The reason I say normally instead of just no is the Rapid Synthesis philosopher's stone ability. If you had both that ability and the Complex Potions VIII ability, you could make 1 9th level potion each day that doesn't expire. If you do so for 8 days straight, you could create 4 foresight potions and 4 shapechange potions. However, this is no different than what you can do with any other consumables. High level adventurers tend to be loaded with gp, especially in 5e where buying magic items is no longer a thing. The only major difference is that alchemists can do in 8 days what might take years using the (imho horrifically flawed) item crafting rules. (Wizards/Warlocks/Sorcerers/Bards/etc... using true polymorph/wish can also do this in 8 days, so it's not even without precedent.)

    The good news here is that, if you are worried that a player might abuse this ability, you can eliminate it by removing the Rapid Synthesis philosopher's stone ability entirely. With that one simple change, all alchemists, no matter how they invest their abilities would be limited to 0-1 9th level potion each day.

    The basic design of this alchemist class is this:
    Without discoveries or philosopher's stone abilities, each alchemist can make a few fire bombs and 1st level potions each day while attacking with what amounts to cantrips. By choosing how you invest your discoveries and philosopher's stone abilities, you choose which aspects to strengthen. This allows you to build specialists or jacks of all trades, however you see fit.
    Last edited by xyianth; 2015-04-23 at 02:42 AM.

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    Default Re: Alchemist - Potent Potables and Other Avenues of Medieval Science

    Thank you for the clarification. I am going to have to look at this in more detail. It's just such a big chunk at once that I haven't gotten to it. Still, if it is as good as it seems at first impression, I am definitely pointing it out as an option in my home campaign. We have a full metal alchemist fan or two, so they might get a kick out of this.
    One edition to find them all, and in the basement bind them.

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    Default Re: Alchemist - Potent Potables and Other Avenues of Medieval Science

    So I know this is a double post, but I have a couple of questions.
    1) Can you make potions at any point throughout the day? The text seems to imply yes, but does not explicitly say so. It says you CAN prepare them during a long rest, but if you do, then they count against your potions for the next day, which implies you can make them outside of said long rest.
    2) Also, how long does a potion made in that way take to prepare? I would assume an action, but it really doesn't say. It's a nonissue when preparing them as part of a long rest, but kind of a big deal outside of it.
    3) When you stack multiple transmutation altering discoveries on one transmutation, if those discoveries require you to spend alchemical supplies do you total all the supplies required and then subtract any reductions of cost from your Transmutation Power Source ability, or do you subtract any reductions of cost from each ability individually? From what I gather it is the second one. Just to clarify, an example:
    I have Transmutation Power Source I and use Transmute Bullet. In conjunction with Transmute Bullet I decide to create a railgun (costing 1 alchemical supply) and use 1 rank of Density Manipulation (also costing 1 alchemical supply). After figuring in the reduction from Transmutation Power Source I, the total cost of alchemical supplies would be 0 or 1? If I am understanding correctly the answer is 0.
    EDIT: Also, where exactly does it say what being set on fire does. I mean, I know it should be obvious, but does it say in the phb or dmg how much damage it does? It might be a good idea to put a reminder of the amount with the bomb description.
    Thank you for this excellent class. I honestly believe this is the best Alchemist I have seen for 3rd, 4th, or 5th edition. I'm hoping that one of the player's in a campaign I am running will make one of these so I can see it in action.
    Last edited by Kerleth; 2015-04-25 at 01:41 AM.
    One edition to find them all, and in the basement bind them.

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    Default Re: Alchemist - Potent Potables and Other Avenues of Medieval Science

    Quote Originally Posted by Kerleth View Post
    So I know this is a double post, but I have a couple of questions.
    1) Can you make potions at any point throughout the day? The text seems to imply yes, but does not explicitly say so. It says you CAN prepare them during a long rest, but if you do, then they count against your potions for the next day, which implies you can make them outside of said long rest.
    2) Also, how long does a potion made in that way take to prepare? I would assume an action, but it really doesn't say. It's a nonissue when preparing them as part of a long rest, but kind of a big deal outside of it.
    3) When you stack multiple transmutation altering discoveries on one transmutation, if those discoveries require you to spend alchemical supplies do you total all the supplies required and then subtract any reductions of cost from your Transmutation Power Source ability, or do you subtract any reductions of cost from each ability individually? From what I gather it is the second one. Just to clarify, an example:
    I have Transmutation Power Source I and use Transmute Bullet. In conjunction with Transmute Bullet I decide to create a railgun (costing 1 alchemical supply) and use 1 rank of Density Manipulation (also costing 1 alchemical supply). After figuring in the reduction from Transmutation Power Source I, the total cost of alchemical supplies would be 0 or 1? If I am understanding correctly the answer is 0.
    EDIT: Also, where exactly does it say what being set on fire does. I mean, I know it should be obvious, but does it say in the phb or dmg how much damage it does? It might be a good idea to put a reminder of the amount with the bomb description.
    Thank you for this excellent class. I honestly believe this is the best Alchemist I have seen for 3rd, 4th, or 5th edition. I'm hoping that one of the player's in a campaign I am running will make one of these so I can see it in action.
    First, thank you for the high praise. I am thrilled that this class is so well received. I'll try and address each question separately below.

    1) I had originally intended the potions be prepared in the same manner that a wizard prepares spells. This would restrict the alchemist to requiring 1 minute/spell level to prepare a potion. Unlike a wizard, the alchemist isn't able to prepare a spell once then cast it out of available slots. Instead, when an alchemist prepares a potion, that potion becomes a physical thing that can be handed out; it is effectively pre-cast. This does have the side effect of requiring the alchemist to put in more thought about what potions to prepare and how many of each. That said, it might be a fine addition to discoveries to allow a limited number of potions to be mixed later in the day. I would limit it by allowing you to select a number of potion recipes equal to your proficiency bonus + your intelligence modifier and require an action to mix a potion from those recipes. (unless the spell's casting time is > 1 action, in which case it requires however long the spell takes to cast) This would allow you to mix as many potions as you need (still limited by your daily limit of course) from a limited spell list throughout the day, or you can create potions from any known recipe if done during a long rest.

    2) As I mentioned above, I would say the default would be 1 minute/spell level. If using the proposed discovery to mix quickly throughout the day, I'd make it 1 action unless the spell's casting time is longer.

    3) Each discovery that affects transmutations by spending alchemical supplies is in and of itself a transmutation ability. The cost reduction from transmutation power source abilities apply to each one used individually. In your example, it would cost you 0 alchemical supplies as both supply costs would get reduced. This is an important balance consideration as otherwise the transmutation path would be much weaker than the bomb path.

    EDIT) You know, I can't find it in the official rules either. I'll add this to the class description as suggested rules, but leave it to the DM to decide what being set on fire means. Our table has always just used the following: (these were adapted from our table's 3.P rules)
    Any creature that is set on fire:
    • Sheds bright illumination to a distance of 20'
    • Takes 1d6 fire damage at the start of their turn
    • Has disadvantage on attack rolls
    • Automatically fails stealth checks
    • Cannot benefit from concealment
    • Can end it with a DC 10 Dexterity check as an action

    Again, thank you so much for the interest in this class. I'm happy to answer any and all questions you may have.

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    Default Re: Alchemist - Potent Potables and Other Avenues of Medieval Science

    Now that I have had time to read over (and had time to find time to do this), here are my critiques:

    (Please note that I'm new to the field of homebrewing, so don't rain wrath down upon me if I get something wrong.)

    Hit Points: This seems fine.
    Proficiencies: Three tool proficiencies? That seems to be stretching it to me, though I don't see any problems.
    Saving Throws: Constitution Saving Throw Prof is a godsend in this edition, so that's nice. Intelligence is nice if you don't want to die via intellect devourers.
    Skills: This is good.
    Equipment: Nothing wrong here.
    Alchemy: I like this. Very flavorful, and warns people to watch out when preparing complex potions.
    Improvise Bomb: This is the Alchemist's Ritualistic feature, except usable at instant speed. This is nice, though it lacks slightly from there being not many bombs to choose from.
    Personal Research: To be covered in a later post.
    Guild Membership: Again, TBA.
    Philosopher's Stone: Warlock Invocation-y style! I like this, though it's a bit much with Alchemy, Discoveries, and Guilds.
    Elixir of Life: Very flavorful and unique, I like. Specific features To Be Critiqued Later (TBCL).
    Transmutations: Nothing wrong here.
    Potion List: May I be the first to point out how funny it would be to prepare potions of true polymorph?
    Last edited by The_Doctor; 2015-04-26 at 07:32 PM.
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    Default Re: Alchemist - Potent Potables and Other Avenues of Medieval Science

    Quote Originally Posted by The_Doctor View Post
    Now that I have had time to read over (and had time to find time to do this), here are my critiques:

    (Please note that I'm new to the field of homebrewing, so don't rain wrath down upon me if I get something wrong.)

    Hit Points: This seems fine.
    Proficiencies: Three tool proficiencies? That seems to be stretching it to me, though I don't see any problems.
    Saving Throws: Constitution Saving Throw Prof is a godsend in this edition, so that's nice. Intelligence is nice if you don't want to die via intellect devourers.
    Skills: This is good.
    Equipment: Nothing wrong here.
    Alchemy: I like this. Very flavorful, and warns people to watch out when preparing complex potions.
    Improvise Bomb: This is the Alchemist's Ritualistic feature, except usable at instant speed. This is nice, though it lacks slightly from there being not many bombs to choose from.
    Personal Research: To be covered in a later post.
    Guild Membership: Again, TBA.
    Philosopher's Stone: Warlock Invocation-y style! I like this, though it's a bit much with Alchemy, Discoveries, and Guilds.
    Elixir of Life: Very flavorful and unique, I like. Specific features To Be Critiqued Later (TBCL).
    Transmutations: Nothing wrong here.
    Potion List: May I be the first to point out how funny it would be to prepare potions of true polymorph?
    First, welcome to homebrewing and thanks for the interest. I am looking forward to your feedback on personal research, guild membership, and specific features.

    Regarding the three tool proficiencies: I could probably remove the poisoner's kit if push came to shove, but ultimately the reason for those three tools is because WotC decided that you needed different tools for alchemy, healing potions, and poisons. Personally, I think these should all be handled by the generic alchemist's supplies. I think it is a relatively minor issue either way since alchemist's should be good with tools, 5e allows you to pick up additional tool proficiencies anyway, and these three tools are pretty narrow in possible uses. (compared to say theives' tools and forgery kit)

    As for the combination of Philosopher's Stone, Alchemy, Discoveries, and Guilds being a bit much; I definitely understand where you are coming from. I tried to break up how potent each individual feature was a bit to address this, but I fundamentally wanted to include a lot of variability into the class design. It does represent more inherent complexity than what is typical within the rest of the 5e classes. Hopefully I created enough options to allow variability, but also removed any possible trap choices to allow for experimentation without worrying about being optimal.

    As for the true polymorph potions, that is a good catch. They would make great 'pranks' to play on others in downtime between adventures. Just make sure to make a few dispel magic potions so you can cancel it before the hour is up. I suppose if the permanency aspect is a problem, you could rule that it lasts for 1 hour; but you didn't actually concentrate on it so it doesn't actually become permanent. I'll personally leave that to the individual DMs to adjudicate as they see fit.

    Thanks for the feedback, I'm always interested in how others perceive my creations.

  17. - Top - End - #17
    Dwarf in the Playground
    Join Date
    Apr 2015

    Default Re: Alchemist - Potent Potables and Other Avenues of Medieval Science

    Critiques on the Guilds:

    The Society of Engineers
    Potent Bombs: You do realize how gold this is right? INT mod damage to ALL bombs? Seriously?
    Discoveries: TBCL.
    Shaped Charge: Throw bombs amongst foes and allies alike with impunity!
    Explosion Knowledge: And here is where INT saves come in handy. You've increased the number of things an Intelligence save can do, which is unique.
    Cluster Bombs: I like it.
    Binary Agents: This is awesome, and is helped by your Bomb Discoveries.
    (One last thing: You wouldn't happen to play TF2, would you?)
    Order of Asclepius
    Rod of Asclepius: I like this. For one thing, you ignore components less than 1gp, which sounds small but can really add up in the long run. Second, you gain 2 cantrips at will. That's always nice.
    Delayed Potions: This is epic. You drink lots of potions, then in case of trouble, BOOM! Instant win. Suppose you prepare a delayed polymorph potion for your fighter. Then when the going gets tough, the tough turns into a 150 hp Giant Ape and wins.
    Complex Data: This is a nice scale-down of the Mishap feature.
    Poison Immunity: .... Do you know how handy it would have been for my character to have this in 4e?
    Compound Synthesis: This can be particularly brutal with the right potion combo.
    Company 88
    Basic Training: Neat. Not particularly powerful, but flavorful as heck.
    Reactive Transmutation: Yes, please. I like this a lot.
    Transmute Ground: Difficult terrain, almost on demand? Awesome. Pushing people is just gravy.
    Transmute Wings: So you don't have to worry about difficult terrain at all? Epic.
    The Truth Behind All Things: This is nice.
    Quote Originally Posted by Prince Zahn View Post
    Sometimes it's easy to forget this isn't for 3.5 anymore #Shocking revelation.
    Binders are fun!
    My 5e Vestiges: Amon, Dahlver-Nar, Focalor, Primus, Marchosias, Halphax, and some other non-canon ones.

  18. - Top - End - #18
    Dwarf in the Playground
    Join Date
    Apr 2015

    Default Re: Alchemist - Potent Potables and Other Avenues of Medieval Science

    *le bump. Don't have time for any more PEACHing right now, but maybe someone else does.
    Quote Originally Posted by Prince Zahn View Post
    Sometimes it's easy to forget this isn't for 3.5 anymore #Shocking revelation.
    Binders are fun!
    My 5e Vestiges: Amon, Dahlver-Nar, Focalor, Primus, Marchosias, Halphax, and some other non-canon ones.

  19. - Top - End - #19
    Bugbear in the Playground
     
    Daemon

    Join Date
    Sep 2014
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    Male

    Default Re: Alchemist - Potent Potables and Other Avenues of Medieval Science

    You should add the 1 minute/spell level rule for the potions in the Potions feature, as to clarify that you can mix potions outside of Long Rests (otherwise, it can be kinda tough).
    DMs only roll dice for the sound they make

  20. - Top - End - #20
    Halfling in the Playground
    Join Date
    Nov 2009

    Default Re: Alchemist - Potent Potables and Other Avenues of Medieval Science

    A player of mine is using this (and another was interested, but didn't want to make a 2nd character of the same class), so we've taken a pretty good look at this. We're all very impressed, but their are a few issues.

    Spoiler: Bombmaking
    Show
    Bombmaking

    How long does a mixed bomb last? I see two lines of thought here.

    1)Since no duration is listed, it would not be unreasonable to assume they don't expire. However, that would allow an alchemist to stack up huge numbers of bombs. Not just during downtime or before going to bed, but also after any short rest in which they didn't use the full amount. Since they by default have limited uses, and this would greatly devalue the Philospher's stone abilities for bombs, I assume this is not the case. Furthermore, bombs that last longer than a round could conceivably be thrown by other characters. As a matter of fact, it would be reasonable and flavorful to arm other members with them in this case. Since a bomb throwing fighter ( or really any character that could sling 2+ bombs a turn) could deal ridiculous damage, and their is no specific text talking about whether or not other characters can use them, this also leads me to believe they are short lived.

    2) Bombs are unstable. If they aren't used by the end of your turn, they become inert. In that case, why require a bonus action to make them and then allow them to be thrown as an attack?
    If you can only make one attack and have no use for your bonus action, then it would seem smoother and less confusing to just make it an action to prepare and throw one. If you do have a use for your bonus action (perhaps the delayed potion feature, or a multiclass rogue's cunning action, or an alchemist with magic initiate-healing word), then you can't do so while also throwing a bomb. Since these abilities were designed to be used along with your "main" action for the turn, I don't see any balance issues with letting someone do so, except in a ver few corner cases (which still aren't too bad).
    If you do have Extra Attack (which the alchemist can get via rapid transmutation discovery), then you could potentially throw a bomb and then move and attack someone. Unless you needed to use transmute weapon or transmute bullet to bring up a decent weapon that turn, in which case you simply can't. Since bomb attacks are by default strength/dexterity based, it does open up the possibility of a fun Warrior Alchemist that mixes them with weapon attacks, which I admit seems pretty cool. I'm imagining someone that looks like Mustang from full metal alchemist throwing a vial that explodes than charging through the smoke and dust to slash with a sword. It seems a bit awkward for the core alchemist, however, since he seems mostly intelligence based. (Note that having a decent dexterity along with intelligence and then either increasing both or picking up self-propelled bombs and upping intelligence seems really reasonable and offers more options in building a character. I'm only referring to the Bonus Action, Attack Action interplay).

    At the end of the day I think the question is this. Which of the following do you want the alchemist to be capable of:
    1) Mix thrown bombs with weapon attacks. OR
    2) Mix thrown bombs with special abilities such as delay potion or cunning action.
    *Note that I'm assuming the bombs are unstable, since unlimited duration bombs create lots of balance issues, and it didn't seem to be your intent to let others use them.

    Acid Burst Bomb
    This should probably deal additional damage at the end of the targets turn. Dealing damage again at the start of their turn isn't really different different then just doubling it to begin with.
    Compared to just doubling it, all it really does is give your allies an opportunity to waste attacks just to make sure it finishes them. (Since if it was initially doubled they would either KNOW they needed more damage, or KNOW they didn't).
    Putting it at the end of their turn is more in line with other abilities of this sort. Furthermore, doubling your damage is pretty significant. Compare Fire bomb and Acid Burst Bomb to Fireball (phb) and Vitriolic Sphere (Elemental Evil Player's Companion).


    Spoiler: Potioncraft
    Show
    Potion Targeting and Spell Conversion
    Okay, there are a couple of issues here.

    1) What about multitarget spells, such as bless, invisibility, or water breathing? So far we have decided that these spells create multiple "mini-potions". This makes them a bit more versatile, but each potion requires it's own action to drink, so they are probably less powerful in a combat scenario. On the other hand, many of these are applied out of combat or beforehand, so being able to parcel them out might actually be an upside with no downside. This isn't a gamebreaker, but it should probably explain the the alchemist handles multitarget potions in the text.

    2) Self only spells. Can only you drink these potions, or does the unique nature of alchemy make the available to anyone. If the second one, it's worth noting that this is a definite boost in versatility/combo ability compared to the original spells. Not necessarily a gamerbreaker, but also should probably be addressed.

    3) Complexity is very neat, but isn't quite the same as concentration. While it's true that they both stop you from layering multiple spells onto the same creature, complexity still allows a single caster to cloak a whole party in greater invisibility (not doable by any other spellcaster). Furthermore, there is no chance of disruption, which is a straight upgrade from concentration. And finally, you DO have the option of stacking multiple buffs on one person, there just might be some crazy stuff that happens along with. Not being able to do something at all < almost never doing it, but having the choice to risk it if you need a hail mary. As such, alchemists are far superior buffers than any other spellcaster, MAYBE in just the right situation excepting sorcerer's with twin spell. But generally even vs them. This isn't necessarily a bad thing, but it is something to bear in mind.

    4)Haste. Haste has a downside of making you lose a turn when the spell ends. As a concentration spell, haste can be ended mid combat via a good hit against the caster. As a complex potion, this is much harder to do (requiring some sort of dispel magic effect), and thus removing a downside of haste. This makes an already top tier spell even more powerful. Like the rest of these, this isn't a stand alone gamebreaker, but all together they make the alchemist an uber-buffer par excellence and might be pushing some limits.


    Rapid Synthesis
    This is really broken. I know it was mentioned before, but for the sake of completeness I'm putting it here. For high level spells especially, there limited numbers are a key balance feature (and may not even be enough then, for certain spells). At high levels this gets truly ridiculous. Not only is the party filled with balors and ancient brass dragons. But a week of downtime gets them all back up true polymorph potions, foresight potions and the like is insane. Even at low levels being able to save up a single unused cure wounds, invisibility, or haste at the end of an adventuring day is potentially problematic.
    My question is this. If the players are in a campaign where magic item creation by pc's is a thing, won't they already have access to it? If they are not, is this ability not disruptive to the tone of the campaign?


    Spoiler: Pedantry
    Show
    Style Issues:
    I didn't really notice this, but someone else pointed out the roman numeral confusion. As an example, to get 6th level spells I need Complex Potion V, which has a requirement of Philospher Stone IV. It wasn't a major nitpick, just confused them a bit when reading the class.



    Shew, that was a lot. I'd like to be clear. There is one reason why I'm picking the class apart. It's because I find it the single best homebrew I've seen for 5th edition, bar none. That includes my own, and if you realized how much of an arrogant narcissist I am, you would understand how much of a compliment that was. ;)
    This is being added to the phb roster of classes for any game that I run, and I just want to help get all the rough edges polished off. Quite frankly, I think this class is what the warlock SHOULD have been. (And will very likely poach ideas for a more 3E inspired version of the warlock in the future). I take my hat off to you, good imp-dragon-thing-person.
    On that note, I have got to dm one session with a 5th level alchemist as one of the players. We are unfortunately on a month hiatus due to schedules, but I was curious if anyone was still interested in a play report. Also, I have some ideas of my own for additional transmutations, discoveries, and guilds. How would you feel about me posting them as they trickle in?


    As a final note, this seems like a great fit for this class, so I thought I'd post the link. Might be something you'd want to mention in your second reserved post. It's an interesting set of alchemy rules for basic crafting and foraging. Thought it was pretty neat myself.
    http://www.giantitp.com/forums/showt...0#post19394530
    One edition to find them all, and in the basement bind them.

  21. - Top - End - #21
    Dwarf in the Playground
     
    AssassinGuy

    Join Date
    Nov 2014

    Default Re: Alchemist - Potent Potables and Other Avenues of Medieval Science

    I'll be getting some real-play out of this come the next few weeks. My wife and I want to have a 1-on-1 game, with her as something and me as Alchemist/DM. Should be fun. I'll let you know how crazy this might turn out to be. We'll be starting at level 5, in Pathfinder's setting, no less.

    EDIT: Would you have any objection to me making this up in a nice pretty PDF @xyianth?
    Last edited by Inchoroi; 2015-06-22 at 05:33 PM.

  22. - Top - End - #22
    Halfling in the Playground
    Join Date
    Nov 2009

    Default Re: Alchemist - Potent Potables and Other Avenues of Medieval Science

    Very sad that the OP seems to have abandoned this class, as it is excellent. Still, I saved it to my compy so there's no reason that my group can't keep playing at the house or adjusting it to suit our particular tastes. Due to real life we've had to put our game on hiatus for awhile, but if we come up with any important alterations, new content, or interesting play reports I'll post them. Also interested in seeing other people's comments on actual play experience.
    One edition to find them all, and in the basement bind them.

  23. - Top - End - #23
    Dwarf in the Playground
     
    AssassinGuy

    Join Date
    Nov 2014

    Default Re: Alchemist - Potent Potables and Other Avenues of Medieval Science

    Quote Originally Posted by Kerleth View Post
    Very sad that the OP seems to have abandoned this class, as it is excellent. Still, I saved it to my compy so there's no reason that my group can't keep playing at the house or adjusting it to suit our particular tastes. Due to real life we've had to put our game on hiatus for awhile, but if we come up with any important alterations, new content, or interesting play reports I'll post them. Also interested in seeing other people's comments on actual play experience.
    Actually, I've got a new player in my online game that's going to pick this up as a gnome. Assuming he doesn't flake out, it'll be going all the way to level 20, where the party will fight a 10,000 wizard in an extra-planar pocket where time doesn't exist.

  24. - Top - End - #24
    Bugbear in the Playground
     
    GnomeWizardGuy

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    Mar 2010

    Default Re: Alchemist - Potent Potables and Other Avenues of Medieval Science

    This seems really cool, though the way it enforces concentration just isn't stringent enough.

    The fact that this is concentration limited by the user of the potion and not the alchemist means that the alchemist becomes by far the best buffer in the game. An alchemist can have every party member benefiting from a buff effect, which seems far beyond what other classes can do - even sorcerers can only do this in a very limited fashion. This poses both a balance problem and a game speed problem ("hold up, let's figure out how we're going to distribute these 4 buff potions before going into the next room")

    Furthermore, it looks like it is impossible to break the effect of this potion. With spells, you can end the effect just by beating on the caster enough. This is crucial for many spells like Polymorph to remain balanced - otherwise, the caster can just cast it and wade into melee as good or better than a dedicated melee character.


    If you're going to have effects that are as powerful as concentration spells, they need to have the same limitations that concentration spells have.

  25. - Top - End - #25
    Pixie in the Playground
     
    Goblin

    Join Date
    Apr 2016

    Default Re: Alchemist - Potent Potables and Other Avenues of Medieval Science

    Yep I registered for this forum just to reply to this post to say how cool it is. I also wanted to ask if you've typed it up in a document somewhere. I'm a high school teacher and would love to test it out with my kids.

  26. - Top - End - #26
    Halfling in the Playground
     
    Chimera

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    Feb 2016

    Default Re: Alchemist - Potent Potables and Other Avenues of Medieval Science

    Quote Originally Posted by Brazedowl View Post
    I also wanted to ask if you've typed it up in a document somewhere.
    This.

    I'm making a horde of all the good homebrew to draw inspiration and content from for my group, and this is too awesome to not download. I know I could just copy and paste the whole thing down, but this deserved a properly formatted pdf, at LEAST. :D

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