Alchemist (HB)
The Alchemist Class p. 1 (Homebrew)
- Dado de golpe
- 8
- Competencias
- Constitution, Intelligence, Arcana, Investigation, Medicine, Nature, Perception, Sleight of Hand, Survival
- Habilidades a elegir
- 3
- Armaduras
- Light Armor
- Armas
- Simple Weapons, Improvised Weapons
- Herramientas
- Alchemist's Supplies
- Aptitud mágica
- Intelligence
- Recuperación de espacios
- Descanso largo
- Riqueza inicial
- 5d4x10
Progresión
| Nivel | Bonif. | Rasgos | Mind Over Matter |
|---|---|---|---|
| 1 | +2 | Alchemy, Catalyze | — |
| 2 | +2 | Methodical | — |
| 3 | +2 | Alchemist Subclass | — |
| 4 | +2 | Ability Score Improvement | — |
| 5 | +3 | Eureka, Extra Attack | — |
| 6 | +3 | Subclass Feature · Rasgo de subclase | — |
| 7 | +3 | Mix | — |
| 8 | +3 | Ability Score Improvement | — |
| 9 | +4 | Eureka (Uncommon), Mercurial Flux | — |
| 10 | +4 | Subclass Feature · Rasgo de subclase | — |
| 11 | +4 | Volatile Potency | — |
| 12 | +4 | Ability Score Improvement | — |
| 13 | +5 | Eureka (Rare), Mind Over Matter | 1 |
| 14 | +5 | Subclass Feature · Rasgo de subclase | 1 |
| 15 | +5 | Philosopher's Stone | 1 |
| 16 | +5 | Ability Score Improvement | 1 |
| 17 | +6 | Volatile Potency Enhancement | 1 |
| 18 | +6 | Lightning in a Bottle | 1 |
| 19 | +6 | Epic Boon | 1 |
| 20 | +6 | Big Bang | 1 |
Rasgos nivel a nivel
Nivel 1
Becoming An Alchemist As A Level 1 Character
As a 1st-level Alchemist, you begin play with 8 + your Constitution modifier hit points.
Core Alchemist Traits:
- Primary Ability: Intelligence
- Hit Point Die: D8 per Alchemist Level
- Saving Throw Proficiencies: Constitution, Intelligence
- Skill Proficiencies: Choose 3: Arcana, Investigation, Medicine, Nature, Perception, Sleight of Hand, Survival
- Weapon Proficiencies: Improvised and Simple weapons
- Tool Proficiencies: Alchemist's Supplies
- Armor Training: Light armor
You start with the following equipment, in addition to the equipment granted by your background (choose A or B):
- (A) Alchemist's Fire, 5 GP of raw materials, Light Crossbow, 20 Bolts, Case, Padded Armor, 5 Flasks, Alchemist's Supplies, and an Explorer's Pack, and 5 GP
- (B) 150 GP
Becoming An Alchemist As A Multiclass Character
Core Alchemist Traits:
- Hit Point Die: D8 per Alchemist level
- Skill Proficiencies: one from Arcana, Investigation, Medicine, Nature, Perception, Sleight of Hand, or Survival
- Tool Proficiencies: Alchemist Supplies
- Armor Training: Light armor
Alchemy
Your practice of alchemical research has trained you to use and create devastating concoctions.
Formulae: Formulae are the recipes to Craft Alchemical Items with Alchemist's Supplies. You know the Formulae listed below, as well as two other Alchemical Items of your choice.
Acid Alchemist's Fire Antitoxin Candle Component Pouch Oil Perfume Potion of Healing
Learning Formulae: Whenever you gain an Alchemist Level, you learn the Formula for another Alchemical Item of your choice. If you find Formulae during your adventures, you can add them to the Formulae you know. You can also research a Potion or Alchemical Item to learn its Formula. Either way takes 2 hours of time spent with a set of Alchemist's Supplies. If the Item has a rarity of Common, the time required is doubled, and doubles again for each rank above Common.
Craft Discount: You only need to provide 5 GP worth of raw materials to Craft any item worth 50 GP or less that you know how to Craft with Alchemist's Supplies, and can Craft these items in 1 day, rather than their purchase price divided by 5.
Item Attacks: Whenever you attack with Alchemical Items, you can use your Intelligence modifier for the DC instead of using Dexterity. Further, the range you can throw them is doubled and being within 5 feet of the target does not impose Disadvantage on the D20 Test.
Catalyze
On your turn, you can take one of the following actions as a Bonus Action: Study or Utilize to use an Item that normally calls for an Action. Whenever you take the Utilize Action while holding Alchemist's Supplies in-hand, you can create any of the items you can Craft with them, ignoring the Time requirement. Items created this way only last for 1 minute, then lose their potency.
Nivel 2
Methodical
You gain the following benefits.
Experimentalist. Choose two of your skill proficiencies with which you lack Expertise. You gain Expertise in those skills.
Fast Hands. You can draw or store two items during your Free Interaction, rather than one.
Nivel 3
Alchemist Subclass
You gain an Alchemist Subclass of your choice, detailed after this class's description. A subclass is a specialization that grants you features at certain Alchemist levels.
Nivel 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Alchemist levels 8, 12, and 16.
Nivel 5
Eureka
You can use the Bonus Action granted by Catalyze to Craft a Potion with a rarity of Common that you know the Formula for, which otherwise follows the same rules for Catalyze. Once you use this feature, you cannot do so again until you finish a Long Rest. The rarity increases as you gain levels in this class, starting at 9th level (Uncommon) and again at 13th level (Rare).
Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Nivel 6
Subclass Feature
You gain a feature from your Alchemist Subclass.
Nivel 7
Mix
While you have two Alchemical Items or Potions in hand and neither is the same item, you can use the Bonus Action granted by Catalyze to swiftly, and safely, combine them. When used, both effects occur simultaneously. Attempting to use this feature with an Item previously combined by this feature results in both items losing their potency and being destroyed.
Nivel 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Nivel 9
Eureka (Uncommon)
The rarity of the Potion you can create with your Eureka feature increases to Uncommon.
Mercurial Flux
Items you Craft with Catalyze now last for 1 hour before losing their potency. Further, you can replace the raw materials to Craft Alchemical Items you know the Formula for with valuables (such as GP) of a value equal to or greater than the cost of the raw materials.
Nivel 10
Subclass Feature
You gain a feature from your Alchemist Subclass.
Nivel 11
Volatile Potency
When a damage or healing roll is made with an Alchemical Item or Potion you Craft, you can roll 1d6 and add the result to the damage or healing of the item. This increases to 2d6 when you reach 17th level.
Nivel 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Nivel 13
Eureka (Rare)
The rarity of the Potion you can create with your Eureka feature increases to Rare.
Mind Over Matter
When you or a creature you can see within 30 feet of you fails an ability check or a saving throw, you can take a Reaction to add a bonus to the roll, potentially causing it to succeed. The bonus equals your Intelligence modifier. You can take this Reaction a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a Long Rest.
Nivel 14
Subclass Feature
You gain a feature from your Alchemist Subclass.
Nivel 15
Philosopher's Stone
Your studies have revealed to you the mystic Formula for the legendary Philosopher's Stone, which you can create over the course of 7 days. If you create a new one, any of your previous Philosopher's Stones are destroyed and return to nothing. Your Philosopher's Stone grants you the following benefits.
- You are Immune to Magical Contagions and Curses, and cannot be aged by natural or magical means.
- Once per hour, you can use the Utilize Action to Craft an item worth 50 GP or less without materials.
- You can allow it to replace any of the material components called for by a spell, which consumes the Philosopher's Stone in the casting.
Nivel 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Nivel 17
Volatile Potency Enhancement
The damage and healing bonus from your Volatile Potency feature increases to 2d6.
Nivel 18
Lightning in a Bottle
Once every 7 days, you can create a Potion with your Eureka feature with a rarity of Very Rare.
Nivel 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify.
Nivel 20
Big Bang
When you roll for Initiative, you can use the Utilize and Attack action once (no Action required).
Subclases (6)
Rasgos
Alchemist
Often found cooped-up experimenting or scavenging for ingredients, the Alchemist is a student of the metaphysical essence of things, and is as curious as they are resourceful.
Playing an Alchemist: This class grants you features to create a low defense, high damage and utility martial blaster.
Action: Utilize Bonus Action (Set-Up): Catalyze Movement: Far from enemies, but within throw range. Reaction: Defensive features, such as Mind Over Matter.