https://www.dandwiki.com/w/api.php?action=feedcontributions&user=PunnyDM12&feedformat=atomD&D Wiki - User contributions [en]2024-03-28T21:48:45ZUser contributionsMediaWiki 1.35.8https://www.dandwiki.com/w/index.php?title=Talk:Alchemist_(5e_Class)&diff=1444929Talk:Alchemist (5e Class)2021-03-03T07:26:00Z<p>PunnyDM12: /* Question */</p>
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<div>I’m preemptively starting off this discussion page by saying I’ll gladly take constructive criticism. If you can justify your reasoning for offering changes or offer suggestions, that’s perfectly fine. I don’t claim to be the master of game balance, so any legitimate help is appreciated.<br />
[[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 10:45, 19 November 2018 (MST)<br />
<br />
The School of the Great Work is a new archetype and is likely subject to change at some point. <br />
[[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 00:34, 4 December 2018 (MST)<br />
<br />
==Question==<br />
In the "Create Elixirs" feature it says "If the spell has a casting time of one action or one bonus action, you use whichever action you used to drink the elixir to cast the spell effect."<br />
What I don't understand is does it take an action to drink the elixir? Do you get to choose action or bonus action to drink an elixir? or do you use whichever action the spell would use to drink the elixir?<br />
Love what of read of this class so far btw. Might add it to my homebrew :) --[[User:Tiero|Tiero]] ([[User talk:Tiero|talk]]) 18:01, 24 September 2019 (MDT)<br />
<br />
:It uses an action to drink an elixir like with any potion, class feature or not. But under the Brewer archetype it allows an elixir to be imbibed with a bonus action. I suppose I should have been more clear, and it's my mistake for making the assumption that the elixirs function like drinking a potion in terms of action economy. [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 23:29, 1 October 2019 (MDT)<br />
<br />
==Spell List==<br />
This class has a spell list but does not explicitly say how to use it. I want to add the ''assay'' spell I just created to its spell list but I can find a feature focused on the spell list. What spells does the alchemist use? What can they do with them? Is it the same list as the standard alchemist spell list? [[User:Arquebus|Arquebus]] ([[User talk:Arquebus|talk]]) 12:39, 5 May 2020 (MDT)<br />
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:There is an "Alchemical Formulae List" at the end of the class description. Those are the spell effects they can use when creating elixirs using the Create Elixirs feature. [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 15:09, 6 May 2020 (MDT)<br />
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== Question ==<br />
<br />
Can the mutagen change the size of the drinker or do you need beast transformation for that. Is this something I just talk to the DM about.<br />
:I had only planned for the Beast Transformation to allow for different size changes seeing as it effectively just casts polymorph on the drinker. Or do you mean the regular mutagens? [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 22:37, 19 December 2020 (MST)<br />
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== Question ==<br />
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What is the inherent advantage to elixirs vs regular spellcasting? Because they're severely disadvantaged by having to be predesignated so what do they have that balances this out?<br />
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:Correct me if I'm wrong, but the elixers just function as regular spellcasting, alike the wizard, but instead of being flavored as wacky hand movements and flashing lights, it's glass and funky liquids. --[[User:SwankyPants|SwankyPants]] ([[User talk:SwankyPants|talk]]) 11:36, 12 February 2021 (MST)<br />
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::Nah, he's right. I had initially designed it in a manner that you had to specify your specific spells and levels for each slot and could change them up if you took a short rest (which could honestly take a while at higher levels if you swap out every slot). If you went School of the Brewer at 3rd level, you could expend a bonus action to change it up on the fly while the other schools kinda delved into other areas of expertise. But yeah, it's far less versatile than basic spellcasting, and I've thought about just changing it to more of the Wizard spell prep but with different flavor but then it just feels kinda plain. I dunno. The only thing I could ever think of that would be an advantage for the class apart from spellcasting would be that you have grenades and they can't be counterspelled or affected by antimagic, so you at least keep that damage and utility in that sense. [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 00:25, 3 March 2021 (MST)</div>PunnyDM12https://www.dandwiki.com/w/index.php?title=Talk:Alchemist_(5e_Class)&diff=1418479Talk:Alchemist (5e Class)2020-12-20T05:37:48Z<p>PunnyDM12: /* Question */</p>
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<div>I’m preemptively starting off this discussion page by saying I’ll gladly take constructive criticism. If you can justify your reasoning for offering changes or offer suggestions, that’s perfectly fine. I don’t claim to be the master of game balance, so any legitimate help is appreciated.<br />
[[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 10:45, 19 November 2018 (MST)<br />
<br />
The School of the Great Work is a new archetype and is likely subject to change at some point. <br />
[[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 00:34, 4 December 2018 (MST)<br />
<br />
==Question==<br />
In the "Create Elixirs" feature it says "If the spell has a casting time of one action or one bonus action, you use whichever action you used to drink the elixir to cast the spell effect."<br />
What I don't understand is does it take an action to drink the elixir? Do you get to choose action or bonus action to drink an elixir? or do you use whichever action the spell would use to drink the elixir?<br />
Love what of read of this class so far btw. Might add it to my homebrew :) --[[User:Tiero|Tiero]] ([[User talk:Tiero|talk]]) 18:01, 24 September 2019 (MDT)<br />
<br />
:It uses an action to drink an elixir like with any potion, class feature or not. But under the Brewer archetype it allows an elixir to be imbibed with a bonus action. I suppose I should have been more clear, and it's my mistake for making the assumption that the elixirs function like drinking a potion in terms of action economy. [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 23:29, 1 October 2019 (MDT)<br />
<br />
==Spell List==<br />
This class has a spell list but does not explicitly say how to use it. I want to add the ''assay'' spell I just created to its spell list but I can find a feature focused on the spell list. What spells does the alchemist use? What can they do with them? Is it the same list as the standard alchemist spell list? [[User:Arquebus|Arquebus]] ([[User talk:Arquebus|talk]]) 12:39, 5 May 2020 (MDT)<br />
<br />
:There is an "Alchemical Formulae List" at the end of the class description. Those are the spell effects they can use when creating elixirs using the Create Elixirs feature. [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 15:09, 6 May 2020 (MDT)<br />
<br />
== Question ==<br />
<br />
Can the mutagen change the size of the drinker or do you need beast transformation for that. Is this something I just talk to the DM about.<br />
:I had only planned for the Beast Transformation to allow for different size changes seeing as it effectively just casts polymorph on the drinker. Or do you mean the regular mutagens? [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 22:37, 19 December 2020 (MST)</div>PunnyDM12https://www.dandwiki.com/w/index.php?title=Heartwood_Armor_(5e_Equipment)&diff=1411155Heartwood Armor (5e Equipment)2020-11-29T21:08:21Z<p>PunnyDM12: Attunement hadn't shown up originally as an oversight on my part.</p>
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<div>{{needsbalance|This is no different than a set of mithril armor minus the clause on the removal of a Strength minimum and minor detriment from fire based attack, and mithril armor is uncommon. See the {{t}} as well.}}<br />
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{|<br />
|style="width:75%"|<br />
{{5e Magic Item<br />
|name=Heartwood Armor<br />
|type=Armor<br />
|subtype=medium or heavy, but not hide<br />
|rarity=common<br />
|attunement=requires attunement by a Druid<br />
|summary= Expertly carved armor crafted from a deep-red wood.<br />
|description=This armor is comprised of very durable wood. Due to its material, it is ideal for druids. Armor made from heartwood weighs half of it's normal weight, and any medium armor that imposes disadvantage on stealth checks no longer does when made of heartwood.<br />
<br />
Due to being made of wood however, attack rolls that deal fire damage are made with advantage against you while wearing this armor.<br />
}}<br />
<br />
----<br />
{{5e Equipment Breadcrumb}} &rarr; [[5e Magical Armor|Magic Armor]][[Category:User]]</div>PunnyDM12https://www.dandwiki.com/w/index.php?title=Eldritch_Scout_(5e_Subclass)&diff=1411145Eldritch Scout (5e Subclass)2020-11-29T20:54:11Z<p>PunnyDM12: Fixed wording to be more appropriate.</p>
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<div>===Eldritch Scout===<br />
Kin to the Eldritch Knight, the Eldritch Scout uses magic to supplement their covert skills. Some Eldritch Scouts find themselves as squires and seconds to knights and magical organizations. They excel at spying and creeping into places they shouldn't be though they can also be found on the front lines of a company of soldiers, using their magics to instill abilities and protection both to their allies and themselves.<br />
<br />
===Spellcasting===<br />
When you reach 3rd level, you gain the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.<br />
<br />
====Eldritch Scout Spellcasting====<br />
{| class="5e"<br />
! Rogue Level !! Cantrips !! Spells Known !! 1st !! 2nd !! 3rd !! 4th <br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
| 3rd || 3 || 3 || 2 || - || - || -<br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
| 4th || 3 || 4 || 3 || - || - || -<br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
| 7th || 3 || 5 || 4 || 2 || - || -<br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
| 8th || 3 || 6 || 4 || 2 || - || - <br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
| 10th || 4 || 7 || 4 || 3 || - || -<br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
| 11th || 4 || 8 || 4 || 3 || - || -<br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
| 13th || 4 || 9 || 4 || 3 || 2 || - <br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
| 14th || 4 || 10 || 4 || 3 || 2 || - <br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
| 16th || 4 || 11 || 4 || 3 || 3 || - <br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
| 19th || 4 || 12 || 4 || 3 || 3 || 1 <br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
| 20th || 4 || 13 || 4 || 3 || 3 || 1 <br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
|}<br />
<br />
====Cantrips==== <br />
You learn three cantrips: ''prestidigitation'' and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.<br />
<br />
====Spell Slots====<br />
The Eldritch Scout Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.<br />
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For example, if you know the 1st-level spell ''featherfall'' and have a 1st-level and a 2nd-level spell slot available, you can cast ''featherfall'' using either slot. <br />
<br />
====Spells Known of 1st-Level and Higher====<br />
You know three 1st-level wizard spells of your choice, two of which must come from the abjuration or transmutation schools from the wizard spell list. The Spells Known column of the Eldritch Scout Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. Each of these spells must be an abjuration or transmutation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.<br />
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The spells you learn at 8th, 14th, and 20th level can come from any school of magic.<br />
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Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots.<br />
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====Spellcasting Ability====<br />
Intelligence is your spellcasting ability for your Eldritch Scout spells.<br />
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You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.<br />
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'''Spell save DC =''' 8 + your proficiency bonus + Your Intelligence modifier<br />
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'''Spell attack modifier =''' your proficiency bonus + your Intelligence modifier<br />
<br />
You can use an arcane focus to cast your wizard spells.<br />
<br />
===Eldritch Stride===<br />
Beginning at 3rd level, you may use your Cunning Action to teleport to a space you can see within 15ft. of you. You regain use of this feature when you complete a short or long rest.<br />
<br />
===Uncanny Ward===<br />
You can weave a small amount of magic around an ally to shield them from harm. At 9th level, as a reaction, when a friendly creature you can see is struck by an attack they take half damage. You may use this ability a number of times equal to your Intelligence modifier and regain all expended uses after completing a long rest.<br />
<br />
===Ghostwalk===<br />
Starting at 13th level, as an action, you can expend a spell slot of 1st level or higher. You become incorporeal for a number of rounds equal to the level of the spell slot expended. While incorporeal, you can move through objects and creatures as if they weren't difficult terrain. If you end your turn inside an object or creature when this effect ends, you are shunted to the nearest unoccupied space and take force damage equal to the number of feet shunted. You may expend an additional spell slot as this effect would end to lengthen its duration.<br />
<br />
===Eldritch Agility===<br />
At 17th level, your expertise in magics grants you several supernatural abilities.<br />
<br />
-You no longer take damage from falling, landing on your feet if you wish. <br />
<br />
-Your jump distance is tripled.<br />
<br />
-The distance you can cover with your Eldritch Stride ability increases to 30ft., and the next attack you make before the end of your next turn can apply your sneak attack damage even if you don’t have advantage on the attack roll, but not if you have disadvantage.<br />
<br />
<br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Subclass]]<br />
[[Category:Rogue]]</div>PunnyDM12https://www.dandwiki.com/w/index.php?title=Heartwood_Armor_(5e_Equipment)&diff=1401799Heartwood Armor (5e Equipment)2020-11-08T07:36:50Z<p>PunnyDM12: I assume this is enough of a penalty to warrant its rarity.</p>
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<div>{|<br />
|style="width:75%"|<br />
{{5e Magic Item<br />
|name=Heartwood Armor<br />
|type=Armor<br />
|subtype=medium or heavy, but not hide<br />
|rarity=common<br />
|attunement=<br />
|summary= Expertly carved armor crafted from a deep-red wood.<br />
|description=This armor is comprised of very durable wood. Due to its material, it is ideal for druids. Armor made from heartwood weighs half of it's normal weight, and any medium armor that imposes disadvantage on stealth checks no longer does when made of heartwood.<br />
<br />
Due to being made of wood however, attack rolls that deal fire damage are made with advantage against you while wearing this armor.<br />
}}<br />
<br />
----<br />
{{5e Equipment Breadcrumb}} &rarr; [[5e Magical Armor|Magic Armor]][[Category:User]]</div>PunnyDM12https://www.dandwiki.com/w/index.php?title=Talk:Gadgeteer_(5e_Subclass)&diff=1401795Talk:Gadgeteer (5e Subclass)2020-11-08T07:25:18Z<p>PunnyDM12: /* Edits */</p>
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<div>== Kudos ==<br />
<br />
This page looks good. I like the name, flavor, and mechanics. Seems simple enough to play too. ~ [[User:BigShotFancyMan|BigShotFancyMan]] 08:35, 24 May 2019 (MDT)<br />
:I'm glad you like it, mate. Always thought rogues deserved a sort of scrappy archetype: kinda like a reverse trap disabler or eccentric inventor. [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 16:43, 24 May 2019 (MDT)<br />
<br />
Heck ya! ~ [[User:BigShotFancyMan|BigShotFancyMan]] 21:39, 24 May 2019 (MDT)<br />
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<br />
== Edits ==<br />
<br />
Should we remove the "If the enemy used an arrow, a crossbow bot or similar, your arrow continues its trajectory and functions as a mundane arrow, dealing damage with a successful attack roll. If possible, you can strike your Sneak Attack" part in the 2 spinning ammos? It looks kinda overpowered to me. I'm very cool with allowing to stop a throwable weapon/arrow/crossbow bolt, but dealing damage after having done so is kinda too much in my opinion --[[User:Conclave|Conclave]] ([[User talk:Conclave|talk]]) 01:24, 5 May 2020 (MDT)<br />
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:I honestly don't care for it as a gadget. Flavor-wise, how would you load an entirely new bolt as a reaction, or are all of your bolts this specific kind? Additionally, it's almost too niche, needing a Dexterity check (and excellent positioning if you're blocking someone else) to even possibly work. And I agree that allowing the sneak attack is a bit much. [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 15:18, 6 May 2020 (MDT)<br />
<br />
::That's a good point too. Should we remove those gadget at all? --[[User:Conclave|Conclave]] ([[User talk:Conclave|talk]]) 04:42, 7 May 2020 (MDT)<br />
<br />
:::I'm not opposed to it, but if we do keep them, there shouldn't be one for bolts and one for arrows. Just call it one or the other and have it be an umbrella term for ammunition. [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 06:29, 7 May 2020 (MDT)<br />
<br />
::::Guess it is better that way. Also, we should remove also the double gadged for arrow and crossbow bolt for net and make that a single ammunition too. --[[User:Conclave|Conclave]] ([[User talk:Conclave|talk]]) 06:33, 7 May 2020 (MDT)<br />
<br />
Explosive Bomb looks dope, but shouldn't it deal at least half dmg when enemies succede on saving throw? [[User:Conclave|Conclave]]<br />
:Yes, but they've locked the page because I had some disagreements on certain class features. [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 23:56, 25 March 2020 (MDT)<br />
<br />
::And the talk page was never used to discuss those disagreements so I am not sure unlocking the page wouldn't result in more back and forth. [[User:Red Leg Leo|Red Leg Leo]] ([[User talk:Red Leg Leo|talk]]) 06:51, 1 April 2020 (MDT)<br />
<br />
Some edits I think may be cool: Hookshot myst be considered as a one-handed crossbow in term of proficiencies; Infamous Needle and Explosive Bomb should deal dmg equal to their hit dice+Int mod, not int+prof; "Gadgeteer attack modifier= Proficiency Bonus + Intelligence Modifier" should be removed, every gadget should have proficiencies as other already existing weapon; Explosive Bomb should deal half dmg if creatures pass the saving throw; Infamous Needle should be buffed a bit, it is kinda pointless atm; at level 13 maybe you should be able to add Sneak attack to one creature while using explosive bombs. [[User:Red Leg Leo|Red Leg Leo]] may you unlock the thread? --[[User:Conclave|Conclave]] ([[User talk:Conclave|talk]]) 04:24, 2 May 2020 (MDT)<br />
:I'm actually playing a level 6 Gadgeteer Rogue in Curse of Sthard and those changes are actually very good. I took Explosive Bomb as gadgeet but I never use it, as if any creature passes the saving throw they take 0 dmg and I've wasted a turn --[[User:GabberGaba|GabberGaba]] ([[User talk:GabberGaba|talk]]) 06:39, 2 May 2020 (MDT)<br />
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I'll unlock the page. I hope whatever counter-edits were happening won't occur. Good Luck. [[User:Red Leg Leo|Red Leg Leo]] ([[User talk:Red Leg Leo|talk]]) 10:33, 4 May 2020 (MDT)<br />
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Why are some of the gadgets considered two handed? What is that purpose for that? [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 17:34, 4 May 2020 (MDT)<br />
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:For two reasons.<br />
:1) Flavor: to use a grenade in real life you have to use one hand to take it/throw it, while the other hand is used to "activate" it (like, removing the triggering pin). Also, if those were one handed gadgets, they would not require an activation and they would be kinda "dangerous". As example, let's say that those gadgets are activated by the impact with the ground: if the rogue is knocked prone/falls, the impact would activate all of them and the rogue would kinda blow up.<br />
:2) To balance them a bit. Let's make an example: if a level 5 rogue takes Crossbow expert as feat and those gadgets were not 2 handed, he could use his action to use Explosive Bomb he would be able to deal 4d4+Int to a maximum of 4 creatures (as the explosion is basically a 2x2), dealing on average 2.5*4=10 dmg to all the 4 creatures (if they fail the save) so 40 dmg in a round, or 20 dmg if they all pass the saving throw. At that point, the rogue could use his bonus action to hit any creature with his hand-crossbow and deal an additional 16d*Dex+3d6 of sneak attack. And it seems a bit overpowered <br />
:--[[User:Conclave|Conclave]] ([[User talk:Conclave|talk]]) 01:02, 5 May 2020 (MDT)<br />
<br />
::Flavorwise, you could pull a pin with your teeth even as seen in pop culture or have a different mechanism, such as striking a blunt surface (in the case of thrown mortars). I would assume activating it and throwing it would use the same action much like the bombs on pg. 267 of the DMG. Additionally, Crossbow Expert only triggers when you take the Attack action. Throwing an explosive does not require an attack roll nor is it treated as a ranged weapon attack (improvised of otherwise). It's honestly more akin to the Cast a Spell action, like a worse version of fireball. Assuming it did trigger CE though -utilizing rules on pg. 190 of the PHB under "Other Activity on your Turn"- even if it was a two-handed weapon, you could throw your grenade and reposition while simultaneously drawing your crossbow for a sneak attack anyway. [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 15:46, 6 May 2020 (MDT)<br />
<br />
:::I see. How should they be edited so? --[[User:Conclave|Conclave]] ([[User talk:Conclave|talk]]) 06:50, 10 May 2020 (MDT)<br />
<br />
::::Personally, I'd make 'em one-handed. Additionally, so you aren't getting possibly 8-10 explosive bombs at 3rd level, I'd recommend the amount of gadgets you can craft should only equal your base Int mod instead of twice your Int mod. until perhaps your next archetype feature or the feature after that. Either that or put a capstone on how many explosive bombs you can craft. [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 10:50, 15 May 2020 (MDT)<br />
<br />
:::::Agree on that, maybe it should be Int x1 at level 3, Int x2 at level 9, Int x3 at level 13 and Int x4 at level 17 and add a Cap for any gadget equal to Int. If you agree on those 2 things we should change the page. Also, I'd like to bring another problem: in case of multiclassing Rogue/Fighter, Rogue/Paladin, etc. (any race with Extra Attack), how would those gadget be used? Because they say "as an action you can use x", so it would make Extra Attack drop. Should it be changed to "you can forgo one of your attacks to use x"? --[[User:Conclave|Conclave]] ([[User talk:Conclave|talk]]) 12:05, 15 May 2020 (MDT)<br />
<br />
::::::Yeah, I can agree to those two things, though maybe cap it at like, 2x mod because it does refresh on a short or long rest after all. As for the Extra Attack, it may get finicky if you can throw two 7d4+mods. explosive bombs using your Extra Attack. Might have to make it a once per turn ability or have it not affect Extra Attack at all. [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 00:28, 16 May 2020 (MDT)<br />
<br />
:::::::I've added the 1x int cap of number of devices from level 3 to level 9 (at level 9 it becomes 2x int, at level 13 3x int, at level 17 4x int). I've also added that you can have a number of devices per type equal to your int and added the part that might allow multiclassing with extra attack class. Probably I made some typo or I wrote that in a not very clear way, so maybe try to watch that. Now, let's talk a bit about Explosive Bomb: is it just me or the elemental modification unlocked at level 13 is a bit OP? Also, about the elemental modification, how is the ice part flavored? Gadgeteer isn't a wizard, I imagine him as a scientist, so I don't get how he can made an explosion of ice --[[User:Conclave|Conclave]] ([[User talk:Conclave|talk]]) 03:23, 22 May 2020 (MDT)<br />
<br />
::::::::I always thought of it as a substance (alchemical or not) that rapidly cooled when depressurized, much like a fire extinguisher, but they could've picked up some magical inspiration from a local artificer or something if that seems a bit too high-tech. Initially, I was only going to have Lightning modifications (but that seemed a bit too niche) so I added the others for more versatility. I also agree though about the explosive bomb Elemental Mod. Initially, I had the mod only affect traps for a double on base price as the trade-off. Then an edit was made that allowed its use on bombs, but only one bomb at a time for no extra cost. That seemed reasonable; but somewhere down the line, the increase on the cap was made which kinda pushed it too far and made the trade off obsolete. Reducing the cap down to one explosive or removing it entirely, might be ideal, unless you want to change the conditions as well. [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 12:42, 28 May 2020 (MDT)<br />
<br />
:::::::::Uh from that point of view Ice is pretty cool, you made me change my mind about that. About explosive bomb, I don't know what should be done. If you think they might exist as they have a max. number of 1, I guess they can stay --[[User:Conclave|Conclave]] ([[User talk:Conclave|talk]]) 12:50, 28 May 2020 (MDT)<br />
<br />
::::::::::I reckon they ''could'' exist, but honestly even then the trade-off of increased trap price is diminished because you can craft explosives every short or long rest anyway; so there'd be a fair few used in an adventuring day instead of applying the effects to traps, unless you can only make one elemental bomb per long rest instead. Which would almost make it like a "get out of jail" card in a pinch. But I dunno. We could remove it for the time being and deliberate if needed, possibly. [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 23:43, 28 May 2020 (MDT)<br />
<br />
So, I'm playing a oneshot with level 10 PCs and I'm trying to use a rogue-gadgeteer. I've been noticing that, while on low levels it might be a fun class, after level 9 the things it earns are a bit useless/not useful in combat at all. I think that one way to fix it is: beginning at 9th level, you can use every gadget that requires an action as a bonus action. Let me know, if you agree I'd add that.--[[User:Conclave|Conclave]] ([[User talk:Conclave|talk]]) 12:24, 19 October 2020 (MDT)<br />
<br />
:To avoid being too OP as feature, maybe the use of a gadget as a bonus action can be limited at a number equal the Int modifier every long rest.--[[User:Conclave|Conclave]] ([[User talk:Conclave|talk]]) 03:23, 21 October 2020 (MDT)<br />
<br />
::I talked with my DM and the other members of the party: they agree with limiting the bonus-action-gadget to a number of times per long rest equal to Int modifier. I'm adding this, if you don't agree feel free to change/edit it. --[[User:Conclave|Conclave]] ([[User talk:Conclave|talk]]) 02:27, 24 October 2020 (MDT)<br />
<br />
:::Sorry. Haven't been on lately, but I can see that working out well. Especially as something reminiscent of the rogue's Cunning Action. Gives a lot of versatility. [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 00:25, 8 November 2020 (MST)<br />
<br />
== Locked ==<br />
<br />
I've locked this it appears there is vandalism but I want to review things before making that decision. [[User:Red Leg Leo|Red Leg Leo]] ([[User talk:Red Leg Leo|talk]]) 07:23, 4 March 2020 (MST)</div>PunnyDM12https://www.dandwiki.com/w/index.php?title=Alchemist_(5e_Class)&diff=1383102Alchemist (5e Class)2020-09-23T05:14:15Z<p>PunnyDM12: Alchemist Schools grant features at 13th level.</p>
<hr />
<div>==Alchemist==<br />
<br />
Reaching into her satchel, an elf quickly downs a flask of glowing blue liquid. The bitter taste of the concoctions makes her shudder. Her fingers begin to tremble as energy builds into a streak of lightning that arcs forth from her, surprising the attacking orc horde.<br />
<br />
A gnome giggles to himself as he pulls the string on a small sphere. A faint ticking can be heard before he shouts, “FIRE IN THE HOLE!” A bang and a fizzle. A few moments later, and the goblin troupe is no more than ash.<br />
<br />
The dwarf tosses his broken axe aside to produce a bottle of syrupy liquid. Uncorking the potion, he guzzles it down as the minotaur charges. As the beast would come to clash with him, the dwarf is moved nary an inch. <br />
<br />
A halfling walks up the side of an estate, striding with confidence. Peering through the open window, she examines her sleeping target: the baron of a nearby town. Vaulting over the windowsill, she produces a dagger and a vial of green liquid. The nobleman wouldn’t be waking up in the morning.<br />
<br />
<br />
“This class was created using the Alchemist class from Pathfinder as a reference with a few other ideas sprinkled in.” [https://www.d20pfsrd.com/classes/base-classes/alchemist/ Alchemist]<br />
<br />
<br />
===Creating an Alchemist===<br />
Think about why your character became an alchemist. Do they wish to help or harm people? Were they always seeking adventure? Who taught them the trade, or are they self taught: driven by trial and error? Is alchemy a noble profession in your world, or is it considered “almost magic” and not really worth practicing compared to real magic. Discuss these with your DM to determine the function of your alchemist and their role in society.<br />
<br />
;Quick Build<br />
You can make an Alchemist by quickly following these suggestions. First put your highest ability score into Intelligence followed by Constitution. If you plan on following the School of the Venomist or the School of the Grenadier, put your second highest ability score into Strength or Dexterity as you will likely be using weapons or explosives very often. Secondly, choose the Guild Artisan or Sage background. Other potentially good backgrounds would be Criminal (particularly if you plan of following the School of the Venomist), or Hermit.<br />
<br />
{{5e Class Features<br />
|name=Alchemist<br />
|summary=One who places spell effects into elixirs and creates volatile explosives.<br />
|hd=8<br />
|spellcasting=half<br />
|armor= Light Armor, Medium Armor<br />
|weapons=Simple weapons, Blowguns, Hand Crossbows, and Scimitars.<br />
|tools=Alchemy Supplies<br />
|saves=Constitution, Intelligence<br />
|skills=Choose 3 from Acrobatics, Arcana, Insight, Investigation, Medicine, Nature, Perception, Persuasion, Sleight of Hand, and Survival<br />
|item1a=any simple weapon<br />
|item1b=a scimitar<br />
|item2a=any simple weapon<br />
|item2b=a light crossbow and 20 bolts<br />
|item3a=a Dungeoneer's Pack<br />
|item3b=an Explorer's Pack<br />
|item4a= Alchemy supplies, leather armor, and a dagger<br />
|item4b=<br />
|item4c=<br />
|wealth=4d4 x 10gp<br />
|classfeatures1={{inpage|Basic Alchemy}}, {{inpage|Everfull Bag}}, {{inpage|Volatile Mixture}}<br />
|classfeatures2={{inpage|Create Elixirs}}, {{inpage|Discovery}}<br />
|classfeatures3={{inpage|Alchemical School}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Arcane Explosives}}<br />
|classfeatures6=<br />
|classfeatures7={{inpage|Evasion}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Alchemical School Feature}}<br />
|classfeatures10=<br />
|classfeatures11={{inpage|Fire in the Hole}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Alchemical School Feature}}<br />
|classfeatures14=<br />
|classfeatures15={{inpage|Product Testing}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Alchemical School Feature}}<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Eclectic Alchemist}}<br />
<br />
|extra1_name=Discoveries Known<br />
|extra1_1=-<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=2<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=3<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=4<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=6<br />
|extra1_17=6<br />
|extra1_18=7<br />
|extra1_19=7<br />
|extra1_20=8<br />
<br />
|extra2_name=Formulae Known<br />
|extra2_1=-<br />
|extra2_2=4<br />
|extra2_3=5<br />
|extra2_4=6<br />
|extra2_5=7<br />
|extra2_6=8<br />
|extra2_7=9<br />
|extra2_8=10<br />
|extra2_9=11<br />
|extra2_10=12<br />
|extra2_11=13<br />
|extra2_12=14<br />
|extra2_13=15<br />
|extra2_14=16<br />
|extra2_15=17<br />
|extra2_16=18<br />
|extra2_17=19<br />
|extra2_18=20<br />
|extra2_19=21<br />
|extra2_20=22<br />
}}<br />
<br />
====Basic Alchemy====<br />
You gain proficiency with your choice from an herbalism kit or a poisoners kit.<br />
<br />
====Everfull Bag====<br />
You have a magic bag used to cart around your alchemy lab. When you reach into the bag to produce any alchemical supplies you create (elixirs, explosives, mutagens, and toxins) you pull them out with ease (no action required) otherwise the bag functions like an empty backpack that you can fill with other items. You do not run out of reagents used to create your alchemical supplies if those reagents are not consumed or have a negligible cost while this bag is on your person. Additionally, the weight of your alchemy supplies are reduced to 1lb. If this bag is ever lost or destroyed you can spend 50gp to purchase a new one or half as much in material costs to craft one over the course of three days.<br />
<br />
====Volatile Mixture====<br />
Occasionally your experiments go awry. You’ve learned to harness this ability in the form of explosives. Upon completing a long rest, an alchemist can create a number of explosives equal to their Intelligence modifier. These explosives can be thrown as an action to a range of 20ft. and deal 1d8 fire damage to a target it comes into contact with, at 5th level (2d8), 11th level (3d8), and 17th level (4d8). Use your proficiency bonus + your Dexterity modifier for the attack roll. All creatures within 5ft. of the impacted target are subject to the explosive’s splash damage and must make a Dexterity saving throw against your spell save DC or take fire damage equal to your Intelligence modifier (minimum of 1). All prepared explosives become inert as soon as you complete your next long rest. You need alchemy supplies to prepare explosives<br />
<br />
====Create Elixirs====<br />
After many hours of practice and study, you are able to duplicate spells by infusing a small amount of magic into your creations. When an alchemist mixes an elixir, they infuse the chemicals and reagents in the extract with magic siphoned from their own magical aura. To “cast” these spell effects, the alchemist must imbibe the potion as an action. If the spell has a casting time of one action or one bonus action, you use whichever action you used to drink the elixir to cast the spell effect. Spell effects found on the formulae list with a casting time of 1 reaction can be withheld for a number of minutes equal to your Intelligence modifier after the elixir is imbibed or until the appropriate trigger occurs at which point you may expend your reaction and the actual duration starts. All spell effects provided by elixirs can be dispelled by spells such as ''dispel magic'' and ''counterspell''. Any elixirs removed from the alchemist’s possession become inert until returned. If a spell effect calls for a material component with a cost or one that is consumed, the cost or ingredient must be included in the making of the elixir.<br />
<br />
;;;Your Formulae List<br />
At 2nd level you have a book with a formulae list containing four 1st-level alchemical formulae of your choice. Your formulae list is the repository of the formulae you know and is to an alchemist what a spellbook is to a wizard.<br />
<br />
;;;Adding New Formulae<br />
When you find an alchemical formula of first level or higher, you can add it to your formulae list if it is of a level which you can prepare and if you can spare the time to decipher and copy it. An alchemist can study a wizard’s spellbook, potion, or a spell scroll to learn any formula that is equivalent to a spell the spellbook, potion, or scroll contains. Wizards cannot learn spells from your formulae list.<br />
<br />
For each level of the formula, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the formula to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the formula just like your other formulae.<br />
<br />
;;;Replacing Your Formulae List<br />
You can copy a formula from your own formulae list into another book. This is just like copying a new formula into your formulae list, but faster and easier, since you understand your own notation and already know how to craft the elixir. You need spend only 1 hour and 10 gp for each level of the copied spell.<br />
<br />
If you lose your formulae list, you can use the same procedure to transcribe the elixirs that you have prepared into a new formulae list. Filling out the remainder of your formulae list requires you to find new formulae to do so, as normal.<br />
<br />
;;;Preparing and Crafting Elixirs<br />
The Alchemist table shows how many elixir slots (spell slots) you have to craft your Alchemist elixirs of 1st level and higher. When an alchemist prepares an elixir, they must designate what spell effect from their formulae list goes into the elixir and at what level the effect will be used at. An alchemist prepares a number of elixirs as they have slots. An alchemist can change any spell effects in any number of their remaining elixirs to another they have written in their formulae list when they complete a short rest. The level of the changed formula must equal the level of it's current effect. For example, a prepared ''alter self'' elixir can be changed to a ''barkskin'' elixir or a 2nd-level cure wounds elixir if the alchemist chooses. Alchemy supplies are required to prepare your elixirs. All previously prepared elixirs become inert after taking a long rest.<br />
<br />
You regain all expended elixir slots when you complete a long rest.<br />
<br />
;;;Spellcasting Ability<br />
Intelligence is your spellcasting ability for your Alchemist elixirs. You use your Intelligence whenever a spell or feature refers to your spellcasting modifier.<br />
<br />
In addition, you use your Intelligence modifier and proficiency bonus for the spell save DC of an Alchemist elixir or Alchemist features you use unless explicitly stated.<br />
<br />
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier.<br />
<br />
Spellcasting modifier = your proficiency bonus + your Intelligence modifier.<br />
<br />
;;;Learning Formulae of 1st Level and Higher<br />
You begin with four formulae on your formulae list. Each time you gain an Alchemist level, you can add one alchemical formula of your choice from the Alchemical Formulae list located later in the class description. Each of these formulae must be of a level which you have elixir slots as shown on the Alchemist table. On your adventures. you might find other formulae that you can add to your formulae list.<br />
<br />
====Discovery====<br />
Your research into the alchemical arts has led you to some very interesting information. At 2nd level you learn two discoveries located at the end of the class description. You learn additional discoveries at 6th, 10th, 14th, 16th, 18th, and 20th levels. <br />
<br />
====Alchemical School====<br />
At 3rd level you decide to devote yourself to a refined school of study: School of the Brewer, School of the Great Work, School of the Grenadier, School of the Mutator, or School of the Venomist. Choose a school of alchemy to follow detailed later in the class description. Your choice grants you features at 3rd level and again at 9th, 13th, and 17th levels.<br />
<br />
==== Ability Score Increase ====<br />
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.<br />
<br />
====Arcane Explosives====<br />
You infuse a small string of warding magic into your bombs. Beginning at 5th level any creatures you designate are unaffected by your explosive’s splash damage. Additionally, your bombs are considered magic for the purpose of overcoming resistances and immunities to nonmagical weapons.<br />
<br />
====Evasion====<br />
Beginning at 7th level, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
====Fire in the Hole====<br />
Starting at 11th level, after throwing one of your explosives or drinking an elixir, you can make a weapon attack as a bonus action.<br />
<br />
====Product Testing====<br />
After ingesting various reagents and breathing less-than-savory fumes, you have some measure of protection from toxins. At 15th level you gain resistance to acid and poison damage and have advantage on saving throws against poisons. Upon reaching 18th level you gain immunity to poison damage and the poisoned condition.<br />
<br />
====Eclectic Alchemist====<br />
At level 20 you’ve completed most of your schooling, so you branch into the knowledge of another school. Choose another Alchemic School. You gain the benefits of that school’s 3rd and 9th level features. (You are considered to be a 9th level Alchemist of that school for the purposes of discovery prerequisites and class features.)<br />
<br />
===School of the Brewer===<br />
Although the most common school of alchemy, alchemists enrolled in the School of the Brewer are experts at both making and drinking potions with a plethora of effect and potencies.<br />
<br />
;Heterogeneous Mixture<br />
Starting at 3rd level, you can change the spell effects of one of your elixirs as a bonus action following the rules of changing elixir effects located under ''Preparing and Crafting Elixirs''. You may do this a number of times equal to your Intelligence modifier. You regain all expended uses of this feature after completing a long rest.<br />
<br />
;Arcane Tether<br />
You connect yourself to your elixirs through intangible arcane channels. Starting at 9th level, any elixirs you prepare can leave your possession while retaining their magical benefits, allowing a creature you designate to use the elixir’s effects. The effects of the elixir still use your spellcasting modifier and spell save DC.<br />
<br />
;Swift Quaff<br />
After drinking many concoctions, you find they go down easier most of the time. Beginning at 13th level, you may drink one of your elixirs as a bonus action (but only one elixir per turn) a number of times equal to your Constitution modifier. You regain all expended uses of this feature after completing a long rest.<br />
<br />
;Expert Brewer<br />
You’ve become an expert at crafting elixirs. At 17th level, you can prepare an extra powerful elixir. Choose a 6th level formula and a 7th level formula from the Alchemical Formulae list located at the end of this class’s description. You learn those formulae and can prepare one elixir of each formula when you prepare the rest of your elixirs. These formulae don't count against your prepared elixirs. (These formulae cannot benefit from your Arcane Tether or Swift Quaff features.)<br />
<br />
===School of the Great Work===<br />
Although not technically a formal school, those who follow the beliefs of this school seek out the cure for all ailments and the power to transmute base metals into silver and gold. Although many alchemists would wish to discover such treasures, those who follow this school seek it above all else.<br />
<br />
;Crystalized Aether<br />
Through diligent research, you’ve learned to harness cosmic energy into a small, saffron-colored shard. This energy can be used to fuel some of your elixir effects. When you take this school at 3rd level you no longer require material components with a total value of 10gp when you prepare your elixirs.<br />
<br />
;Thorough Research<br />
At 9th level, you learn two additional discoveries in addition to the ones you know, assuming you meet the prerequisites.<br />
<br />
;Anima Mundi<br />
You have discovered that all things are connected in some way, and you are capable of tapping into such forces. Beginning at 13th level, when a creature damages you with an attack, you can expend your reaction to halve the damage against you. The attacking creature is then subject to the other half. This damage cannot be reduced in any way. You must complete a short or long rest before you can use this feature again.<br />
<br />
;Materia Prima<br />
You’ve made a major breakthrough with your research toward your Magnum Opus and discovered a slightly unstable yet potent form of reddish liquid material. Starting at 17th level, you no longer age and do not suffer the frailty of old age. Additionally, whenever you prepare your elixirs, you can perform one of the following effects.<br />
<br />
''Azoth''<br />
<br />
You can end all diseases, and poisons affecting a creature. Additionally, the creature loses all levels of exhaustion if they have any and regains all hit points.<br />
<br />
''Chaos''<br />
<br />
You increase the damage of one of your explosives to 4d10.<br />
<br />
''Chrysopoeia''<br />
<br />
You can transmute any amount of base metals (iron, lead, tin, or zinc for example) with a maximum value of 500cp into an equal number of copper pieces or bars of the same value. Additionally, you may transmute a number of copper bars or pieces with a maximum value of 500cp into an equal number of silver pieces or silver bars. You may transmute a number of silver bars or pieces with a value of up to 500sp into an equal number of gold pieces or gold bars. (Once you use this feature to transmute any metals in this way, you must wait 7 days before you can use any of your Materia Prima again.)<br />
<br />
''Elixir of Life''<br />
<br />
You can cast the ‘’raise dead’’ spell on a body within 5ft. of you.<br />
<br />
''Genesis''<br />
<br />
You do not need to provide material components when preparing your elixirs.<br />
<br />
===School of the Grenadier===<br />
Fanatic demolition experts, those who follow the School of the Grenadier excel at making bombs and grenades. Those who follow this school look to make more powerful explosives and even apply elemental effects to them.<br />
<br />
;Hurl Anything<br />
When you choose this archetype at 3rd level you apply your proficiency bonus to improvised weapons when you throw them at a target.<br />
<br />
;Good Arm<br />
You’ve become adept at throwing your explosives at distant enemies. At 3rd level the distance you can throw your explosives is doubled. Additionally, you can throw one of your explosives as a bonus action (but only one per turn). (This feature applies to flasks of acid, alchemist’s fire, and holy water as well.)<br />
<br />
;Elemental Affinity<br />
When you throw one of your explosives, you can channel a small amount of your magic into it, altering its properties. Beginning at 9th level, an explosive you throw deals your choice of acid, cold, fire, or lightning damage on a hit.<br />
<br />
;Demolitionist<br />
Starting at 13th level, when preparing elixirs, you may choose to prepare a number of explosives in their place. The number of explosives you can create with this feature equals half your Alchemist level. Additionally, regardless of the elixir slot it occupies (if any) the damage of all your explosives increase from a D8 to D10. This damage increases to D12 at 17th level.<br />
<br />
;Arcane Shrapnel<br />
Beginning at 17th level all creatures within 5ft. of the target of one of your explosives must succeed on a Dexterity saving throw or take damage equal to half your Alchemist level. Additionally, the actual target of the explosive is affected by additional condition based on the explosive's damage type.<br />
<br />
''Acid''<br />
<br />
The target takes additional acid damage at the start of its next turn equal to half your Alchemist level.<br />
<br />
''Cold''<br />
<br />
The target’s movement speed is reduced by half until the start of your next turn.<br />
<br />
''Fire''<br />
<br />
The target takes fire damage equal to your Intelligence modifier for one minute or until they succeed on a Dexterity saving throw against your spell save DC to put out the flames. <br />
<br />
''Lightning''<br />
<br />
The target cannot take reactions until the start of your next turn.<br />
<br />
===School of the Mutator===<br />
The reclusive School of the Mutator holds an old form of alchemy thought to be more pure than the other forms. This school focuses on creating special elixirs that change the very nature of one’s body.<br />
<br />
;Mutagen<br />
Your alchemical study involves change, but there must always be a trade off. Beginning at 3rd level, upon completing a short or long rest, you can create one mutagen. When you drink this mutagen as an action you gain a +1 bonus to your AC and gain advantage on all Strength, Dexterity, and Constitution ability checks for 10 minutes. You also gain disadvantage on all Intelligence, Wisdom, and Charisma ability checks for the duration as well. You can create two mutagens upon reaching 9th level and three upon reaching 13th level. You can only be under the effects of one mutagen at a time. Attempting to drink a second mutagen cancels out both mutagens and gives you two levels of exhaustion. You require alchemy supplies to create mutagens.<br />
<br />
;Flush Mutagen<br />
Beginning at 9th level you can choose to end any mutagen affecting you as a bonus action. You may use this feature up to two times before you must complete a long rest. At 13th level you gain two more uses of this feature until you must complete a long rest; and at 17th level, you may use this feature a number of times equal to half your Alchemist level until you must complete a long rest.<br />
<br />
;Unflinching Mutagen<br />
At 13th level, while under the effects of a mutagen you cannot be charmed, and you are immune to the frightened condition.<br />
<br />
;Master Mutagen<br />
You’ve learned the secret to a perfect mutation. Starting at 17th level you can create one special mutagen in addition to the other mutagens you can create. When you drink this mutagen, its benefits last for one hour. Additionally, its benefits apply to the relevant saving throws as well. You do not receive the detriments of a normal mutagen when you use a master mutagen. You must complete a long rest before you can make any more master mutagens. (If you have the Cognatogen Discovery, this feature applies to those mutagens as well. This feature does not apply to the Beast Transformation, Combat Prowess, or Feral Mutagen discoveries.)<br />
<br />
===School of the Venomist===<br />
Perhaps the most obscure school of alchemy, the School of the Venomist focuses on creating deadly poisons with a variety of debilitating effects.<br />
<br />
====Quick Slather====<br />
When you choose this archetype at 3rd level, you can apply poisons and toxins you create to a melee weapon or 10 pieces of ammunition as a bonus action. When a toxin is applied to a weapon, it retains potency for one minute or until you land an attack against a creature.<br />
<br />
====Toxin Maker====<br />
Instead of pursuing conventional alchemy, you’ve decided to delve into the realm of virulent poisons. Beginning at 3rd level, when preparing elixirs, you may choose to prepare a number of toxins in their place. The number of toxins you can create equals your Intelligence modifier. The toxins you create and apply to weapons deal poison damage equal to 1d4 per level of the elixir it replaces + your Intelligence modifier. On a hit, the target of your toxin must then make a Constitution saving throw against your spell save DC or become poisoned for one minute. The target can make a saving throw at the beginning of one of it’s turns, ending this condition early on a success. You require alchemy supplies to prepare toxins.<br />
<br />
====Secondary Effects====<br />
Instead of sickening your opponent, your toxins can take on a variety of other effects. Beginning at level 9, you know two of these effects and gain additional effects at 13th and 17th levels. These effects replace the poisoned condition that your toxins would normally do.<br />
<br />
''Clouded Mind''<br />
<br />
The target must make an Intelligence saving throw against your spell save DC. On a failed save, roll a d6 at the start of each of the target’s turns. On a roll of 1-4 the target takes its turn as normal. On a roll of 5-6, the target wastes it’s turn doing nothing. The target can repeat the saving throw at the beginning of each of their turns, ending this condition early on a success. <br />
<br />
''Darkness'' <br />
<br />
The target must make a Wisdom saving throw against your spell save DC or become blinded for one minute. The target can repeat the saving throw at the beginning of each of their turns, ending this condition early on a success.<br />
<br />
''Drowsy'' <br />
<br />
The target must make a Constitution saving throw against your spell save DC or fall asleep for one minute, until the sleeper takes damage, or until someone uses their action to jostle the target awake.<br />
<br />
''Feeble'' <br />
<br />
The target must make a Constitution saving throw against your spell save DC or become incredibly feeble. The target deals only half damage from weapon attacks that use Strength for one minute. The target can repeat the saving throw at the beginning of each of their turns, ending this condition early on a success.<br />
<br />
''Locked Joints'' <br />
<br />
The target must make a Strength saving throw equal to your spell save DC or become paralyzed for one minute. The target can repeat the saving throw at the beginning of each of their turns, ending this condition early on a success.<br />
<br />
====Incapacitation====<br />
You can prepare your poisons in such a way so as to incapacitate rather than kill. At 13th level, when you prepare a toxin in this way, it does no damage, but the target has disadvantage their initial saving throw against the poisoned condition of your toxins or conditions applied from your Secondary Effects feature.<br />
<br />
====Potent Toxins====<br />
Starting at 17th level the number of toxins you can prepare equals half your Alchemist level. Additionally, you can apply two effects granted by your Secondary Effects feature or one effect and the poisoned condition to a number of toxins equal to your Intelligence modifier (separate saves are required for each effect). Toxins prepared in this way deal no damage.<br />
<br />
===Discoveries===<br />
As an alchemist, you gain bouts of inspiration and focus. These pursuits often lead to discoveries that you might work towards or abandon halfway through. You can learn a discovery at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class. Additionally, when you gain a level in this class, you can choose one of the discoveries you know and replace it with another discovery that you could learn at that level unless stated otherwise. (Upon obtaining the Eclectic Alchemist feature, you are considered to be a 9th level character in whatever school you chose.)<br />
<br />
;Aether Bomb: ''Prerequisite- School of the Great Work''<br />
When you throw one of your explosives, you can choose to have it deal necrotic damage on a hit.<br />
<br />
;Additional Master Mutagen: ''Prerequisite- 20th Level, School of the Mutator'' <br />
You can prepare an additional Master Mutagen for the cost of two normal mutagens.<br />
<br />
;Adept Arcane Studies: ''Prerequisites- 12th Level, Arcane Studies, Extra Arcane Studies'' <br />
You may cast the spells you chose from your ''Extra Arcane Studies'' discovery more frequently. These spells are now restored after completing a short or long rest. (This discovery is permanent. Additionally, your ''Extra Arcane Studies'' discovery becomes permanent when you learn this discovery.)<br />
<br />
;Adept Esoteric Studies: ''Prerequisite- 15th Level, Esoteric Studies, School of the Great Work''<br />
You may cast the spells you chose from your ''Esoteric Studies'' discovery more frequently. These spells are now restored after completing a short or long rest. (This discovery is permanent. Additionally, your ''Esoteric Studies'' discovery becomes permanent when you learn this discovery.)<br />
<br />
;Alchemical Makeup<br />
You gain proficiency in the Deception and Persuasion skills.<br />
<br />
;Alchemic Mine: ''Prerequisite- 5th Level, School of the Grenadier''<br />
You can prepare one special explosive in place of an explosive you could normally prepare to explode when a creature approaches. You can set this explosive against a flat surface as an action. A creature can make a Wisdom(Perception) check against your spell save DC to notice the mine. If you spend one round burying the mine under a small layer of dirt or similarly light cover, the creature has disadvantage on the check. When a small or larger creature unaware of the mine's presence enters the mine's space, they set it off unless they are flying or otherwise aloft. The creature must make a Dexterity saving throw against your spell save DC or take damage equal to one of your explosives or half as much on a successful save. (This particular kind of explosive does not have splash damage) A creature aware of the mine can choose to move half its speed on its turn to move through the mine's space without setting it off.<br />
<br />
;Alchemy Practice <br />
You gain proficiency in either an Herbalism Kit or a Poisoner’s Kit. Alternatively, you can choose to double your proficiency in Alchemy Supplies, Herbalism Kits, or Poisoner’s Kits that you're proficient with. (Alchemists of the School of the Venomist immediately doubles their proficiency with Poisoner's Kits in addition to another affect of this discovery.)<br />
<br />
;Alkahest: ''Prerequisite- 10th Level, School of the Great Work''<br />
You can prepare an additional concoction of sorts when you prepare your elixirs in addition to any other elixirs you can prepare. As an action, you can choose to throw this item as if it were an explosive. This particular explosive deals 3d10 acid damage on a hit and deals half your Alchemist level with it’s splash damage. Alternatively, you can pour this concoction onto a substance covering no more than 1 square foot. This concoction dissolves any material it comes into contact with including ''sovereign glue''.<br />
<br />
;Arcane Studies<br />
You learn three cantrips from the Wizard spell list. (This discovery is permanent. An alchemist of the School of the Great Work learns an additional cantrip from the druid spell list when they learn this discovery.)<br />
<br />
;Assassin's Blade: ''Prerequisite- 6th Level'' <br />
Any weapon attack you make that doesn't already apply poison damage deals an extra 1d4 poison damage. (Alchemists of the School of the Venomist deals 1d6 extra damage when they use this discovery.)<br />
<br />
;Augmented Anatomy: ''Prerequisite- 20th Level, Enhanced Anatomy'' <br />
One ability score of your choice increases by 4 and the maximum of that score increases to 24. (This discovery is permanent. This ability score increase need not be the one you chose for your ''Enhanced Anatomy'' discovery.)<br />
<br />
;Axiomatic Bomb: ''Prerequisite- 15th Level, Flashbang, School of the Grenadier'' <br />
Your bombs are now capable of dealing radiant damage when you use your Elemental Affinity feature. All creatures affected by this explosive must make a Constitution saving throw against your spell save DC or become blinded for one minute and deafened until the start of your next turn. A creature can repeat this saving throw at the start of subsequent turns, ending these effects early on a success.<br />
<br />
;Beast Transformation: ''Prerequisite- 10th Level, School of the Mutator'' <br />
You have learned how to change in a more bestial way. You can prepare this mutagen in the place of another you could prepare. When you drink this mutagen, you take on the effects of the ''polymorph'' spell, targeting only yourself. Your mental ability scores stay the same (though you cannot speak in this form) and your hit points equal your Alchemist level unless the beast’s are higher. <br />
<br />
;Breaching Charge: ''Prerequisite- 6th Level''<br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare to blow through solid objects. The damage type of these bombs changes to thunder, and they deal double damage to solid objects and siege engines not being worn or carried. (If you have the ''Delayed Bomb'' discovery, you can stick these explosives to solid objects before using your action (or possible bonus action) to detonate them.)<br />
<br />
;Brewmaster <br />
You gain proficiency with Brewing Supplies. (Alchemists of the School of the Brewer receive expertise in Brewing Supplies.)<br />
<br />
;Caustic Blood<br />
Whenever a creature within 5 feet of you hits you with an attack, that creature takes acid damage equal to your Constitution modifier (minimum of 1). (Alchemists of the School of the Mutator deals damage equal to half their Alchemist level or their Constitution modifier (whichever is higher) when using this discovery.)<br />
<br />
;Celestial Poison: ''Prerequisite- School of the Venomist'' <br />
Your toxins now affect undead.<br />
<br />
;Chameleon: ''Prerequisite- School of the Mutator'' <br />
You gain proficiency in stealth. Additionally, you double your proficiency bonus with this skill.<br />
<br />
;Choking Gas: ''Prerequisite- School of the Venomist'' <br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare to produce a thick plume of greenish, toxic smoke. Instead of dealing instant damage, the explosive fills a 15 feet sphere with smoke, heavily obscuring the area for one minute. A creature that enters the smoke or starts its turn in the smoke takes poison damage equal to your Intelligence modifier. A creature that doesn’t need to breathe is unaffected. A wind of at least 10 miles per hour disperses the smoke in one round.<br />
<br />
;Cluster Bomb: ''Prerequisite- 20th Level, School of the Grenadier'' <br />
You can throw two explosives at once as an action provided they are the same damage type. Additionally, you can throw an explosive using a bonus action and still use other explosives using your action on that turn.<br />
<br />
;Cognatogen: ''Prerequisite- School of the Mutator'' <br />
You’ve learned how to flip the basic mutagen benefits to allow for more versatility. You can prepare a special mutagen in place of a normal one. Upon drinking this mutagen, you gain a +1 bonus to all Intelligence, Wisdom, and Charisma saving throws and gain advantage on all Intelligence, Wisdom, and Charisma ability checks for 10 minutes. You also gain disadvantage on all Strength, Dexterity, and Constitution ability checks for the duration as well.<br />
<br />
;Combat Prowess: ''Prerequisite- 5th Level, School of the Mutator'' <br />
You’ve learned how to bolster your combat effectiveness with mutagens. You can prepare a special mutagen in place of a normal one, and for a number of minutes equal to your Intelligence modifier you can attack twice instead of once when you take the attack option on your turn. Additionally, if you are wearing light or no armor, your armor class becomes 10 + your Dexterity Modifier + your Intelligence modifier. While under the effects of this mutagen, you cannot drink any of your elixirs. Treat elixirs as a mutagen for purposes of drinking multiple mutagens.<br />
<br />
;Concussion Grenade: ''Prerequisite- School of the Grenadier'' <br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare to deliver a disorienting assault. Instead of dealing damage, any creature within the explosion's splash damage radius must make a Constitution saving throw or become stunned for a number of rounds equal to your Intelligence modifier and be blinded until the start of your next turn. A creature can repeat this saving throw at the start of subsequent turns, ending these effects early on a success. <br />
<br />
;Cosmic Shard: ''Prerequisite- School of the Great Work''<br />
Your Crystalized Aether feature replaces material components with a value of 25gp or less.<br />
<br />
;Darkness Bomb: ''Prerequisite- 10th Level'' <br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare to remove all light from an area. After you throw this bomb a 15-foot sphere of magical darkness springs forth for one minute. The darkness spreads around corners, and a creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If any of this explosive’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled. (If the alchemist is at least 9th level and follows the School of the Grenadier, the level of the ''darkness'' effect equals the appropriate slot (if any) the explosive occupies assuming the slot is 3rd-level or higher. Otherwise it's cast at it's lowest level.)<br />
<br />
;Delayed Bomb <br />
You can delay the detonation of an explosive you’ve thrown within 30 feet of you for a number of rounds equal to your Intelligence modifier. As an action, you can detonate this explosive, otherwise is explodes after all rounds are expended. (Alchemists of the School of the Grenadier can detonate their explosive as a bonus action.) <br />
<br />
;Directed Bomb: ''Prerequisite- School of the Grenadier'' <br />
You can prepare any number of special explosive in place of any explosives you could normally prepare to explode in a 15-foot cone rather than a sphere. When you throw the explosive, you choose the direction of the cone.<br />
<br />
;Dispelling Bomb: ''Prerequisite- 8th Level'' <br />
You can prepare up to two special explosives in place of up to two explosives you could normally prepare to mimic the effects of the ''dispel magic'' spell within a 15-foot sphere as if cast at its lowest level. This explosive utilizes your spellcasting modifier. (If the alchemist is at least 9th level and follows the School of the Grenadier, the level of the ''dispel magic'' effect equals the appropriate slot (if any) the explosive occupies assuming the slot is 4th-level or higher. Otherwise it's cast at it's lowest level.)<br />
<br />
;Draught of Mutation: ''Prerequisite 15th Level''<br />
You can prepare one mutagen upon completing a long rest. (Alchemists of the School of the Mutator can prepare an additional mutagen whenever they prepare mutagens during a short or long rest.)<br />
<br />
;Duck and Cover: ''Prerequisite- 3rd Level.'' <br />
You gain proficiency in Dexterity saving throws.<br />
<br />
;Eldritch Transmutation: ''Prerequisite- 12th Level''<br />
You learn the ''fabricate'' spell and can cast it as a wizard does without expending an elixir slot. You must complete a long rest before you can cast this spell again. (An alchemist of the School of the Great Work can cast this spell again after completing a short or long rest.)<br />
<br />
;Elixir Adept: ''Prerequisite- School of the Brewer'' <br />
You can prepare an additional two 1st-level elixirs.<br />
<br />
;Elixir of Recovery: ''Prerequisite- 10th Level, School of the Brewer'' <br />
When you prepare your elixirs, you can prepare one Elixir of Recovery. This elixir does not count against the number of elixirs you can prepare. If this item is poured on a corpse that has died within the past minute, it returns to life with 1 hit point. You can prepare one Elixir of Recovery after completing a long rest.<br />
<br />
;Elixir of Unlife: ''Prerequisite- 10th Level'' <br />
When you prepare your elixirs, you can prepare an Elixir of Unlife. This elixir does not count against the number of elixirs you can prepare. This item is poured onto a corpse or pile of bones, granting the semblance of the ''animate undead'' spell targeting only one target. You can prepare one Elixir of Unlife after completing a long rest.<br />
<br />
;Enhanced Anatomy <br />
One ability score of your choice increases by 2 to a maximum of 20. (You may select this discovery multiple times, each time choosing a different ability score. You cannot choose the same ability score more than once. This discovery is permanent.)<br />
<br />
;Enhanced Keen Sight: ''Prerequisite- Keen Sight'' <br />
You can see normally in darkness, both magical and nonmagical, to a distance of 60 feet. Additionally, the distance your ''Keen Sight'' discovery covers is increased by 30 feet. (This discovery is permanent. Additionally, when you choose this discovery, your ''Keen Sight'' discovery becomes permanent as well.)<br />
<br />
;Esoteric Studies: ''Prerequisite- 5th Level, School of the Great Work''<br />
Choose one 1st-level spell and one 2nd-level spell from the druid spell list. You can cast those spells in the way a druid does without expending an elixir slot. You must complete a long rest before you can cast either of these spells again.<br />
<br />
;Explosive Ammunition: ''Prerequisite- 10th Level, School of the Grenadier'' <br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare and attach them to a form of ammunition. If the ammunition hits when fired, the bomb explodes as if you threw it. If the attack misses, the explosive does not go off. (If the ammunition is destroyed upon impact, the explosive is destroyed as well.)<br />
<br />
;Extra Arcane Studies: ''Prerequisite- 8th Level, Arcane Studies'' <br />
Choose one 1st-level and one 2nd-level formulae that you know. You can cast those spells in the way a wizard does without expending an elixir slot. You must complete a long rest before you can cast either of these spells in this way again.<br />
<br />
;Eyes of Arcana <br />
You can sense the presence of magic within 30 feet of you. (An alchemist of the School of the Great Work can sense the presence of magic within 60 feet of themself at 10th level if they learn this discovery.)<br />
<br />
;Eyes of Detection: ''Prerequisite- 15th Level'' <br />
You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight. (A 17th level alchemist of the School of the Mutator gains truesight out to a range of 30 feet when they choose this discovery.)<br />
<br />
;Featherweight Tonic: ''Prerequisite- 9th Level'' <br />
When you prepare your elixirs, you can prepare an elixir of ''levitate''. A creature that drinks this tonic can only target themself, otherwise this functions as a normal elixir. This elixir does not count against the number of elixirs you can prepare.<br />
<br />
;Feral Mutation: ''Prerequisite- 15th Level, School of the Mutator'' <br />
When you prepare your mutagens you can choose to prepare a special one in place of a normal one. When you drink this mutagen you grow wings, granting you a flying speed of 30 feet while wearing light or no armor; and you grow sharp claws, fangs, or horns granting yourself natural weapons that deal 2d10 + your Strength modifier slashing or piercing damage. These weapons count as magical for the purposes of overcoming resistances and immunities to nonmagical weapons and use your proficiency bonus + your Strength modifier for the attack rolls. Additionally, you gain a +2 bonus to attack rolls. This mutagen lasts for a number of minutes equal to your Intelligence modifier. While under the effects of this mutagen if you use your action to perform anything other than the Attack action, you take 2d6 psychic damage. This damage cannot be reduced in any way. If you attempt to end your turn within 5 feet. of a creature and still have your action, you must use it to attack that creature. If a creature provokes an attack of opportunity as a result of leaving your reach, you must attempt to attack that creature.<br />
<br />
;Flashbang <br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare to deliver a burst of light. Instead of dealing damage, any creature within the explosion's splash damage radius must make a Constitution saving throw or become blinded for a number of rounds equal to your Intelligence modifier and deafened until the start of your next turn. A creature can repeat this saving throw at the start of subsequent turns, ending these effects early on a success.<br />
<br />
;Forceful Bomb <br />
You can prepare any number of special explosive in place of any explosives you could normally prepare to deliver a burst of force. Instead of dealing damage, any creature within the explosive's splash damage radius must make a Strength saving throw or be pushed 20 feet away from the center of the explosion and be knocked prone, or be pushed half as much and stay standing on a successful save.<br />
<br />
;Hasty Mixture: ''Prerequisite- 5th Level'' <br />
You can prepare a number of explosives equal to half your Intelligence modifier (minimum of 1) during a short rest. These explosives aren’t as powerful and only deal 1d4 fire damage on a hit and half your Intelligence modifier (minimum of 1) to all creatures affected by the explosive's splash damage. (Alchemists of the School of the Grenadier do not receive this damage reduction upon reaching 9th level.)<br />
<br />
;Homing Grenade: ''Prerequisites- 5th Level'' <br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare with magic to track an enemy. This special grenade has been fitted with magics akin to the ''magic missile'' spell. When you throw this explosive at a creature in range, you strike the target for 2d4 Force damage. All creatures within 5 feet of the target must make a Dexterity saving throw against your spell save DC or take force damage equal to your Intelligence modifier.<br />
<br />
;Improved Quaff: ''Prerequisite- 15th Level, School of the Brewer'' <br />
You are not restricted to drinking one elixir per turn when using your Swift Quaff feature, but one of the elixirs cannot exceed 1st level.<br />
<br />
;Keen Sight <br />
You gain darkvision out to a range of 60 feet If you already possess darkvision, increase the range you can see by 30 feet. (Alchemists of the School of Mutation, double the range of this discovery.) <br />
<br />
;Luminescence<br />
You can create two small, clear flasks of glowing liquid over the course of a short rest. This liquid sheds bright light out to a range of 15 feet and dim light 15 feet beyond that for 8 hours. A creature can also choose to fill a lamp or lantern with Luminescence, doubling the range of the bright and dim light produced by the lamp or lantern, but the Luminescence can only burn for 1 hour. You must complete a short or long rest before you can create any more Luminescence. (An alchemist of the School of the Great Work can burn Luminescence in a lamp or lantern for a number of hours equal to their Intelligence modifier.)<br />
<br />
;Master Elixir: ''Prerequisite- 20th Level, School of the Brewer'' <br />
You can prepare another 6th level elixir when you prepare your elixirs.<br />
<br />
;Masterful Arcane Studies: ''Prerequisite- 18th Level, Adept Arcane Studies, Arcane Studies, Extra Arcane Studies'' <br />
You may cast the spells you chose from your Extra Arcane Studies at will without expending an elixir slot. (This discovery is permanent.)<br />
<br />
;Net Bomb:<br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare to entangle your enemies. These explosives do not deal damage, and anyone within the explosive's splash damage radius must make a Dexterity saving throw against your spell save DC or become restrained for one minute. A creature can attempt to make a Strength saving throw at the beginning of each of their turns, freeing themselves on a success.<br />
<br />
;Packed Explosives: ''Prerequisite- 12th Level'' <br />
Your explosive deal additional damage to its struck target equal to your Intelligence modifier.You may also use your intelligence instead of your dexterity on attack rolls made with your bombs. Additionally, the explosive's splash damage increases to 10 feet. (This discovery does not apply to other discoveries that have an explicit explosive splash damage radius or the ''Explosive Ammunition'' discovery.)<br />
<br />
;Phantom Elixir: ''Prerequisite- 12th Level'' <br />
When preparing your elixirs, you can prepare a Phantom elixir. When you drink this elixir, you become incorporeal for one minute. While incorporeal, you can walk through walls and creatures as if they were difficult terrain. If this effect ends while you're inside a creature or object, you are shunted to the nearest unoccupied space and take force damage equal to the number of feet you were pushed. This elixir does not count against the number of elixirs you can prepare. (A 17th level alchemist of the School of the Brewer can prepare an additional Phantom Elixir in the place of one of their 6th or 7th level formulae.)<br />
<br />
;Philosopher's Stone: ''Prerequisite- 20th Level, School of the Great Work''<br />
You can use your Materia Prima feature twice when you prepare your elixirs.<br />
<br />
;Potions Expert: ''Prerequisite- School of the Brewer'' <br />
You can identify the properties of any potion assuming you handle it for one minute.<br />
<br />
;Powder Bomb<br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare to explode with a white dust. The explosive deals no damage, but dust fills a 30-foot sphere and reveals the location of any tangible invisible creatures in its area. (Upon reaching 5th level, this discovery applies to invisible incorporeal creatures as well.)<br />
<br />
;Quicksilver Coating<br />
You can prepare two special coatings in the place of one of the elixirs of 1st level or higher you can normally prepare. When this liquid is applied to a melee weapon or twenty pieces of ammunition, the weapon becomes "silvered" for 8 hours. Upon reaching 5th level, you can prepare a number of coatings equal to your Intelligence modifier for every elixir it replaces.<br />
<br />
;Reagent Research<br />
You gain proficiency in Nature and Survival. If you already have either proficiency, you gain expertise in the relevant skills.<br />
<br />
;Sluggish Toxin: ''Prerequisite- 10th Level, School of the Venomist'' <br />
When a creature is affected by the poisoned condition from one of your toxins, they only add half their Dexterity modifier to their armor class (if applicable) and can only take one action or bonus action on their turn.<br />
<br />
;Speedy Metabolism: ''Prerequisite- 5th Level, School of the Brewer'' <br />
Whenever you would roll dice to heal yourself from a potion or elixir, you instead heal for the maximum amount.<br />
<br />
;Strong Brew <br />
1st-level elixirs you create that deal damage add your Intelligence modifier to the damage roll. (Level 13 alchemists of the School of the Brewer can apply this bonus to all elixir effects they create.)<br />
<br />
;Smoke Bomb<br />
You can prepare any number of special explosives in place of any explosives you could normally prepare to produce a thick plume of smoke. Instead of dealing damage, the explosive fills a 15-foot sphere with smoke, heavily obscuring the area for one minute. A wind of at least 10 miles per hour disperses the smoke in one round.<br />
<br />
;Tonic of Aptitude: ''Prerequisite- 10th Level''<br />
When you prepare your elixirs, you can prepare an elixir of ''enhance ability'' at its lowest level. This elixir does not count against the number of elixirs you can prepare. (Alchemists of the School of Mutation can replace one of their mutagens with this elixir upon reaching 15th level.)<br />
<br />
;Tonic of Energy: ''Prerequisite- 11th Level''<br />
When you prepare your elixirs, you can prepare an elixir of ''haste'' targeting whoever drank it. This elixir does not count against the number of elixirs you can prepare.<br />
<br />
;Tonic of Leaping: ''Prerequisite- 9th Level'' <br />
When you prepare your elixirs, you can prepare an elixir of ''jump''. This elixir does not count against the number of elixirs you can prepare.<br />
<br />
;Tonic of Nourishment: <br />
You can prepare two special tonics in the place of one of the elixirs of 1st level or higher you can normally prepare. When a creature drinks this tonic, they receive the benefits of having eaten a berry from the ''goodberry'' spell. Upon reaching 10th level, you can prepare a number of tonics equal to your Intelligence modifier for every elixir it replaces.<br />
<br />
;Tonic of Warding <br />
When you prepare your elixirs, you can prepare an elixir of ''mage armor''. This elixir does not count against the number of elixirs you can prepare.<br />
<br />
;Touch of Death: ''Prerequisite- 5th Level, School of the Venomist'' <br />
You can apply poisons and toxins you create to your hand without poisoning yourself. You can then make a melee spell attack or unarmed strike against a target. On a hit, the poison is applied to the target.<br />
<br />
;Virulent Gas: ''Prerequisite- 15th Level, Choking Gas, School of the Venomist'' <br />
Your choking gas now affects creatures whether they need to breathe or not. The gas deals an additional 3d8 acid damage as well.<br />
<br />
;Volatile Toxins: ''Prerequisite- 20th Level, School of the Venomist'' <br />
Toxins can benefit from both your Potent Toxins feature and deal damage as well.<br />
<br />
===Alchemical Formulae List===<br />
<br />
;1st Level<br />
''absorb elements, animal friendship, armor of agathys, arms of hadar, burning hands, cause fear, chaos bolt, charm person, chromatic orb, command, comprehend languages, create or destroy water, cure wounds, detect evil and good, detect magic, detect poison and disease, disguise self, expeditious retreat, false life, featherfall, find familiar, fog cloud, guiding bolt, hellish rebuke, heroism, hunter’s mark, ice knife, identify, illusory script, jump, longstrider, mage armor, magic missile, protection from evil and good, shield of faith, speak with animals, thunderwave, witch bolt, zephyr strike''<br />
<br />
;2nd Level<br />
''aganazzer's scorcher, aid, alter self, augury, barkskin, blindness/deafness, blur, continual flame, darkness, darkvision, detect thoughts, dragon’s breath, earthbind, enhance ability, enlarge/reduce, enthrall, find traps, gentle repose, gust of wind, heat metal, invisibility, knock, lesser restoration, levitate, locate animals or plants, locate object, magic weapon, maximilian's earthen grasp, mind spike, mirror image, misty step, nystul’s magic aura, pass without trace, protection from poison, see invisibility, spider climb, suggestion, warding bond, web, zone of truth''<br />
<br />
;3rd Level<br />
''beacon of hope, blink, catnap, continual flame, counterspell, dispel magic, elemental weapon, fear, feign death, fireball, fly, gaseous form, glyph of warding, haste, hypnotic pattern, life transference, lightning bolt, meld into stone, nondetection, protection from energy, remove curse, revivify, sending, slow, speak with dead, speak with plants, thunder step, tiny servant, tongues, water breathing, water walk''<br />
<br />
;4th Level<br />
''arcane eye, aura of purity, charm monster, compulsion, death ward, dimension door, elemental bane, fire shield, freedom of movement, greater invisibility, locate creature, otiluke’s resilient sphere, polymorph, shadow of moil, stone shape, stoneskin''<br />
<br />
;5th Level<br />
''awaken, circle of power, cone of cold, contagion, creation, far step, greater restoration, legend lore, mass cure wounds, mislead, modify memory, passwall, skill empowerment, steel wind strike, swift quiver, telekinesis, transmute rock''<br />
<br />
;6th Level*<br />
''chain lightning, circle of death, eyebite, find the path, flesh to stone, heal, investiture of flame, investiture of ice, investiture of stone, investiture of wind, mass suggestion, move earth, otiluke’s freezing sphere, scatter, tenser’s transformation, true seeing, wind walk''<br />
<br />
;7th Level*<br />
''crown of stars, delayed blast fireball, etherealness, plane shift, prismatic spray, regenerate, resurrection, teleport''<br />
<br />
<br />
'''''The School of the Brewer gains 6th and 7th level spells at 17th level.'''''*<br />
<br />
===Multiclassing===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Alchemist class, you must meet these prerequisites: Constitution 13 and Intelligence 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Alchemist class, you gain the following proficiencies: Alchemy Supplies<br />
<br />
(For purposes of Multiclassing, spell slots used for elixirs are considered separate from other spell slots gained from other classes.)<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>PunnyDM12https://www.dandwiki.com/w/index.php?title=Hallownest_Knight_(5e_Class)&diff=1379686Hallownest Knight (5e Class)2020-09-16T07:19:25Z<p>PunnyDM12: Keeping the lifeblood granting charms in line with the media it portrays.</p>
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<br />
==Hallownest Knight==<br />
The fallen kingdom of Hallownest has produced many adventurers and warriors even in it's current ruined state. Whether you were once a knight under the command of the Pale King or an adventurer of the wastelands called to the depths below, you fearlessly trek into the unknown to find... something.<br />
<br />
It's possible you were a potential vessel who made it out of the abyss. Perhaps with no memory. Or maybe you've lived in Hallownest your whole life, fighting for sport in the Colosseum of Fools.<br />
<br />
===Hallownest Knight===<br />
<div class="externalimage-holder" style="width:50%"><br />
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What is your calling in life? What do you hope to find in your travels? Do you feel some sort of resolve to protect the little guy or is geo your only motivation? Do you believe in a cause whether good or evil? Why? Ask yourself these questions to better get an understanding of your knight. <br />
<br />
;Quick Build<br />
You can make a Hallownest Knight quickly by following these suggestions. First, Strength or Dexterity should be your highest ability scores, followed by Charisma. Second, choose the Soldier background. Alternative backgrounds might include Entertainer, Sage, or Outlander.<br />
<br />
{{5e Class Features<br />
|name=Hallownest Knight<br />
|summary=A class based around the Hollow Knight lore.<br />
|hd=10<br />
|spellcasting=<br />
|armor=Light armor, Medium armor, Shields<br />
|weapons=Simple weapons, Martial weapons<br />
|tools=One tool of your choice<br />
|saves=Dexterity, Charisma<br />
|skills=Choose two from Athletics, Acrobatics, History, Insight, Intimidation, Investigation, Religion, Stealth, and Survival<br />
|item1a=leather armor<br />
|item1b=Scale Mail<br />
|item2a=two martial weapons<br />
|item2b=a martial weapon and a shield<br />
|item2c=a martial weapon and any simple weapon<br />
|item3a=any simple weapon<br />
|item3b=a tool of your choice<br />
|item4a=a dungeoneer's pack<br />
|item4b=an explorer's pack<br />
|wealth=2d4x10<br />
|classfeatures1={{inpage|Fighting Style}}, {{inpage|Soul}}<br />
|classfeatures2={{inpage|Charms}}<br />
|classfeatures3={{inpage|Knightly Path}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Extra Attack}}, {{inpage|Soul Recovery}}<br />
|classfeatures6={{inpage|Soulbound}}<br />
|classfeatures7={{inpage|Knightly Path Feature}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Refined Nail}}<br />
|classfeatures10={{inpage|Soul Recovery Improvement}}<br />
|classfeatures11={{inpage|Dream Nail}}<br />
|classfeatures12=<br />
|classfeatures13={{Inpage| Extra Attack (2)}}<br />
|classfeatures14={{inpage|Dreamgate}}<br />
|classfeatures15={{inpage|Knightly Path Feature}}<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18={{inpage|Refined Nail Improvement}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Knightly Path Feature}}<br />
<br />
|extra1_name=Notches<br />
|extra1_1=0<br />
|extra1_2=3<br />
|extra1_3=3<br />
|extra1_4=3<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=5<br />
|extra1_8=5<br />
|extra1_9=6<br />
|extra1_10=6<br />
|extra1_11=7<br />
|extra1_12=7<br />
|extra1_13=8<br />
|extra1_14=8<br />
|extra1_15=9<br />
|extra1_16=9<br />
|extra1_17=10<br />
|extra1_18=10<br />
|extra1_19=11<br />
|extra1_20=11<br />
<br />
|extra2_name=Charms<br />
|extra2_1=0<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=3<br />
|extra2_5=3<br />
|extra2_6=4<br />
|extra2_7=4<br />
|extra2_8=5<br />
|extra2_9=5<br />
|extra2_10=6<br />
|extra2_11=6<br />
|extra2_12=7<br />
|extra2_13=7<br />
|extra2_14=8<br />
|extra2_15=8<br />
|extra2_16=9<br />
|extra2_17=9<br />
|extra2_18=10<br />
|extra2_19=10<br />
|extra2_20=11<br />
<br />
|extra3_name=Soul<br />
|extra3_1=5<br />
|extra3_2=10<br />
|extra3_3=15<br />
|extra3_4=20<br />
|extra3_5=25<br />
|extra3_6=30<br />
|extra3_7=35<br />
|extra3_8=40<br />
|extra3_9=45<br />
|extra3_10=50<br />
|extra3_11=55<br />
|extra3_12=60<br />
|extra3_13=65<br />
|extra3_14=70<br />
|extra3_15=75<br />
|extra3_16=80<br />
|extra3_17=85<br />
|extra3_18=90<br />
|extra3_19=95<br />
|extra3_20=100<br />
}}<br />
<br />
====Fighting Style====<br />
At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. <br />
*Defense- While you are wearing armor, you gain a +1 bonus to AC.<br />
*Dueling- When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.<br />
*Great Weapon Fighting- When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.<br />
*Protection- When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.<br />
*Two-Weapon Fighting- When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.<br />
<br />
====Soul====<br />
Starting at 1st level, you have a pool of soul points that replenishes when you take a long rest. The total number of Soul points you possess equals your Hallownest Knight level x 5. You can use an action on your turn to draw power from the pool and restore a number of hit points to yourself up to your Hallownest Knight level. The amount healed equals the amount of soul used.<br />
<br />
====Charms====<br />
Charms are mystical artifacts that grant a variety of boons to whoever wields them. Starting at 2nd level, you have three notches located under the Notches column of the Hallownest Knight table. You gain additional notches at higher levels. A charm will have a notch requirement and fills the appropriate amount stated in the charm’s description. Whenever you gain a level in this class you can replace a charm you have with another from the list assuming you meet its prerequisites. <br />
<br />
;Charms at 2nd level<br />
At 2nd level, you possess 2 charms located under the Charms column of the Hallownest Knight table. You gain additional charms at higher levels. Over the course of a short or long rest, you can swap out one charm filling your notches for another or remove a charm entirely.<br />
<br />
;Overcharm<br />
You can choose to overcharm yourself by applying a charm that exceeds your available notches. By doing so, you gain the benefits of the charm, but any attack made against you is automatically a critical hit. If you remove a charm and no longer exceed your available notches, you are no longer considered overcharmed.<br />
<br />
====Knightly Path====<br />
At 3rd level, you choose a Knightly Path. Choose between Path of the Nail Master, Path of the Pale Knight, Path of the Shaman, Path of the Troupe, Path of the Vessel, Path of the Wanderer, or Path of the Weaver. detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th levels.<br />
<br />
====Ability Score Increase====<br />
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.<br />
<br />
====Extra Attack====<br />
Beginning at 5th level, you may attack twice whenever you take the attack action on your turn.<br />
<br />
====Soul Recovery====<br />
At 5th level, whenever you strike an enemy with a melee weapon attack, you regain 2 soul points. This increases to 3 at 10th level. (You cannot exceed your maximum number of soul points.)<br />
<br />
====Soulbound====<br />
At 6th level, you can bind yourself to up to two weapons you are proficient with over the course of a short or long rest. While bound to this weapon, you gain the following benefits: <br />
*You cannot be disarmed of your chosen weapon. <br />
*You gain a +1 bonus to attack rolls your chosen weapon. This increases to +2 at 11th level. If the weapon already provides a bonus, use the higher of the two values.<br />
*Attacks made with your chosen weapon are considered magic for the purpose of overcoming immunities and resistances to nonmagical attacks. <br />
*You can’t be disarmed of your weapon unless you are incapacitated. <br />
<br />
You become unbound to a weapon if you bind yourself to a third weapon.<br />
<br />
====Refined Nail====<br />
At 9th level, any weapon benefiting from your Soulbound feature deals a critical hit on a roll of 19-20. This range increases to 18-20 at 18th level.<br />
<br />
====Dream Nail====<br />
Beginning at 11th level, when you strike a creature with your bound weapon, you can expend 5 soul points to deal no damage and cast the [[5e SRD:Detect Thoughts|''detect thoughts'']] spell. Alternatively, you can expend 5 soul points to touch a corpse with this weapon and cast the [[5e SRD:Speak With Dead|''speak with dead'']] spell. Charisma is your spellcasting ability for these spells.<br />
<br />
====Extra Attack (2)====<br />
Beginning at 13th level, you may attack three times whenever you take the attack action on your turn.<br />
<br />
====Dreamgate====<br />
At 14th level, you can use your action to transport you and a number of creatures equal to your Charisma modifier to the last place you completed a long rest. You must complete a long rest before you can use this feature again.<br />
<br />
=== Path of the Fool ===<br />
Fools are warriors at heart, fighting for glory rather than some ideal.<br />
<br />
;Bonus Proficiency<br />
At 3rd level, you get proficiency in all armor and the Animal Handling skill.<br />
<br />
;Fool's Resilience<br />
At 3rd level, your maximum hit points are increased by 6, and further increased by 2 whenever you gain a level in this class.<br />
<br />
;Fragile Charms<br />
At 7th level, you can choose to equip the Unbreakable Heart charm as though it costs 0 notches. If you do, when you fall to 0 hit points, the charm breaks and you cannot use it again until you complete a 1 day long ritual and pay 25 GP worth of materials, as well as finish a long rest. This feature extends to the Unbreakable Strength charm at level 8.<br />
<br />
;Powerful Focus<br />
At 15th level, whenever you recover hit points using your Soul feature, you can expend an additional 10 soul points to have all your weapon attacks deal maximum damage until the end of your next turn.<br />
<br />
;Infection Resistance<br />
At 20th level, you are immune to the effects of poisons and curses, unless the DM rules otherwise. Additionally, you have advantage on saving throws against being charmed or frightened.<br />
<br />
===Path of the Nail Master===<br />
The Nail Master is a true artist with a nail. Using ancient techniques, they flash about the battlefield rending flesh and bone alike. Whether you have trained under the old masters or bested all opponents in the Colosseum, your skills with a nail are the stuff of legend.<br />
<br />
;Bonus Proficiencies<br />
At 3rd level, you become proficient with all martial weapons.<br />
<br />
;Nail Arts<br />
When you take this archetype at 3rd level, you learn two Nail Arts.<br />
*Great Slash: As a bonus action, you can expend 10 soul points to charge your weapon. Your weapon remains charged until the end of your next turn. Using your action, you can attack with a charged weapon. On a hit, your weapon deals an additional 2d10 radiant damage. You do not recover soul points with your Soul Recovery feature when you use this nail art.<br />
*Dash Slash- As a bonus action, you can expend 10 soul points to charge your weapon. Your weapon remains charged until the end of your next turn. Using your action with a charged weapon, you move up to 15 feet forward and make one attack against the first creature in your path. This movement does not incur attacks of opportunity. On a hit, you deal an additional 1d10 radiant damage to the targets. You may deal this damage once per turn and you do not recover soul points with your Soul Recovery feature when you use this nail art.<br />
<br />
;Improved Technique<br />
Starting at 7th level, when you use your Great Slash and Dash Slash features you can expend an additional 5 soul points to deal an additional 1d10 radiant damage on a hit. This extra damage increases by 1d10 at 15th, and 20th levels.<br />
<br />
;Cyclone Slash<br />
At 15th level, as a bonus action, you can expend 20 soul points to charge your weapon. Your weapon remains charged until the end of your next turn. As an action, you can attack all creatures within 5 feet of you. Your weapon deals an extra 5d10 radiant damage to all creatures hit by your weapon while using this feature. You can only apply this damage to each creature once per turn and you do not recover soul points with your Soul Recovery feature when you use this nail art.<br />
<br />
;Masterful Technique<br />
Upon reaching 20th level, features from this path are no longer restricted to once per turn. Additionally, any time you would roll below a 5 for radiant damage with these features, treat the damage as a 5.<br />
<br />
===Path of the Pale Knight===<br />
You may have molded yourself after the Pale King's knights, or maybe you've decided to pick up the mantle after the fall of Hallownest. No matter your reasons, you have trained yourself in the ways of combat and speech alike in order to further your goals.<br />
<br />
;Bonus Proficiencies<br />
At 3rd level, you become proficient with Heavy armor and the Persuasion skill.<br />
<br />
;Defensive Focus<br />
Beginning at 3rd level, when you are hit by a melee attack, you can expend 5 soul and use your reaction to parry. By doing do, you reduce the damage by 1d10 + your Dexterity modifier. If you expend 10 soul points, you can use this feature when you are hit by a ranged weapon attack, destroying the projectile if you reduce the damage to 0. <br />
<br />
;Inspiring Soul<br />
At 7th level, whenever you use soul points to heal yourself, all friendly creatures within 30 feet of you that you choose that aren't unconscious gain temporary hit points equal to half that which you healed. (Minimum of 0)<br />
<br />
;Pale Courtier<br />
Starting at 15th level, whenever you roll a Charisma check, you can expend a number of soul points equal to half your Hallownest Knight level and add it to the roll.<br />
<br />
;Steel Soul<br />
Upon reaching 20th level, whenever you successfully reduce a melee attack to 0 using your Defensive Focus feature, you may make a melee attack against the attacker as part of the same reaction. Additionally, when you use your Defensive Focus feature, you can expend 10 soul points to add an additional 1d10 to the damage reduction. You may expend extra soul points to add a number of extra dice equal to your Charisma modifier.<br />
<br />
===Path of the Shaman===<br />
You have learned how to harness Soul as pure energy which you can use to fight your foes. Some who follow this path delve deep into the reaches of the earth and are driven mad by their discovery.<br />
<br />
Use this DC when using features granted by this path. Spell Save DC = 8 + proficiency bonus + Charisma modifier.<br />
<br />
;Bonus Proficiencies<br />
At 3rd level, you become proficient in the Arcana and Insight skills.<br />
<br />
;Vengeful Spirit<br />
At 3rd level, as an action when a creature damages you, you can expend 10 soul points to send forth a burst of pure soul. The soul travels in a line 60 feet long and 5 feet wide in a direction you choose. Each creature in the line must make a Dexterity saving throw against your spell save DC. A creature takes 2d6 radiant damage on a failed save, or half as much damage on a successful one. This may be used as an attack action<br />
<br />
;Desolate Dive<br />
Starting at 7th level, as an action, you can expend 15 soul points and strike the ground, sending out a burst of soul. All creatures within 10 feet of you must make a Dexterity saving throw against your spell save DC. A creature takes 5d8 radiant damage on a failed save and half as much on a successful one. If you use this feature from a greater height, you take no fall damage, and the damage of this ability increases by 1d8 for every 10 feet fallen (to a maximum of an additional 3d8).<br />
<br />
;Howling Wraiths<br />
At 15th level, as an action, you can expend 20 soul points to erupt with raw soul. All creatures within a 20 foot sphere must make a Constitution saving throw against your spell save DC. A creature takes 10d10 radiant damage on a failed save and half as much on a successful one. <br />
<br />
;Shade Mage<br />
Upon reaching 20th level, you can deal necrotic or radiant damage when using features granted by this archetype, and all features granted by this archetype apply half your Hallownest Knight level to their damage rolls. Additionally, whenever you use your action to use a feature granted by this archetype, you may use your bonus action to use your Vengeful Spirit feature.<br />
<br />
===Path of the Troupe===<br />
You may have been chosen by the Nightmare Heart, or perhaps you simply serve it as some form of deity. Either way, the path of the troupe is one that feeds off the very essence of fear and fire.<br />
<br />
Use this DC when using features granted by this path. Spell Save DC = 8 + proficiency bonus + Charisma modifier.<br />
<br />
;Bonus Proficiencies<br />
At 3rd level, you gain proficiency with one Instrument and either the Intimidation or Performance skill.<br />
<br />
;Burning Passion<br />
At 3rd level, you gain resistance to fire damage. Upon reaching 15th level, this resistance becomes immunity.<br />
<br />
;Nightmare Performer<br />
Starting at 7th level, as an action, you can begin a performance that lasts until the start of your next turn. All creatures of your choice within 30 feet of you must make a Wisdom saving throw against your spell save DC. On a failed save, the creatures become charmed by you until the start of your next turn or until they take damage. A creature charmed in this way uses all of their movement on their turn to attempt to move within 5 feet of you. On your following turn, you can expend 15 soul points to erupt with flame. All creatures within 5 feet of you must make a Dexterity saving throw against your spell save DC. Creatures charmed by this feature have disadvantage on the save. On a failed save, the creatures take 5d6 fire damage, or half as much on a successful save. After using this feature, all creatures previously charmed by this feature have advantage on saves to resist the charmed condition imposed by this feature for 24 hours.<br />
<br />
;Menacing Presence<br />
Beginning at 15th level, when a creature makes an attack roll against you, you can expend 10 soul points to have them make it with disadvantage. Additionally, you can expend 10 soul points to target a creature you have spoken to for at least 1 minute. The creature must make a Wisdom saving throw against your spell save DC or become frightened of you. The target is frightened in this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged. After using this feature to frighten a creature, you must wait 24 hours before you can use this feature on the same creature again. <br />
<br />
;Nightmare King<br />
At 20th level, creatures have disadvantage on Wisdom saving throws made to resist your Nightmare Performer and Menacing Presence features. Additionally, when you use soul points to heal yourself, all creatures you choose within 5 feet of you take fire damage equal to the number of soul points spent + your Charisma modifier.<br />
<br />
===Path of the Vessel===<br />
You were forged in the abyss, or perhaps you suffered a tragedy that scarred you to your very core. Having no voice or will leaves you fortified against the influence of other deities.<br />
<br />
;Bonus Proficiencies<br />
At 3rd level, you gain proficiency with all martial weapons.<br />
<br />
;Forged in the Abyss<br />
At 3rd level, you gain resistance to necrotic damage. Upon reaching 15th level, this resistance becomes immunity, and your hit point maximum cannot be reduced in any way.<br />
<br />
;Unwavering<br />
At 7th level, you become immune to the charmed and frightened conditions.<br />
<br />
;Shade<br />
Starting at 15th level, when you die, you return to life in the place you last completed a long rest. Your soul points are reduced by half along with your soul point maximum. A shade manifests in the place of your death. The shade shares all the same statistics and features as you but has half your hit points and a hover speed of 30 feet. Only you can harm your shade and your shade is only hostile toward you. If you fall to 0 hit points before slaying your shade, you do not make death saving throws and instead die outright. After killing the shade, your soul points return to normal and you may use this feature again upon being slain. If you are unable to reach your shade, you can perform a ritual that lasts 1 hour and uses 150gp worth of ingredients to summon your shade in an unoccupied space within 10 feet of you.<br />
<br />
;Hollow Knight<br />
Upon reaching 20th level, you gain immunity to radiant damage, and when you return to life as a result of using your Shade feature. The shade produced is no longer hostile towards you, its AC is reduced to 10, and the shade’s hit points and hit point maximum are reduced to 1. Additionally, your mind cannot be read, and those who try take 3d4+ your Charisma modifier psychic damage (this damage cannot be reduced in any way).<br />
<br />
===Path of the Wanderer===<br />
You've scoured the wastes and the ruins of fallen kingdoms. You observe every detail and take precautions to save your shell. You've unearthed artifacts that assist you in your endeavors: searching for secrets lost to history.<br />
<br />
;Bonus Proficiencies<br />
At 3rd level, you gain proficiency with two skills of your choice.<br />
<br />
;Moth Wing<br />
At 3rd level, as a bonus action, you gain a fly speed of 15 feet until the end of your turn. You fall if nothing holds you aloft at the end of your turn. You cannot take the dash action while aloft.<br />
<br />
;Always Vigilant<br />
At 7th level, you have advantage on Dexterity saving throws against effects that you can see, such as traps or spells. You do not gain this benefit if you are blinded, deafened, or incapacitated. Additionally, you can expend 5 soul points when you roll for initiative to apply your Wisdom modifier to your initiative roll.<br />
<br />
;Charm Seeker<br />
Starting at 15th level, you gain two additional charm slots. Additionally, when you take damage while overcharmed, it is no longer automatically critical if you are only overcharmed by 1 notch. <br />
<br />
;Ancient Explorer<br />
Upon reaching 20th level, you can speak, read, and write all languages. Additionally, you no longer set off traps and can expend 20 soul as an action to gain {{5e|truesight}} out to a range of 120 feet for 10 minutes.<br />
<br />
===Path of the Weaver===<br />
You've endured the Deepnest and studied the tactics of the Weavers that live there. You may have grown up in the darkness or perhaps took a perilous pilgrimage to learn their ways.<br />
<br />
Use this DC when using features granted by this path. Spell Save DC = 8 + proficiency bonus + Charisma modifier.<br />
<br />
;Bonus Proficiencies<br />
At 3rd level, you gain proficiency with Weaver's Tools and weapons that deal piercing damage.<br />
<br />
;Graceful Focus<br />
Beginning at 3rd level, you can expend 10 soul points to triple your jump distance for one minute.<br />
<br />
;Needle and Thread<br />
At 7th level, all weapons you are proficient with that lack the heavy and two-handed properties gain the thrown (30/60) property. After throwing a weapon with the thrown property, you can use a bonus action to return it to your hand it is within 30 feet of you and you can see it. If you hit an object or creature of your size or larger, you may use your bonus action to pull yourself up to 15 feet in a straight line toward it, returning your weapon to your hand in the process.<br />
<br />
;Nimble Fighter<br />
At 15th level, when you jump, you can expend 10 soul points to jump once more before you land using the same action. Additionally you ignore difficult terrain, and opportunity attacks made against you are made with disadvantage.<br />
<br />
;Webspinner<br />
Upon reaching 20th level, as an action you can expend 10 soul points to cast the [[5e SRD:Web|''web'']] spell. Any creature that enters this area or begins it’s turn in this area must make a Dexterity saving throw against your spell save DC or take 5d6 piercing damage due to hidden spikes located within. You ignore movement restrictions caused by webbing.<br />
<br />
===Charms===<br />
If a charm has prerequisites, you must meet them to learn it. You can learn the charm at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class. Charms are organized alphabetically by the amount of notches they occupy. (Some charms have been tweaked from their original function -notably Hiveblood- to better fit D&D.)<br />
<br />
====1 Notch====<br />
<br />
;Defender's Crest<br />
You have disadvantage on all Charisma(Persuasion) checks. At the start of your turn, creatures within 5 feet of you of your choice takes 1 poison damage.<br />
<br />
;Dream Wielder (Prerequisite- 11th level)<br />
The Dream Nail feature no longer consumes soul points.<br />
<br />
;Gathering Swarm<br />
As a bonus action after you slay a creature within 30 feet of you, any item or currency (but not weapons) on their person with a value of 1gp or higher is moved within 5 feet of you, landing at your feet. <br />
<br />
;Grubsong (Prerequisite- 10th level)<br />
Whenever you take damage, you gain 2 soul points.<br />
<br />
;Nailmaster’s Glory (Prerequisite- 17th level, Path of the Nail Master)<br />
You no longer need to use your bonus action to charge your weapon when using features granted by the Path of the Nail Master archetype.<br />
<br />
;Spore Shroom (Prerequisite- 6th level)<br />
Whenever you use soul points to heal yourself, all creatures of your choice within 10 feet of you take poison damage equal to your Charisma modifier (minimum of 1).<br />
<br />
;Sprintmaster<br />
Your walking speed increases by 10 feet.<br />
<br />
;Steady Body<br />
You have advantage on Strength checks and saves made against being pushed back.<br />
<br />
;Thorns of Agony (Prerequisite- 4th level)<br />
Whenever you take damage, all creatures you choose within 5 feet of you take piercing damage equal to your Charisma modifier (minimum of 1).<br />
<br />
;Wayward Compass<br />
You have advantage on Wisdom(Survival) checks made to determine your location and direction.<br />
<br />
====2 Notches====<br />
<br />
;Baldur Shell<br />
After using soul points to heal yourself, you gain a +2 bonus to AC until the start of your next turn.<br />
<br />
;Dashmaster (Prerequisite- Path of the Wanderer)<br />
When you use your Moth Wing feature, you can take the dash action while aloft.<br />
<br />
;Fury of the Fallen (Prerequisite- 10th level)<br />
When your hit points are reduced below an amount equal to your Hallownest Knight level, attacks and abilities that deal damage deal an additional 4d6 force damage.<br />
<br />
;Glowing Womb (Prerequisite- 10th level)<br />
As a bonus action, you can expend 5 soul points to summon a small hatchling to defend you. You may have up to 4 hatchlings present at a time, and all hatchlings are slain when you complete a long rest. These hatchlings share your ability scores, have a flying speed of 20 feet, and move on your initiative to attack the closest hostile creature within range (use your Charisma modifier for the attack roll) dealing 1d6 fire damage on a hit and dying in the process. If the hatchling misses its attack, it does not die.<br />
<br />
;Grimmchild (Prerequisite- 9th level, Path of the Troupe)<br />
While this charm is active, you are followed by the Grimmchild. (Use statistics for [[5e SRD:Imp|Imp]]) The Grimmchild moves on your initiative and can only use its action to attack the closest hostile creature to them. Should the Grimmchild die, it is replaced when you complete a short or long rest.<br />
<br />
;Heavy Blow<br />
When you strike a medium or smaller creature with a melee weapon attack, you can choose to push them back up to 10 feet.<br />
<br />
;Lifeblood Heart<br />
Every time you complete a long rest, you gain temporary hit points equal to half your Hallownest Knight level (minimum of 1). These temporary hit points can be added to the temporary hit points granted by the Lifeblood Core and Joni's Blessing charms.<br />
<br />
;Longnail<br />
Melee weapons you wield that don't possess the reach property gain 5 feet additional reach.<br />
<br />
;Shape of Uun (Prerequisite- 15th level)<br />
When you use focus to heal yourself, you can move an extra 10 feet as part of the same action.<br />
<br />
;Sharp Shadow (Prerequisite- 12th level, Path of the Wanderer)<br />
When you use your Moth Wing feature, you can make one melee attack against a creature within range as part of the same action. At the start of each of your turns, roll a d6. On a roll of 6, you may use this feature again.<br />
<br />
;Soul Catcher (Prerequisite- 5th level)<br />
You gain 1 additional soul point when you use your Soul Recovery feature.<br />
<br />
;Spelltwister (Prerequisite- Path of the Shaman)<br />
Path of the Shaman features require 5 less soul points to use.<br />
<br />
;Stalwart Shell (Prerequisite- 7th level)<br />
When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.<br />
<br />
;Unbreakable Heart<br />
Your hit point maximum increases by an amount equal to twice your Hallownest Knight level when you choose this charm. Whenever you gain a level thereafter with this charm active, your hit point maximum increases by an additional 2 hit points.<br />
<br />
;Weaversong (Prerequisite- 9th level, Path of the Weaver)<br />
While this charm is active, you are followed by 3 weaverlings. (Use statistics for [[5e SRD:Giant Wolf Spider|Giant Wolf Spider]].) These weaverlings move on your initiative and can only use their action to attack the closest hostile creature to them. Should a weaverling die, it is replaced when you complete a short or long rest.<br />
<br />
====3 Notches====<br />
<br />
;Carefree Melody (Prerequisite- 18th level)<br />
This charm begins with a 0% chance to negate damage and gains a cumulative 10% chance upon being hit to instead take no damage. If you are hit by an attack, roll a d100. If you roll below the percentage chance, you instead take no damage. When an attack is negated in this way, the charm is reset to 0% and resumes its function.<br />
<br />
;Dream Shield (Prerequisite- 16th level)<br />
You gain +2 to AC, resistance to force damage, and immunity to the [[5e SRD:Magic Missile|''magic missile'']] spell.<br />
<br />
;Flukenest (Prerequisite- 15th level, Path of the Shaman)<br />
Your Vengeful spirit range becomes a 30 feet cone which is full of wriggling flukes that remain until the start of your next turn. The area becomes difficult terrain, and any creature that begins its turn in the area or enters the area for the first time on their turn takes 2d6 radiant damage. <br />
<br />
;Grubberfly’s Elegy<br />
While you have more than half your maximum number of hit points, your melee weapon can attack creatures out to a range of 30 feet Any melee attack made past 5 feet deals half damage.<br />
<br />
;Lifeblood Core (Prerequisite- 8th level)<br />
Every time you complete a long rest, you gain temporary hit points equal to your Hallownest Knight level. These temporary hit points can be added to the temporary hit points granted by the Lifeblood Heart and Joni's Blessing charms.<br />
<br />
;Mark of Pride (Prerequisite- 15th level)<br />
Melee weapons you wield that don't possess the reach property gain 10 feet additional reach.<br />
<br />
;Quick Focus (6th level)<br />
You can heal yourself with soul points as a bonus action on your turn.<br />
<br />
;Quick Slash (Prerequisite- 12th level)<br />
You can make one melee attack as a bonus action on each of your turns.<br />
<br />
;Shaman Stone (Prerequisite- 8th level, Path of the Shaman)<br />
You can apply your Charisma modifier to the damage rolls of features gained from the Path of the Shaman.<br />
<br />
;Unbreakable Strength (Prerequisites- 8th level)<br />
Attacks you make that use Strength apply twice your Strength modifier to the damage roll.<br />
<br />
====4 Notches====<br />
<br />
;Deep Focus<br />
When you use soul points to regain health, you must use your action and bonus action, but you can restore a total number of hit points on your turn equal to twice your Hallownest Knight Level.<br />
<br />
;Hiveblood (Prerequisite- 18th level)<br />
While below half your hit point maximum, you heal for 1d8 + your Charisma modifier every round on your turn up to half your hit point maximum. You do not gain this benefit at 0 hit points.<br />
<br />
;Joni’s Blessing (Prerequisite- 17th level)<br />
All of your hit points become temporary hit points and you gain an additional number of temporary hit points equal to twice your Hallownest Knight level. Any lost temporary hit points are restored upon completing a long rest. These temporary hit points can be added to the temporary hit points granted by the Lifeblood Heart and Lifeblood Core charms.<br />
<br />
;Soul Eater (Prerequisite- 16th level)<br />
You gain 2 additional soul points when you use your Soul Recovery feature.<br />
<br />
====5 Notches====<br />
<br />
;Kingsoul (Prerequisites- 20th level, Cannot equip Voidheart)<br />
When you complete a short rest, you regain all spent soul points.<br />
<br />
;Void Heart (Prerequisites- 20th level, Cannot equip Kingsoul)<br />
All of your attacks with your bonded weapon deal an additional extra 4d8 necrotic damage.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Hallownest Knight class, you must meet these prerequisites: Dexterity 13, Charisma 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Hallownest Knight class, you gain the following proficiencies: Martial Weapons that deal Slashing damage.<br />
<br />
<br />
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{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>PunnyDM12https://www.dandwiki.com/w/index.php?title=Hallownest_Knight_(5e_Class)&diff=1379685Hallownest Knight (5e Class)2020-09-16T07:17:34Z<p>PunnyDM12: /* 2 Notches */</p>
<hr />
<div>{{Copyright Disclaimer|owner=Team Cherry|franchise=Hollow Knight}}<br />
<br />
==Hallownest Knight==<br />
The fallen kingdom of Hallownest has produced many adventurers and warriors even in it's current ruined state. Whether you were once a knight under the command of the Pale King or an adventurer of the wastelands called to the depths below, you fearlessly trek into the unknown to find... something.<br />
<br />
It's possible you were a potential vessel who made it out of the abyss. Perhaps with no memory. Or maybe you've lived in Hallownest your whole life, fighting for sport in the Colosseum of Fools.<br />
<br />
===Hallownest Knight===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|https://hollowknight.com/wp-content/uploads/2018/09/cp_thumbs__0001_Life.jpg|https://hollowknight.com/}}</div><br />
<br />
What is your calling in life? What do you hope to find in your travels? Do you feel some sort of resolve to protect the little guy or is geo your only motivation? Do you believe in a cause whether good or evil? Why? Ask yourself these questions to better get an understanding of your knight. <br />
<br />
;Quick Build<br />
You can make a Hallownest Knight quickly by following these suggestions. First, Strength or Dexterity should be your highest ability scores, followed by Charisma. Second, choose the Soldier background. Alternative backgrounds might include Entertainer, Sage, or Outlander.<br />
<br />
{{5e Class Features<br />
|name=Hallownest Knight<br />
|summary=A class based around the Hollow Knight lore.<br />
|hd=10<br />
|spellcasting=<br />
|armor=Light armor, Medium armor, Shields<br />
|weapons=Simple weapons, Martial weapons<br />
|tools=One tool of your choice<br />
|saves=Dexterity, Charisma<br />
|skills=Choose two from Athletics, Acrobatics, History, Insight, Intimidation, Investigation, Religion, Stealth, and Survival<br />
|item1a=leather armor<br />
|item1b=Scale Mail<br />
|item2a=two martial weapons<br />
|item2b=a martial weapon and a shield<br />
|item2c=a martial weapon and any simple weapon<br />
|item3a=any simple weapon<br />
|item3b=a tool of your choice<br />
|item4a=a dungeoneer's pack<br />
|item4b=an explorer's pack<br />
|wealth=2d4x10<br />
|classfeatures1={{inpage|Fighting Style}}, {{inpage|Soul}}<br />
|classfeatures2={{inpage|Charms}}<br />
|classfeatures3={{inpage|Knightly Path}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Extra Attack}}, {{inpage|Soul Recovery}}<br />
|classfeatures6={{inpage|Soulbound}}<br />
|classfeatures7={{inpage|Knightly Path Feature}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Refined Nail}}<br />
|classfeatures10={{inpage|Soul Recovery Improvement}}<br />
|classfeatures11={{inpage|Dream Nail}}<br />
|classfeatures12=<br />
|classfeatures13={{Inpage| Extra Attack (2)}}<br />
|classfeatures14={{inpage|Dreamgate}}<br />
|classfeatures15={{inpage|Knightly Path Feature}}<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18={{inpage|Refined Nail Improvement}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Knightly Path Feature}}<br />
<br />
|extra1_name=Notches<br />
|extra1_1=0<br />
|extra1_2=3<br />
|extra1_3=3<br />
|extra1_4=3<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=5<br />
|extra1_8=5<br />
|extra1_9=6<br />
|extra1_10=6<br />
|extra1_11=7<br />
|extra1_12=7<br />
|extra1_13=8<br />
|extra1_14=8<br />
|extra1_15=9<br />
|extra1_16=9<br />
|extra1_17=10<br />
|extra1_18=10<br />
|extra1_19=11<br />
|extra1_20=11<br />
<br />
|extra2_name=Charms<br />
|extra2_1=0<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=3<br />
|extra2_5=3<br />
|extra2_6=4<br />
|extra2_7=4<br />
|extra2_8=5<br />
|extra2_9=5<br />
|extra2_10=6<br />
|extra2_11=6<br />
|extra2_12=7<br />
|extra2_13=7<br />
|extra2_14=8<br />
|extra2_15=8<br />
|extra2_16=9<br />
|extra2_17=9<br />
|extra2_18=10<br />
|extra2_19=10<br />
|extra2_20=11<br />
<br />
|extra3_name=Soul<br />
|extra3_1=5<br />
|extra3_2=10<br />
|extra3_3=15<br />
|extra3_4=20<br />
|extra3_5=25<br />
|extra3_6=30<br />
|extra3_7=35<br />
|extra3_8=40<br />
|extra3_9=45<br />
|extra3_10=50<br />
|extra3_11=55<br />
|extra3_12=60<br />
|extra3_13=65<br />
|extra3_14=70<br />
|extra3_15=75<br />
|extra3_16=80<br />
|extra3_17=85<br />
|extra3_18=90<br />
|extra3_19=95<br />
|extra3_20=100<br />
}}<br />
<br />
====Fighting Style====<br />
At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. <br />
*Defense- While you are wearing armor, you gain a +1 bonus to AC.<br />
*Dueling- When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.<br />
*Great Weapon Fighting- When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.<br />
*Protection- When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.<br />
*Two-Weapon Fighting- When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.<br />
<br />
====Soul====<br />
Starting at 1st level, you have a pool of soul points that replenishes when you take a long rest. The total number of Soul points you possess equals your Hallownest Knight level x 5. You can use an action on your turn to draw power from the pool and restore a number of hit points to yourself up to your Hallownest Knight level. The amount healed equals the amount of soul used.<br />
<br />
====Charms====<br />
Charms are mystical artifacts that grant a variety of boons to whoever wields them. Starting at 2nd level, you have three notches located under the Notches column of the Hallownest Knight table. You gain additional notches at higher levels. A charm will have a notch requirement and fills the appropriate amount stated in the charm’s description. Whenever you gain a level in this class you can replace a charm you have with another from the list assuming you meet its prerequisites. <br />
<br />
;Charms at 2nd level<br />
At 2nd level, you possess 2 charms located under the Charms column of the Hallownest Knight table. You gain additional charms at higher levels. Over the course of a short or long rest, you can swap out one charm filling your notches for another or remove a charm entirely.<br />
<br />
;Overcharm<br />
You can choose to overcharm yourself by applying a charm that exceeds your available notches. By doing so, you gain the benefits of the charm, but any attack made against you is automatically a critical hit. If you remove a charm and no longer exceed your available notches, you are no longer considered overcharmed.<br />
<br />
====Knightly Path====<br />
At 3rd level, you choose a Knightly Path. Choose between Path of the Nail Master, Path of the Pale Knight, Path of the Shaman, Path of the Troupe, Path of the Vessel, Path of the Wanderer, or Path of the Weaver. detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th levels.<br />
<br />
====Ability Score Increase====<br />
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.<br />
<br />
====Extra Attack====<br />
Beginning at 5th level, you may attack twice whenever you take the attack action on your turn.<br />
<br />
====Soul Recovery====<br />
At 5th level, whenever you strike an enemy with a melee weapon attack, you regain 2 soul points. This increases to 3 at 10th level. (You cannot exceed your maximum number of soul points.)<br />
<br />
====Soulbound====<br />
At 6th level, you can bind yourself to up to two weapons you are proficient with over the course of a short or long rest. While bound to this weapon, you gain the following benefits: <br />
*You cannot be disarmed of your chosen weapon. <br />
*You gain a +1 bonus to attack rolls your chosen weapon. This increases to +2 at 11th level. If the weapon already provides a bonus, use the higher of the two values.<br />
*Attacks made with your chosen weapon are considered magic for the purpose of overcoming immunities and resistances to nonmagical attacks. <br />
*You can’t be disarmed of your weapon unless you are incapacitated. <br />
<br />
You become unbound to a weapon if you bind yourself to a third weapon.<br />
<br />
====Refined Nail====<br />
At 9th level, any weapon benefiting from your Soulbound feature deals a critical hit on a roll of 19-20. This range increases to 18-20 at 18th level.<br />
<br />
====Dream Nail====<br />
Beginning at 11th level, when you strike a creature with your bound weapon, you can expend 5 soul points to deal no damage and cast the [[5e SRD:Detect Thoughts|''detect thoughts'']] spell. Alternatively, you can expend 5 soul points to touch a corpse with this weapon and cast the [[5e SRD:Speak With Dead|''speak with dead'']] spell. Charisma is your spellcasting ability for these spells.<br />
<br />
====Extra Attack (2)====<br />
Beginning at 13th level, you may attack three times whenever you take the attack action on your turn.<br />
<br />
====Dreamgate====<br />
At 14th level, you can use your action to transport you and a number of creatures equal to your Charisma modifier to the last place you completed a long rest. You must complete a long rest before you can use this feature again.<br />
<br />
=== Path of the Fool ===<br />
Fools are warriors at heart, fighting for glory rather than some ideal.<br />
<br />
;Bonus Proficiency<br />
At 3rd level, you get proficiency in all armor and the Animal Handling skill.<br />
<br />
;Fool's Resilience<br />
At 3rd level, your maximum hit points are increased by 6, and further increased by 2 whenever you gain a level in this class.<br />
<br />
;Fragile Charms<br />
At 7th level, you can choose to equip the Unbreakable Heart charm as though it costs 0 notches. If you do, when you fall to 0 hit points, the charm breaks and you cannot use it again until you complete a 1 day long ritual and pay 25 GP worth of materials, as well as finish a long rest. This feature extends to the Unbreakable Strength charm at level 8.<br />
<br />
;Powerful Focus<br />
At 15th level, whenever you recover hit points using your Soul feature, you can expend an additional 10 soul points to have all your weapon attacks deal maximum damage until the end of your next turn.<br />
<br />
;Infection Resistance<br />
At 20th level, you are immune to the effects of poisons and curses, unless the DM rules otherwise. Additionally, you have advantage on saving throws against being charmed or frightened.<br />
<br />
===Path of the Nail Master===<br />
The Nail Master is a true artist with a nail. Using ancient techniques, they flash about the battlefield rending flesh and bone alike. Whether you have trained under the old masters or bested all opponents in the Colosseum, your skills with a nail are the stuff of legend.<br />
<br />
;Bonus Proficiencies<br />
At 3rd level, you become proficient with all martial weapons.<br />
<br />
;Nail Arts<br />
When you take this archetype at 3rd level, you learn two Nail Arts.<br />
*Great Slash: As a bonus action, you can expend 10 soul points to charge your weapon. Your weapon remains charged until the end of your next turn. Using your action, you can attack with a charged weapon. On a hit, your weapon deals an additional 2d10 radiant damage. You do not recover soul points with your Soul Recovery feature when you use this nail art.<br />
*Dash Slash- As a bonus action, you can expend 10 soul points to charge your weapon. Your weapon remains charged until the end of your next turn. Using your action with a charged weapon, you move up to 15 feet forward and make one attack against the first creature in your path. This movement does not incur attacks of opportunity. On a hit, you deal an additional 1d10 radiant damage to the targets. You may deal this damage once per turn and you do not recover soul points with your Soul Recovery feature when you use this nail art.<br />
<br />
;Improved Technique<br />
Starting at 7th level, when you use your Great Slash and Dash Slash features you can expend an additional 5 soul points to deal an additional 1d10 radiant damage on a hit. This extra damage increases by 1d10 at 15th, and 20th levels.<br />
<br />
;Cyclone Slash<br />
At 15th level, as a bonus action, you can expend 20 soul points to charge your weapon. Your weapon remains charged until the end of your next turn. As an action, you can attack all creatures within 5 feet of you. Your weapon deals an extra 5d10 radiant damage to all creatures hit by your weapon while using this feature. You can only apply this damage to each creature once per turn and you do not recover soul points with your Soul Recovery feature when you use this nail art.<br />
<br />
;Masterful Technique<br />
Upon reaching 20th level, features from this path are no longer restricted to once per turn. Additionally, any time you would roll below a 5 for radiant damage with these features, treat the damage as a 5.<br />
<br />
===Path of the Pale Knight===<br />
You may have molded yourself after the Pale King's knights, or maybe you've decided to pick up the mantle after the fall of Hallownest. No matter your reasons, you have trained yourself in the ways of combat and speech alike in order to further your goals.<br />
<br />
;Bonus Proficiencies<br />
At 3rd level, you become proficient with Heavy armor and the Persuasion skill.<br />
<br />
;Defensive Focus<br />
Beginning at 3rd level, when you are hit by a melee attack, you can expend 5 soul and use your reaction to parry. By doing do, you reduce the damage by 1d10 + your Dexterity modifier. If you expend 10 soul points, you can use this feature when you are hit by a ranged weapon attack, destroying the projectile if you reduce the damage to 0. <br />
<br />
;Inspiring Soul<br />
At 7th level, whenever you use soul points to heal yourself, all friendly creatures within 30 feet of you that you choose that aren't unconscious gain temporary hit points equal to half that which you healed. (Minimum of 0)<br />
<br />
;Pale Courtier<br />
Starting at 15th level, whenever you roll a Charisma check, you can expend a number of soul points equal to half your Hallownest Knight level and add it to the roll.<br />
<br />
;Steel Soul<br />
Upon reaching 20th level, whenever you successfully reduce a melee attack to 0 using your Defensive Focus feature, you may make a melee attack against the attacker as part of the same reaction. Additionally, when you use your Defensive Focus feature, you can expend 10 soul points to add an additional 1d10 to the damage reduction. You may expend extra soul points to add a number of extra dice equal to your Charisma modifier.<br />
<br />
===Path of the Shaman===<br />
You have learned how to harness Soul as pure energy which you can use to fight your foes. Some who follow this path delve deep into the reaches of the earth and are driven mad by their discovery.<br />
<br />
Use this DC when using features granted by this path. Spell Save DC = 8 + proficiency bonus + Charisma modifier.<br />
<br />
;Bonus Proficiencies<br />
At 3rd level, you become proficient in the Arcana and Insight skills.<br />
<br />
;Vengeful Spirit<br />
At 3rd level, as an action when a creature damages you, you can expend 10 soul points to send forth a burst of pure soul. The soul travels in a line 60 feet long and 5 feet wide in a direction you choose. Each creature in the line must make a Dexterity saving throw against your spell save DC. A creature takes 2d6 radiant damage on a failed save, or half as much damage on a successful one. This may be used as an attack action<br />
<br />
;Desolate Dive<br />
Starting at 7th level, as an action, you can expend 15 soul points and strike the ground, sending out a burst of soul. All creatures within 10 feet of you must make a Dexterity saving throw against your spell save DC. A creature takes 5d8 radiant damage on a failed save and half as much on a successful one. If you use this feature from a greater height, you take no fall damage, and the damage of this ability increases by 1d8 for every 10 feet fallen (to a maximum of an additional 3d8).<br />
<br />
;Howling Wraiths<br />
At 15th level, as an action, you can expend 20 soul points to erupt with raw soul. All creatures within a 20 foot sphere must make a Constitution saving throw against your spell save DC. A creature takes 10d10 radiant damage on a failed save and half as much on a successful one. <br />
<br />
;Shade Mage<br />
Upon reaching 20th level, you can deal necrotic or radiant damage when using features granted by this archetype, and all features granted by this archetype apply half your Hallownest Knight level to their damage rolls. Additionally, whenever you use your action to use a feature granted by this archetype, you may use your bonus action to use your Vengeful Spirit feature.<br />
<br />
===Path of the Troupe===<br />
You may have been chosen by the Nightmare Heart, or perhaps you simply serve it as some form of deity. Either way, the path of the troupe is one that feeds off the very essence of fear and fire.<br />
<br />
Use this DC when using features granted by this path. Spell Save DC = 8 + proficiency bonus + Charisma modifier.<br />
<br />
;Bonus Proficiencies<br />
At 3rd level, you gain proficiency with one Instrument and either the Intimidation or Performance skill.<br />
<br />
;Burning Passion<br />
At 3rd level, you gain resistance to fire damage. Upon reaching 15th level, this resistance becomes immunity.<br />
<br />
;Nightmare Performer<br />
Starting at 7th level, as an action, you can begin a performance that lasts until the start of your next turn. All creatures of your choice within 30 feet of you must make a Wisdom saving throw against your spell save DC. On a failed save, the creatures become charmed by you until the start of your next turn or until they take damage. A creature charmed in this way uses all of their movement on their turn to attempt to move within 5 feet of you. On your following turn, you can expend 15 soul points to erupt with flame. All creatures within 5 feet of you must make a Dexterity saving throw against your spell save DC. Creatures charmed by this feature have disadvantage on the save. On a failed save, the creatures take 5d6 fire damage, or half as much on a successful save. After using this feature, all creatures previously charmed by this feature have advantage on saves to resist the charmed condition imposed by this feature for 24 hours.<br />
<br />
;Menacing Presence<br />
Beginning at 15th level, when a creature makes an attack roll against you, you can expend 10 soul points to have them make it with disadvantage. Additionally, you can expend 10 soul points to target a creature you have spoken to for at least 1 minute. The creature must make a Wisdom saving throw against your spell save DC or become frightened of you. The target is frightened in this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged. After using this feature to frighten a creature, you must wait 24 hours before you can use this feature on the same creature again. <br />
<br />
;Nightmare King<br />
At 20th level, creatures have disadvantage on Wisdom saving throws made to resist your Nightmare Performer and Menacing Presence features. Additionally, when you use soul points to heal yourself, all creatures you choose within 5 feet of you take fire damage equal to the number of soul points spent + your Charisma modifier.<br />
<br />
===Path of the Vessel===<br />
You were forged in the abyss, or perhaps you suffered a tragedy that scarred you to your very core. Having no voice or will leaves you fortified against the influence of other deities.<br />
<br />
;Bonus Proficiencies<br />
At 3rd level, you gain proficiency with all martial weapons.<br />
<br />
;Forged in the Abyss<br />
At 3rd level, you gain resistance to necrotic damage. Upon reaching 15th level, this resistance becomes immunity, and your hit point maximum cannot be reduced in any way.<br />
<br />
;Unwavering<br />
At 7th level, you become immune to the charmed and frightened conditions.<br />
<br />
;Shade<br />
Starting at 15th level, when you die, you return to life in the place you last completed a long rest. Your soul points are reduced by half along with your soul point maximum. A shade manifests in the place of your death. The shade shares all the same statistics and features as you but has half your hit points and a hover speed of 30 feet. Only you can harm your shade and your shade is only hostile toward you. If you fall to 0 hit points before slaying your shade, you do not make death saving throws and instead die outright. After killing the shade, your soul points return to normal and you may use this feature again upon being slain. If you are unable to reach your shade, you can perform a ritual that lasts 1 hour and uses 150gp worth of ingredients to summon your shade in an unoccupied space within 10 feet of you.<br />
<br />
;Hollow Knight<br />
Upon reaching 20th level, you gain immunity to radiant damage, and when you return to life as a result of using your Shade feature. The shade produced is no longer hostile towards you, its AC is reduced to 10, and the shade’s hit points and hit point maximum are reduced to 1. Additionally, your mind cannot be read, and those who try take 3d4+ your Charisma modifier psychic damage (this damage cannot be reduced in any way).<br />
<br />
===Path of the Wanderer===<br />
You've scoured the wastes and the ruins of fallen kingdoms. You observe every detail and take precautions to save your shell. You've unearthed artifacts that assist you in your endeavors: searching for secrets lost to history.<br />
<br />
;Bonus Proficiencies<br />
At 3rd level, you gain proficiency with two skills of your choice.<br />
<br />
;Moth Wing<br />
At 3rd level, as a bonus action, you gain a fly speed of 15 feet until the end of your turn. You fall if nothing holds you aloft at the end of your turn. You cannot take the dash action while aloft.<br />
<br />
;Always Vigilant<br />
At 7th level, you have advantage on Dexterity saving throws against effects that you can see, such as traps or spells. You do not gain this benefit if you are blinded, deafened, or incapacitated. Additionally, you can expend 5 soul points when you roll for initiative to apply your Wisdom modifier to your initiative roll.<br />
<br />
;Charm Seeker<br />
Starting at 15th level, you gain two additional charm slots. Additionally, when you take damage while overcharmed, it is no longer automatically critical if you are only overcharmed by 1 notch. <br />
<br />
;Ancient Explorer<br />
Upon reaching 20th level, you can speak, read, and write all languages. Additionally, you no longer set off traps and can expend 20 soul as an action to gain {{5e|truesight}} out to a range of 120 feet for 10 minutes.<br />
<br />
===Path of the Weaver===<br />
You've endured the Deepnest and studied the tactics of the Weavers that live there. You may have grown up in the darkness or perhaps took a perilous pilgrimage to learn their ways.<br />
<br />
Use this DC when using features granted by this path. Spell Save DC = 8 + proficiency bonus + Charisma modifier.<br />
<br />
;Bonus Proficiencies<br />
At 3rd level, you gain proficiency with Weaver's Tools and weapons that deal piercing damage.<br />
<br />
;Graceful Focus<br />
Beginning at 3rd level, you can expend 10 soul points to triple your jump distance for one minute.<br />
<br />
;Needle and Thread<br />
At 7th level, all weapons you are proficient with that lack the heavy and two-handed properties gain the thrown (30/60) property. After throwing a weapon with the thrown property, you can use a bonus action to return it to your hand it is within 30 feet of you and you can see it. If you hit an object or creature of your size or larger, you may use your bonus action to pull yourself up to 15 feet in a straight line toward it, returning your weapon to your hand in the process.<br />
<br />
;Nimble Fighter<br />
At 15th level, when you jump, you can expend 10 soul points to jump once more before you land using the same action. Additionally you ignore difficult terrain, and opportunity attacks made against you are made with disadvantage.<br />
<br />
;Webspinner<br />
Upon reaching 20th level, as an action you can expend 10 soul points to cast the [[5e SRD:Web|''web'']] spell. Any creature that enters this area or begins it’s turn in this area must make a Dexterity saving throw against your spell save DC or take 5d6 piercing damage due to hidden spikes located within. You ignore movement restrictions caused by webbing.<br />
<br />
===Charms===<br />
If a charm has prerequisites, you must meet them to learn it. You can learn the charm at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class. Charms are organized alphabetically by the amount of notches they occupy. (Some charms have been tweaked from their original function -notably Hiveblood- to better fit D&D.)<br />
<br />
====1 Notch====<br />
<br />
;Defender's Crest<br />
You have disadvantage on all Charisma(Persuasion) checks. At the start of your turn, creatures within 5 feet of you of your choice takes 1 poison damage.<br />
<br />
;Dream Wielder (Prerequisite- 11th level)<br />
The Dream Nail feature no longer consumes soul points.<br />
<br />
;Gathering Swarm<br />
As a bonus action after you slay a creature within 30 feet of you, any item or currency (but not weapons) on their person with a value of 1gp or higher is moved within 5 feet of you, landing at your feet. <br />
<br />
;Grubsong (Prerequisite- 10th level)<br />
Whenever you take damage, you gain 2 soul points.<br />
<br />
;Nailmaster’s Glory (Prerequisite- 17th level, Path of the Nail Master)<br />
You no longer need to use your bonus action to charge your weapon when using features granted by the Path of the Nail Master archetype.<br />
<br />
;Spore Shroom (Prerequisite- 6th level)<br />
Whenever you use soul points to heal yourself, all creatures of your choice within 10 feet of you take poison damage equal to your Charisma modifier (minimum of 1).<br />
<br />
;Sprintmaster<br />
Your walking speed increases by 10 feet.<br />
<br />
;Steady Body<br />
You have advantage on Strength checks and saves made against being pushed back.<br />
<br />
;Thorns of Agony (Prerequisite- 4th level)<br />
Whenever you take damage, all creatures you choose within 5 feet of you take piercing damage equal to your Charisma modifier (minimum of 1).<br />
<br />
;Wayward Compass<br />
You have advantage on Wisdom(Survival) checks made to determine your location and direction.<br />
<br />
====2 Notches====<br />
<br />
;Baldur Shell<br />
After using soul points to heal yourself, you gain a +2 bonus to AC until the start of your next turn.<br />
<br />
;Dashmaster (Prerequisite- Path of the Wanderer)<br />
When you use your Moth Wing feature, you can take the dash action while aloft.<br />
<br />
;Fury of the Fallen (Prerequisite- 10th level)<br />
When your hit points are reduced below an amount equal to your Hallownest Knight level, attacks and abilities that deal damage deal an additional 4d6 force damage.<br />
<br />
;Glowing Womb (Prerequisite- 10th level)<br />
As a bonus action, you can expend 5 soul points to summon a small hatchling to defend you. You may have up to 4 hatchlings present at a time, and all hatchlings are slain when you complete a long rest. These hatchlings share your ability scores, have a flying speed of 20 feet, and move on your initiative to attack the closest hostile creature within range (use your Charisma modifier for the attack roll) dealing 1d6 fire damage on a hit and dying in the process. If the hatchling misses its attack, it does not die.<br />
<br />
;Grimmchild (Prerequisite- 9th level, Path of the Troupe)<br />
While this charm is active, you are followed by the Grimmchild. (Use statistics for [[5e SRD:Imp|Imp]]) The Grimmchild moves on your initiative and can only use its action to attack the closest hostile creature to them. Should the Grimmchild die, it is replaced when you complete a short or long rest.<br />
<br />
;Heavy Blow<br />
When you strike a medium or smaller creature with a melee weapon attack, you can choose to push them back up to 10 feet.<br />
<br />
;Lifeblood Heart<br />
Every time you complete a long rest, you gain temporary hit points equal to half your Hallownest Knight level (minimum of 1). These temporary hit points can be added to the temporary hit points granted by the Lifeblood Core and Joni's Blessing charms.<br />
<br />
;Longnail<br />
Melee weapons you wield that don't possess the reach property gain 5 feet additional reach.<br />
<br />
;Shape of Uun (Prerequisite- 15th level)<br />
When you use focus to heal yourself, you can move an extra 10 feet as part of the same action.<br />
<br />
;Sharp Shadow (Prerequisite- 12th level, Path of the Wanderer)<br />
When you use your Moth Wing feature, you can make one melee attack against a creature within range as part of the same action. At the start of each of your turns, roll a d6. On a roll of 6, you may use this feature again.<br />
<br />
;Soul Catcher (Prerequisite- 5th level)<br />
You gain 1 additional soul point when you use your Soul Recovery feature.<br />
<br />
;Spelltwister (Prerequisite- Path of the Shaman)<br />
Path of the Shaman features require 5 less soul points to use.<br />
<br />
;Stalwart Shell (Prerequisite- 7th level)<br />
When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.<br />
<br />
;Unbreakable Heart<br />
Your hit point maximum increases by an amount equal to twice your Hallownest Knight level when you choose this charm. Whenever you gain a level thereafter with this charm active, your hit point maximum increases by an additional 2 hit points.<br />
<br />
;Weaversong (Prerequisite- 9th level, Path of the Weaver)<br />
While this charm is active, you are followed by 3 weaverlings. (Use statistics for [[5e SRD:Giant Wolf Spider|Giant Wolf Spider]].) These weaverlings move on your initiative and can only use their action to attack the closest hostile creature to them. Should a weaverling die, it is replaced when you complete a short or long rest.<br />
<br />
====3 Notches====<br />
<br />
;Carefree Melody (Prerequisite- 18th level)<br />
This charm begins with a 0% chance to negate damage and gains a cumulative 10% chance upon being hit to instead take no damage. If you are hit by an attack, roll a d100. If you roll below the percentage chance, you instead take no damage. When an attack is negated in this way, the charm is reset to 0% and resumes its function.<br />
<br />
;Dream Shield (Prerequisite- 16th level)<br />
You gain +2 to AC, resistance to force damage, and immunity to the [[5e SRD:Magic Missile|''magic missile'']] spell.<br />
<br />
;Flukenest (Prerequisite- 15th level, Path of the Shaman)<br />
Your Vengeful spirit range becomes a 30 feet cone which is full of wriggling flukes that remain until the start of your next turn. The area becomes difficult terrain, and any creature that begins its turn in the area or enters the area for the first time on their turn takes 2d6 radiant damage. <br />
<br />
;Grubberfly’s Elegy<br />
While you have more than half your maximum number of hit points, your melee weapon can attack creatures out to a range of 30 feet Any melee attack made past 5 feet deals half damage.<br />
<br />
;Lifeblood Core (Prerequisite- 8th level)<br />
Every time you complete a long rest, you gain temporary hit points equal to your Hallownest Knight level. <br />
<br />
;Mark of Pride (Prerequisite- 15th level)<br />
Melee weapons you wield that don't possess the reach property gain 10 feet additional reach.<br />
<br />
;Quick Focus (6th level)<br />
You can heal yourself with soul points as a bonus action on your turn.<br />
<br />
;Quick Slash (Prerequisite- 12th level)<br />
You can make one melee attack as a bonus action on each of your turns.<br />
<br />
;Shaman Stone (Prerequisite- 8th level, Path of the Shaman)<br />
You can apply your Charisma modifier to the damage rolls of features gained from the Path of the Shaman.<br />
<br />
;Unbreakable Strength (Prerequisites- 8th level)<br />
Attacks you make that use Strength apply twice your Strength modifier to the damage roll.<br />
<br />
====4 Notches====<br />
<br />
;Deep Focus<br />
When you use soul points to regain health, you must use your action and bonus action, but you can restore a total number of hit points on your turn equal to twice your Hallownest Knight Level.<br />
<br />
;Hiveblood (Prerequisite- 18th level)<br />
While below half your hit point maximum, you heal for 1d8 + your Charisma modifier every round on your turn up to half your hit point maximum. You do not gain this benefit at 0 hit points.<br />
<br />
;Joni’s Blessing (Prerequisite- 17th level)<br />
All of your hit points become temporary hit points and you gain an additional number of temporary hit points equal to twice your Hallownest Knight level. Any lost temporary hit points are restored upon completing a long rest.<br />
<br />
;Soul Eater (Prerequisite- 16th level)<br />
You gain 2 additional soul points when you use your Soul Recovery feature.<br />
<br />
====5 Notches====<br />
<br />
;Kingsoul (Prerequisites- 20th level, Cannot equip Voidheart)<br />
When you complete a short rest, you regain all spent soul points.<br />
<br />
;Void Heart (Prerequisites- 20th level, Cannot equip Kingsoul)<br />
All of your attacks with your bonded weapon deal an additional extra 4d8 necrotic damage.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Hallownest Knight class, you must meet these prerequisites: Dexterity 13, Charisma 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Hallownest Knight class, you gain the following proficiencies: Martial Weapons that deal Slashing damage.<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>PunnyDM12https://www.dandwiki.com/w/index.php?title=Alchemist_(5e_Class)&diff=1379677Alchemist (5e Class)2020-09-16T07:13:12Z<p>PunnyDM12: Alchemical Schools don't gain features at 7th level.</p>
<hr />
<div>==Alchemist==<br />
<br />
Reaching into her satchel, an elf quickly downs a flask of glowing blue liquid. The bitter taste of the concoctions makes her shudder. Her fingers begin to tremble as energy builds into a streak of lightning that arcs forth from her, surprising the attacking orc horde.<br />
<br />
A gnome giggles to himself as he pulls the string on a small sphere. A faint ticking can be heard before he shouts, “FIRE IN THE HOLE!” A bang and a fizzle. A few moments later, and the goblin troupe is no more than ash.<br />
<br />
The dwarf tosses his broken axe aside to produce a bottle of syrupy liquid. Uncorking the potion, he guzzles it down as the minotaur charges. As the beast would come to clash with him, the dwarf is moved nary an inch. <br />
<br />
A halfling walks up the side of an estate, striding with confidence. Peering through the open window, she examines her sleeping target: the baron of a nearby town. Vaulting over the windowsill, she produces a dagger and a vial of green liquid. The nobleman wouldn’t be waking up in the morning.<br />
<br />
<br />
“This class was created using the Alchemist class from Pathfinder as a reference with a few other ideas sprinkled in.” [https://www.d20pfsrd.com/classes/base-classes/alchemist/ Alchemist]<br />
<br />
<br />
===Creating an Alchemist===<br />
Think about why your character became an alchemist. Do they wish to help or harm people? Were they always seeking adventure? Who taught them the trade, or are they self taught: driven by trial and error? Is alchemy a noble profession in your world, or is it considered “almost magic” and not really worth practicing compared to real magic. Discuss these with your DM to determine the function of your alchemist and their role in society.<br />
<br />
;Quick Build<br />
You can make an Alchemist by quickly following these suggestions. First put your highest ability score into Intelligence followed by Constitution. If you plan on following the School of the Venomist or the School of the Grenadier, put your second highest ability score into Strength or Dexterity as you will likely be using weapons or explosives very often. Secondly, choose the Guild Artisan or Sage background. Other potentially good backgrounds would be Criminal (particularly if you plan of following the School of the Venomist), or Hermit.<br />
<br />
{{5e Class Features<br />
|name=Alchemist<br />
|summary=One who places spell effects into elixirs and creates volatile explosives.<br />
|hd=8<br />
|spellcasting=half<br />
|armor= Light Armor, Medium Armor<br />
|weapons=Simple weapons, Blowguns, Hand Crossbows, and Scimitars.<br />
|tools=Alchemy Supplies<br />
|saves=Constitution, Intelligence<br />
|skills=Choose 3 from Acrobatics, Arcana, Insight, Investigation, Medicine, Nature, Perception, Persuasion, Sleight of Hand, and Survival<br />
|item1a=any simple weapon<br />
|item1b=a scimitar<br />
|item2a=any simple weapon<br />
|item2b=a light crossbow and 20 bolts<br />
|item3a=a Dungeoneer's Pack<br />
|item3b=an Explorer's Pack<br />
|item4a= Alchemy supplies, leather armor, and a dagger<br />
|item4b=<br />
|item4c=<br />
|wealth=4d4 x 10gp<br />
|classfeatures1={{inpage|Basic Alchemy}}, {{inpage|Everfull Bag}}, {{inpage|Volatile Mixture}}<br />
|classfeatures2={{inpage|Create Elixirs}}, {{inpage|Discovery}}<br />
|classfeatures3={{inpage|Alchemical School}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Arcane Explosives}}<br />
|classfeatures6=<br />
|classfeatures7={{inpage|Evasion}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Alchemical School Feature}}<br />
|classfeatures10=<br />
|classfeatures11={{inpage|Fire in the Hole}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Alchemical School Feature}}<br />
|classfeatures14=<br />
|classfeatures15={{inpage|Product Testing}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Alchemical School Feature}}<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Eclectic Alchemist}}<br />
<br />
|extra1_name=Discoveries Known<br />
|extra1_1=-<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=2<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=3<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=4<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=6<br />
|extra1_17=6<br />
|extra1_18=7<br />
|extra1_19=7<br />
|extra1_20=8<br />
<br />
|extra2_name=Formulae Known<br />
|extra2_1=-<br />
|extra2_2=4<br />
|extra2_3=5<br />
|extra2_4=6<br />
|extra2_5=7<br />
|extra2_6=8<br />
|extra2_7=9<br />
|extra2_8=10<br />
|extra2_9=11<br />
|extra2_10=12<br />
|extra2_11=13<br />
|extra2_12=14<br />
|extra2_13=15<br />
|extra2_14=16<br />
|extra2_15=17<br />
|extra2_16=18<br />
|extra2_17=19<br />
|extra2_18=20<br />
|extra2_19=21<br />
|extra2_20=22<br />
}}<br />
<br />
====Basic Alchemy====<br />
You gain proficiency with your choice from an herbalism kit or a poisoners kit.<br />
<br />
====Everfull Bag====<br />
You have a magic bag used to cart around your alchemy lab. When you reach into the bag to produce any alchemical supplies you create (elixirs, explosives, mutagens, and toxins) you pull them out with ease (no action required) otherwise the bag functions like an empty backpack that you can fill with other items. You do not run out of reagents used to create your alchemical supplies if those reagents are not consumed or have a negligible cost while this bag is on your person. Additionally, the weight of your alchemy supplies are reduced to 1lb. If this bag is ever lost or destroyed you can spend 50gp to purchase a new one or half as much in material costs to craft one over the course of three days.<br />
<br />
====Volatile Mixture====<br />
Occasionally your experiments go awry. You’ve learned to harness this ability in the form of explosives. Upon completing a long rest, an alchemist can create a number of explosives equal to their Intelligence modifier. These explosives can be thrown as an action to a range of 20ft. and deal 1d8 fire damage to a target it comes into contact with, at 5th level (2d8), 11th level (3d8), and 17th level (4d8). Use your proficiency bonus + your Dexterity modifier for the attack roll. All creatures within 5ft. of the impacted target are subject to the explosive’s splash damage and must make a Dexterity saving throw against your spell save DC or take fire damage equal to your Intelligence modifier (minimum of 1). All prepared explosives become inert as soon as you complete your next long rest. You need alchemy supplies to prepare explosives<br />
<br />
====Create Elixirs====<br />
After many hours of practice and study, you are able to duplicate spells by infusing a small amount of magic into your creations. When an alchemist mixes an elixir, they infuse the chemicals and reagents in the extract with magic siphoned from their own magical aura. To “cast” these spell effects, the alchemist must imbibe the potion as an action. If the spell has a casting time of one action or one bonus action, you use whichever action you used to drink the elixir to cast the spell effect. Spell effects found on the formulae list with a casting time of 1 reaction can be withheld for a number of minutes equal to your Intelligence modifier after the elixir is imbibed or until the appropriate trigger occurs at which point you may expend your reaction and the actual duration starts. All spell effects provided by elixirs can be dispelled by spells such as ''dispel magic'' and ''counterspell''. Any elixirs removed from the alchemist’s possession become inert until returned. If a spell effect calls for a material component with a cost or one that is consumed, the cost or ingredient must be included in the making of the elixir.<br />
<br />
;;;Your Formulae List<br />
At 2nd level you have a book with a formulae list containing four 1st-level alchemical formulae of your choice. Your formulae list is the repository of the formulae you know and is to an alchemist what a spellbook is to a wizard.<br />
<br />
;;;Adding New Formulae<br />
When you find an alchemical formula of first level or higher, you can add it to your formulae list if it is of a level which you can prepare and if you can spare the time to decipher and copy it. An alchemist can study a wizard’s spellbook, potion, or a spell scroll to learn any formula that is equivalent to a spell the spellbook, potion, or scroll contains. Wizards cannot learn spells from your formulae list.<br />
<br />
For each level of the formula, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the formula to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the formula just like your other formulae.<br />
<br />
;;;Replacing Your Formulae List<br />
You can copy a formula from your own formulae list into another book. This is just like copying a new formula into your formulae list, but faster and easier, since you understand your own notation and already know how to craft the elixir. You need spend only 1 hour and 10 gp for each level of the copied spell.<br />
<br />
If you lose your formulae list, you can use the same procedure to transcribe the elixirs that you have prepared into a new formulae list. Filling out the remainder of your formulae list requires you to find new formulae to do so, as normal.<br />
<br />
;;;Preparing and Crafting Elixirs<br />
The Alchemist table shows how many elixir slots (spell slots) you have to craft your Alchemist elixirs of 1st level and higher. When an alchemist prepares an elixir, they must designate what spell effect from their formulae list goes into the elixir and at what level the effect will be used at. An alchemist prepares a number of elixirs as they have slots. An alchemist can change any spell effects in any number of their remaining elixirs to another they have written in their formulae list when they complete a short rest. The level of the changed formula must equal the level of it's current effect. For example, a prepared ''alter self'' elixir can be changed to a ''barkskin'' elixir or a 2nd-level cure wounds elixir if the alchemist chooses. Alchemy supplies are required to prepare your elixirs. All previously prepared elixirs become inert after taking a long rest.<br />
<br />
You regain all expended elixir slots when you complete a long rest.<br />
<br />
;;;Spellcasting Ability<br />
Intelligence is your spellcasting ability for your Alchemist elixirs. You use your Intelligence whenever a spell or feature refers to your spellcasting modifier.<br />
<br />
In addition, you use your Intelligence modifier and proficiency bonus for the spell save DC of an Alchemist elixir or Alchemist features you use unless explicitly stated.<br />
<br />
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier.<br />
<br />
Spellcasting modifier = your proficiency bonus + your Intelligence modifier.<br />
<br />
;;;Learning Formulae of 1st Level and Higher<br />
You begin with four formulae on your formulae list. Each time you gain an Alchemist level, you can add one alchemical formula of your choice from the Alchemical Formulae list located later in the class description. Each of these formulae must be of a level which you have elixir slots as shown on the Alchemist table. On your adventures. you might find other formulae that you can add to your formulae list.<br />
<br />
====Discovery====<br />
Your research into the alchemical arts has led you to some very interesting information. At 2nd level you learn two discoveries located at the end of the class description. You learn additional discoveries at 6th, 10th, 14th, 16th, 18th, and 20th levels. <br />
<br />
====Alchemical School====<br />
At 3rd level you decide to devote yourself to a refined school of study: School of the Brewer, School of the Great Work, School of the Grenadier, School of the Mutator, or School of the Venomist. Choose a school of alchemy to follow detailed later in the class description. Your choice grants you features at 3rd level and again at 9th, 13th, and 17th levels.<br />
<br />
==== Ability Score Increase ====<br />
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.<br />
<br />
====Arcane Explosives====<br />
You infuse a small string of warding magic into your bombs. Beginning at 5th level any creatures you designate are unaffected by your explosive’s splash damage. Additionally, your bombs are considered magic for the purpose of overcoming resistances and immunities to nonmagical weapons.<br />
<br />
====Evasion====<br />
Beginning at 7th level, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
====Fire in the Hole====<br />
Starting at 11th level, after throwing one of your explosives or drinking an elixir, you can make a weapon attack as a bonus action.<br />
<br />
====Product Testing====<br />
After ingesting various reagents and breathing less-than-savory fumes, you have some measure of protection from toxins. At 15th level you gain resistance to acid and poison damage and have advantage on saving throws against poisons. Upon reaching 18th level you gain immunity to poison damage and the poisoned condition.<br />
<br />
====Eclectic Alchemist====<br />
At level 20 you’ve completed most of your schooling, so you branch into the knowledge of another school. Choose another Alchemic School. You gain the benefits of that school’s 3rd and 9th level features. (You are considered to be a 9th level Alchemist of that school for the purposes of discovery prerequisites and class features.)<br />
<br />
===School of the Brewer===<br />
Although the most common school of alchemy, alchemists enrolled in the School of the Brewer are experts at both making and drinking potions with a plethora of effect and potencies.<br />
<br />
;Heterogeneous Mixture<br />
Starting at 3rd level, you can change the spell effects of one of your elixirs as a bonus action following the rules of changing elixir effects located under ''Preparing and Crafting Elixirs''. You may do this a number of times equal to your Intelligence modifier. You regain all expended uses of this feature after completing a long rest.<br />
<br />
;Arcane Tether<br />
You connect yourself to your elixirs through intangible arcane channels. Starting at 9th level, any elixirs you prepare can leave your possession while retaining their magical benefits, allowing a creature you designate to use the elixir’s effects. The effects of the elixir still use your spellcasting modifier and spell save DC.<br />
<br />
;Swift Quaff<br />
After drinking many concoctions, you find they go down easier most of the time. Beginning at 13th level, you may drink one of your elixirs as a bonus action (but only one elixir per turn) a number of times equal to your Constitution modifier. You regain all expended uses of this feature after completing a long rest.<br />
<br />
;Expert Brewer<br />
You’ve become an expert at crafting elixirs. At 17th level, you can prepare an extra powerful elixir. Choose a 6th level formula and a 7th level formula from the Alchemical Formulae list located at the end of this class’s description. You learn those formulae and can prepare one elixir of each formula when you prepare the rest of your elixirs. These formulae don't count against your prepared elixirs. (These formulae cannot benefit from your Arcane Tether or Swift Quaff features.)<br />
<br />
===School of the Great Work===<br />
Although not technically a formal school, those who follow the beliefs of this school seek out the cure for all ailments and the power to transmute base metals into silver and gold. Although many alchemists would wish to discover such treasures, those who follow this school seek it above all else.<br />
<br />
;Crystalized Aether<br />
Through diligent research, you’ve learned to harness cosmic energy into a small, saffron-colored shard. This energy can be used to fuel some of your elixir effects. When you take this school at 3rd level you no longer require material components with a total value of 10gp when you prepare your elixirs.<br />
<br />
;Thorough Research<br />
At 9th level, you learn two additional discoveries in addition to the ones you know, assuming you meet the prerequisites.<br />
<br />
;Anima Mundi<br />
You have discovered that all things are connected in some way, and you are capable of tapping into such forces. Beginning at 13th level, when a creature damages you with an attack, you can expend your reaction to halve the damage against you. The attacking creature is then subject to the other half. This damage cannot be reduced in any way. You must complete a short or long rest before you can use this feature again.<br />
<br />
;Materia Prima<br />
You’ve made a major breakthrough with your research toward your Magnum Opus and discovered a slightly unstable yet potent form of reddish liquid material. Starting at 17th level, you no longer age and do not suffer the frailty of old age. Additionally, whenever you prepare your elixirs, you can perform one of the following effects.<br />
<br />
''Azoth''<br />
<br />
You can end all diseases, and poisons affecting a creature. Additionally, the creature loses all levels of exhaustion if they have any and regains all hit points.<br />
<br />
''Chaos''<br />
<br />
You increase the damage of one of your explosives to 4d10.<br />
<br />
''Chrysopoeia''<br />
<br />
You can transmute any amount of base metals (iron, lead, tin, or zinc for example) with a maximum value of 500cp into an equal number of copper pieces or bars of the same value. Additionally, you may transmute a number of copper bars or pieces with a maximum value of 500cp into an equal number of silver pieces or silver bars. You may transmute a number of silver bars or pieces with a value of up to 500sp into an equal number of gold pieces or gold bars. (Once you use this feature to transmute any metals in this way, you must wait 7 days before you can use any of your Materia Prima again.)<br />
<br />
''Elixir of Life''<br />
<br />
You can cast the ‘’raise dead’’ spell on a body within 5ft. of you.<br />
<br />
''Genesis''<br />
<br />
You do not need to provide material components when preparing your elixirs.<br />
<br />
===School of the Grenadier===<br />
Fanatic demolition experts, those who follow the School of the Grenadier excel at making bombs and grenades. Those who follow this school look to make more powerful explosives and even apply elemental effects to them.<br />
<br />
;Hurl Anything<br />
When you choose this archetype at 3rd level you apply your proficiency bonus to improvised weapons when you throw them at a target.<br />
<br />
;Good Arm<br />
You’ve become adept at throwing your explosives at distant enemies. At 3rd level the distance you can throw your explosives is doubled. Additionally, you can throw one of your explosives as a bonus action (but only one per turn). (This feature applies to flasks of acid, alchemist’s fire, and holy water as well.)<br />
<br />
;Elemental Affinity<br />
When you throw one of your explosives, you can channel a small amount of your magic into it, altering its properties. Beginning at 9th level, an explosive you throw deals your choice of acid, cold, fire, or lightning damage on a hit.<br />
<br />
;Demolitionist<br />
Starting at 13th level, when preparing elixirs, you may choose to prepare a number of explosives in their place. The number of explosives you can create with this feature equals half your Alchemist level. Additionally, regardless of the elixir slot it occupies (if any) the damage of all your explosives increase from a D8 to D10. This damage increases to D12 at 17th level.<br />
<br />
;Arcane Shrapnel<br />
Beginning at 17th level all creatures within 5ft. of the target of one of your explosives must succeed on a Dexterity saving throw or take damage equal to half your Alchemist level. Additionally, the actual target of the explosive is affected by additional condition based on the explosive's damage type.<br />
<br />
''Acid''<br />
<br />
The target takes additional acid damage at the start of its next turn equal to half your Alchemist level.<br />
<br />
''Cold''<br />
<br />
The target’s movement speed is reduced by half until the start of your next turn.<br />
<br />
''Fire''<br />
<br />
The target takes fire damage equal to your Intelligence modifier for one minute or until they succeed on a Dexterity saving throw against your spell save DC to put out the flames. <br />
<br />
''Lightning''<br />
<br />
The target cannot take reactions until the start of your next turn.<br />
<br />
===School of the Mutator===<br />
The reclusive School of the Mutator holds an old form of alchemy thought to be more pure than the other forms. This school focuses on creating special elixirs that change the very nature of one’s body.<br />
<br />
;Mutagen<br />
Your alchemical study involves change, but there must always be a trade off. Beginning at 3rd level, upon completing a short or long rest, you can create one mutagen. When you drink this mutagen as an action you gain a +1 bonus to your AC and gain advantage on all Strength, Dexterity, and Constitution ability checks for 10 minutes. You also gain disadvantage on all Intelligence, Wisdom, and Charisma ability checks for the duration as well. You can create two mutagens upon reaching 9th level and three upon reaching 13th level. You can only be under the effects of one mutagen at a time. Attempting to drink a second mutagen cancels out both mutagens and gives you two levels of exhaustion. You require alchemy supplies to create mutagens.<br />
<br />
;Flush Mutagen<br />
Beginning at 9th level you can choose to end any mutagen affecting you as a bonus action. You may use this feature up to two times before you must complete a long rest. At 13th level you gain two more uses of this feature until you must complete a long rest; and at 17th level, you may use this feature a number of times equal to half your Alchemist level until you must complete a long rest.<br />
<br />
;Unflinching Mutagen<br />
At 13th level, while under the effects of a mutagen you cannot be charmed, and you are immune to the frightened condition.<br />
<br />
;Master Mutagen<br />
You’ve learned the secret to a perfect mutation. Starting at 17th level you can create one special mutagen in addition to the other mutagens you can create. When you drink this mutagen, its benefits last for one hour. Additionally, its benefits apply to the relevant saving throws as well. You do not receive the detriments of a normal mutagen when you use a master mutagen. You must complete a long rest before you can make any more master mutagens. (If you have the Cognatogen Discovery, this feature applies to those mutagens as well. This feature does not apply to the Beast Transformation, Combat Prowess, or Feral Mutagen discoveries.)<br />
<br />
===School of the Venomist===<br />
Perhaps the most obscure school of alchemy, the School of the Venomist focuses on creating deadly poisons with a variety of debilitating effects.<br />
<br />
====Quick Slather====<br />
When you choose this archetype at 3rd level, you can apply poisons and toxins you create to a melee weapon or 10 pieces of ammunition as a bonus action. When a toxin is applied to a weapon, it retains potency for one minute or until you land an attack against a creature.<br />
<br />
====Toxin Maker====<br />
Instead of pursuing conventional alchemy, you’ve decided to delve into the realm of virulent poisons. Beginning at 3rd level, when preparing elixirs, you may choose to prepare a number of toxins in their place. The number of toxins you can create equals your Intelligence modifier. The toxins you create and apply to weapons deal poison damage equal to 1d4 per level of the elixir it replaces + your Intelligence modifier. On a hit, the target of your toxin must then make a Constitution saving throw against your spell save DC or become poisoned for one minute. The target can make a saving throw at the beginning of one of it’s turns, ending this condition early on a success. You require alchemy supplies to prepare toxins.<br />
<br />
====Secondary Effects====<br />
Instead of sickening your opponent, your toxins can take on a variety of other effects. Beginning at level 9, you know two of these effects and gain additional effects at 13th and 17th levels. These effects replace the poisoned condition that your toxins would normally do.<br />
<br />
''Clouded Mind''<br />
<br />
The target must make an Intelligence saving throw against your spell save DC. On a failed save, roll a d6 at the start of each of the target’s turns. On a roll of 1-4 the target takes its turn as normal. On a roll of 5-6, the target wastes it’s turn doing nothing. The target can repeat the saving throw at the beginning of each of their turns, ending this condition early on a success. <br />
<br />
''Darkness'' <br />
<br />
The target must make a Wisdom saving throw against your spell save DC or become blinded for one minute. The target can repeat the saving throw at the beginning of each of their turns, ending this condition early on a success.<br />
<br />
''Drowsy'' <br />
<br />
The target must make a Constitution saving throw against your spell save DC or fall asleep for one minute, until the sleeper takes damage, or until someone uses their action to jostle the target awake.<br />
<br />
''Feeble'' <br />
<br />
The target must make a Constitution saving throw against your spell save DC or become incredibly feeble. The target deals only half damage from weapon attacks that use Strength for one minute. The target can repeat the saving throw at the beginning of each of their turns, ending this condition early on a success.<br />
<br />
''Locked Joints'' <br />
<br />
The target must make a Strength saving throw equal to your spell save DC or become paralyzed for one minute. The target can repeat the saving throw at the beginning of each of their turns, ending this condition early on a success.<br />
<br />
====Incapacitation====<br />
You can prepare your poisons in such a way so as to incapacitate rather than kill. At 13th level, when you prepare a toxin in this way, it does no damage, but the target has disadvantage their initial saving throw against the poisoned condition of your toxins or conditions applied from your Secondary Effects feature.<br />
<br />
====Potent Toxins====<br />
Starting at 17th level the number of toxins you can prepare equals half your Alchemist level. Additionally, you can apply two effects granted by your Secondary Effects feature or one effect and the poisoned condition to a number of toxins equal to your Intelligence modifier (separate saves are required for each effect). Toxins prepared in this way deal no damage.<br />
<br />
===Discoveries===<br />
As an alchemist, you gain bouts of inspiration and focus. These pursuits often lead to discoveries that you might work towards or abandon halfway through. You can learn a discovery at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class. Additionally, when you gain a level in this class, you can choose one of the discoveries you know and replace it with another discovery that you could learn at that level unless stated otherwise. (Upon obtaining the Eclectic Alchemist feature, you are considered to be a 9th level character in whatever school you chose.)<br />
<br />
;Aether Bomb: ''Prerequisite- School of the Great Work''<br />
When you throw one of your explosives, you can choose to have it deal necrotic damage on a hit.<br />
<br />
;Additional Master Mutagen: ''Prerequisite- 20th Level, School of the Mutator'' <br />
You can prepare an additional Master Mutagen for the cost of two normal mutagens.<br />
<br />
;Adept Arcane Studies: ''Prerequisites- 12th Level, Arcane Studies, Extra Arcane Studies'' <br />
You may cast the spells you chose from your ''Extra Arcane Studies'' discovery more frequently. These spells are now restored after completing a short or long rest. (This discovery is permanent. Additionally, your ''Extra Arcane Studies'' discovery becomes permanent when you learn this discovery.)<br />
<br />
;Adept Esoteric Studies: ''Prerequisite- 15th Level, Esoteric Studies, School of the Great Work''<br />
You may cast the spells you chose from your ''Esoteric Studies'' discovery more frequently. These spells are now restored after completing a short or long rest. (This discovery is permanent. Additionally, your ''Esoteric Studies'' discovery becomes permanent when you learn this discovery.)<br />
<br />
;Alchemical Makeup<br />
You gain proficiency in the Deception and Persuasion skills.<br />
<br />
;Alchemic Mine: ''Prerequisite- 5th Level, School of the Grenadier''<br />
You can prepare one special explosive in place of an explosive you could normally prepare to explode when a creature approaches. You can set this explosive against a flat surface as an action. A creature can make a Wisdom(Perception) check against your spell save DC to notice the mine. If you spend one round burying the mine under a small layer of dirt or similarly light cover, the creature has disadvantage on the check. When a small or larger creature unaware of the mine's presence enters the mine's space, they set it off unless they are flying or otherwise aloft. The creature must make a Dexterity saving throw against your spell save DC or take damage equal to one of your explosives or half as much on a successful save. (This particular kind of explosive does not have splash damage) A creature aware of the mine can choose to move half its speed on its turn to move through the mine's space without setting it off.<br />
<br />
;Alchemy Practice <br />
You gain proficiency in either an Herbalism Kit or a Poisoner’s Kit. Alternatively, you can choose to double your proficiency in Alchemy Supplies, Herbalism Kits, or Poisoner’s Kits that you're proficient with. (Alchemists of the School of the Venomist immediately doubles their proficiency with Poisoner's Kits in addition to another affect of this discovery.)<br />
<br />
;Alkahest: ''Prerequisite- 10th Level, School of the Great Work''<br />
You can prepare an additional concoction of sorts when you prepare your elixirs in addition to any other elixirs you can prepare. As an action, you can choose to throw this item as if it were an explosive. This particular explosive deals 3d10 acid damage on a hit and deals half your Alchemist level with it’s splash damage. Alternatively, you can pour this concoction onto a substance covering no more than 1 square foot. This concoction dissolves any material it comes into contact with including ''sovereign glue''.<br />
<br />
;Arcane Studies<br />
You learn three cantrips from the Wizard spell list. (This discovery is permanent. An alchemist of the School of the Great Work learns an additional cantrip from the druid spell list when they learn this discovery.)<br />
<br />
;Assassin's Blade: ''Prerequisite- 6th Level'' <br />
Any weapon attack you make that doesn't already apply poison damage deals an extra 1d4 poison damage. (Alchemists of the School of the Venomist deals 1d6 extra damage when they use this discovery.)<br />
<br />
;Augmented Anatomy: ''Prerequisite- 20th Level, Enhanced Anatomy'' <br />
One ability score of your choice increases by 4 and the maximum of that score increases to 24. (This discovery is permanent. This ability score increase need not be the one you chose for your ''Enhanced Anatomy'' discovery.)<br />
<br />
;Axiomatic Bomb: ''Prerequisite- 15th Level, Flashbang, School of the Grenadier'' <br />
Your bombs are now capable of dealing radiant damage when you use your Elemental Affinity feature. All creatures affected by this explosive must make a Constitution saving throw against your spell save DC or become blinded for one minute and deafened until the start of your next turn. A creature can repeat this saving throw at the start of subsequent turns, ending these effects early on a success.<br />
<br />
;Beast Transformation: ''Prerequisite- 10th Level, School of the Mutator'' <br />
You have learned how to change in a more bestial way. You can prepare this mutagen in the place of another you could prepare. When you drink this mutagen, you take on the effects of the ''polymorph'' spell, targeting only yourself. Your mental ability scores stay the same (though you cannot speak in this form) and your hit points equal your Alchemist level unless the beast’s are higher. <br />
<br />
;Breaching Charge: ''Prerequisite- 6th Level''<br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare to blow through solid objects. The damage type of these bombs changes to thunder, and they deal double damage to solid objects and siege engines not being worn or carried. (If you have the ''Delayed Bomb'' discovery, you can stick these explosives to solid objects before using your action (or possible bonus action) to detonate them.)<br />
<br />
;Brewmaster <br />
You gain proficiency with Brewing Supplies. (Alchemists of the School of the Brewer receive expertise in Brewing Supplies.)<br />
<br />
;Caustic Blood<br />
Whenever a creature within 5 feet of you hits you with an attack, that creature takes acid damage equal to your Constitution modifier (minimum of 1). (Alchemists of the School of the Mutator deals damage equal to half their Alchemist level or their Constitution modifier (whichever is higher) when using this discovery.)<br />
<br />
;Celestial Poison: ''Prerequisite- School of the Venomist'' <br />
Your toxins now affect undead.<br />
<br />
;Chameleon: ''Prerequisite- School of the Mutator'' <br />
You gain proficiency in stealth. Additionally, you double your proficiency bonus with this skill.<br />
<br />
;Choking Gas: ''Prerequisite- School of the Venomist'' <br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare to produce a thick plume of greenish, toxic smoke. Instead of dealing instant damage, the explosive fills a 15 feet sphere with smoke, heavily obscuring the area for one minute. A creature that enters the smoke or starts its turn in the smoke takes poison damage equal to your Intelligence modifier. A creature that doesn’t need to breathe is unaffected. A wind of at least 10 miles per hour disperses the smoke in one round.<br />
<br />
;Cluster Bomb: ''Prerequisite- 20th Level, School of the Grenadier'' <br />
You can throw two explosives at once as an action provided they are the same damage type. Additionally, you can throw an explosive using a bonus action and still use other explosives using your action on that turn.<br />
<br />
;Cognatogen: ''Prerequisite- School of the Mutator'' <br />
You’ve learned how to flip the basic mutagen benefits to allow for more versatility. You can prepare a special mutagen in place of a normal one. Upon drinking this mutagen, you gain a +1 bonus to all Intelligence, Wisdom, and Charisma saving throws and gain advantage on all Intelligence, Wisdom, and Charisma ability checks for 10 minutes. You also gain disadvantage on all Strength, Dexterity, and Constitution ability checks for the duration as well.<br />
<br />
;Combat Prowess: ''Prerequisite- 5th Level, School of the Mutator'' <br />
You’ve learned how to bolster your combat effectiveness with mutagens. You can prepare a special mutagen in place of a normal one, and for a number of minutes equal to your Intelligence modifier you can attack twice instead of once when you take the attack option on your turn. Additionally, if you are wearing light or no armor, your armor class becomes 10 + your Dexterity Modifier + your Intelligence modifier. While under the effects of this mutagen, you cannot drink any of your elixirs. Treat elixirs as a mutagen for purposes of drinking multiple mutagens.<br />
<br />
;Concussion Grenade: ''Prerequisite- School of the Grenadier'' <br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare to deliver a disorienting assault. Instead of dealing damage, any creature within the explosion's splash damage radius must make a Constitution saving throw or become stunned for a number of rounds equal to your Intelligence modifier and be blinded until the start of your next turn. A creature can repeat this saving throw at the start of subsequent turns, ending these effects early on a success. <br />
<br />
;Cosmic Shard: ''Prerequisite- School of the Great Work''<br />
Your Crystalized Aether feature replaces material components with a value of 25gp or less.<br />
<br />
;Darkness Bomb: ''Prerequisite- 10th Level'' <br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare to remove all light from an area. After you throw this bomb a 15-foot sphere of magical darkness springs forth for one minute. The darkness spreads around corners, and a creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If any of this explosive’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled. (If the alchemist is at least 9th level and follows the School of the Grenadier, the level of the ''darkness'' effect equals the appropriate slot (if any) the explosive occupies assuming the slot is 3rd-level or higher. Otherwise it's cast at it's lowest level.)<br />
<br />
;Delayed Bomb <br />
You can delay the detonation of an explosive you’ve thrown within 30 feet of you for a number of rounds equal to your Intelligence modifier. As an action, you can detonate this explosive, otherwise is explodes after all rounds are expended. (Alchemists of the School of the Grenadier can detonate their explosive as a bonus action.) <br />
<br />
;Directed Bomb: ''Prerequisite- School of the Grenadier'' <br />
You can prepare any number of special explosive in place of any explosives you could normally prepare to explode in a 15-foot cone rather than a sphere. When you throw the explosive, you choose the direction of the cone.<br />
<br />
;Dispelling Bomb: ''Prerequisite- 8th Level'' <br />
You can prepare up to two special explosives in place of up to two explosives you could normally prepare to mimic the effects of the ''dispel magic'' spell within a 15-foot sphere as if cast at its lowest level. This explosive utilizes your spellcasting modifier. (If the alchemist is at least 9th level and follows the School of the Grenadier, the level of the ''dispel magic'' effect equals the appropriate slot (if any) the explosive occupies assuming the slot is 4th-level or higher. Otherwise it's cast at it's lowest level.)<br />
<br />
;Draught of Mutation: ''Prerequisite 15th Level''<br />
You can prepare one mutagen upon completing a long rest. (Alchemists of the School of the Mutator can prepare an additional mutagen whenever they prepare mutagens during a short or long rest.)<br />
<br />
;Duck and Cover: ''Prerequisite- 3rd Level.'' <br />
You gain proficiency in Dexterity saving throws.<br />
<br />
;Eldritch Transmutation: ''Prerequisite- 12th Level''<br />
You learn the ''fabricate'' spell and can cast it as a wizard does without expending an elixir slot. You must complete a long rest before you can cast this spell again. (An alchemist of the School of the Great Work can cast this spell again after completing a short or long rest.)<br />
<br />
;Elixir Adept: ''Prerequisite- School of the Brewer'' <br />
You can prepare an additional two 1st-level elixirs.<br />
<br />
;Elixir of Recovery: ''Prerequisite- 10th Level, School of the Brewer'' <br />
When you prepare your elixirs, you can prepare one Elixir of Recovery. This elixir does not count against the number of elixirs you can prepare. If this item is poured on a corpse that has died within the past minute, it returns to life with 1 hit point. You can prepare one Elixir of Recovery after completing a long rest.<br />
<br />
;Elixir of Unlife: ''Prerequisite- 10th Level'' <br />
When you prepare your elixirs, you can prepare an Elixir of Unlife. This elixir does not count against the number of elixirs you can prepare. This item is poured onto a corpse or pile of bones, granting the semblance of the ''animate undead'' spell targeting only one target. You can prepare one Elixir of Unlife after completing a long rest.<br />
<br />
;Enhanced Anatomy <br />
One ability score of your choice increases by 2 to a maximum of 20. (You may select this discovery multiple times, each time choosing a different ability score. You cannot choose the same ability score more than once. This discovery is permanent.)<br />
<br />
;Enhanced Keen Sight: ''Prerequisite- Keen Sight'' <br />
You can see normally in darkness, both magical and nonmagical, to a distance of 60 feet. Additionally, the distance your ''Keen Sight'' discovery covers is increased by 30 feet. (This discovery is permanent. Additionally, when you choose this discovery, your ''Keen Sight'' discovery becomes permanent as well.)<br />
<br />
;Esoteric Studies: ''Prerequisite- 5th Level, School of the Great Work''<br />
Choose one 1st-level spell and one 2nd-level spell from the druid spell list. You can cast those spells in the way a druid does without expending an elixir slot. You must complete a long rest before you can cast either of these spells again.<br />
<br />
;Explosive Ammunition: ''Prerequisite- 10th Level, School of the Grenadier'' <br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare and attach them to a form of ammunition. If the ammunition hits when fired, the bomb explodes as if you threw it. If the attack misses, the explosive does not go off. (If the ammunition is destroyed upon impact, the explosive is destroyed as well.)<br />
<br />
;Extra Arcane Studies: ''Prerequisite- 8th Level, Arcane Studies'' <br />
Choose one 1st-level and one 2nd-level formulae that you know. You can cast those spells in the way a wizard does without expending an elixir slot. You must complete a long rest before you can cast either of these spells in this way again.<br />
<br />
;Eyes of Arcana <br />
You can sense the presence of magic within 30 feet of you. (An alchemist of the School of the Great Work can sense the presence of magic within 60 feet of themself at 10th level if they learn this discovery.)<br />
<br />
;Eyes of Detection: ''Prerequisite- 15th Level'' <br />
You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight. (A 17th level alchemist of the School of the Mutator gains truesight out to a range of 30 feet when they choose this discovery.)<br />
<br />
;Featherweight Tonic: ''Prerequisite- 9th Level'' <br />
When you prepare your elixirs, you can prepare an elixir of ''levitate''. A creature that drinks this tonic can only target themself, otherwise this functions as a normal elixir. This elixir does not count against the number of elixirs you can prepare.<br />
<br />
;Feral Mutation: ''Prerequisite- 15th Level, School of the Mutator'' <br />
When you prepare your mutagens you can choose to prepare a special one in place of a normal one. When you drink this mutagen you grow wings, granting you a flying speed of 30 feet while wearing light or no armor; and you grow sharp claws, fangs, or horns granting yourself natural weapons that deal 2d10 + your Strength modifier slashing or piercing damage. These weapons count as magical for the purposes of overcoming resistances and immunities to nonmagical weapons and use your proficiency bonus + your Strength modifier for the attack rolls. Additionally, you gain a +2 bonus to attack rolls. This mutagen lasts for a number of minutes equal to your Intelligence modifier. While under the effects of this mutagen if you use your action to perform anything other than the Attack action, you take 2d6 psychic damage. This damage cannot be reduced in any way. If you attempt to end your turn within 5 feet. of a creature and still have your action, you must use it to attack that creature. If a creature provokes an attack of opportunity as a result of leaving your reach, you must attempt to attack that creature.<br />
<br />
;Flashbang <br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare to deliver a burst of light. Instead of dealing damage, any creature within the explosion's splash damage radius must make a Constitution saving throw or become blinded for a number of rounds equal to your Intelligence modifier and deafened until the start of your next turn. A creature can repeat this saving throw at the start of subsequent turns, ending these effects early on a success.<br />
<br />
;Forceful Bomb <br />
You can prepare any number of special explosive in place of any explosives you could normally prepare to deliver a burst of force. Instead of dealing damage, any creature within the explosive's splash damage radius must make a Strength saving throw or be pushed 20 feet away from the center of the explosion and be knocked prone, or be pushed half as much and stay standing on a successful save.<br />
<br />
;Hasty Mixture: ''Prerequisite- 5th Level'' <br />
You can prepare a number of explosives equal to half your Intelligence modifier (minimum of 1) during a short rest. These explosives aren’t as powerful and only deal 1d4 fire damage on a hit and half your Intelligence modifier (minimum of 1) to all creatures affected by the explosive's splash damage. (Alchemists of the School of the Grenadier do not receive this damage reduction upon reaching 9th level.)<br />
<br />
;Homing Grenade: ''Prerequisites- 5th Level'' <br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare with magic to track an enemy. This special grenade has been fitted with magics akin to the ''magic missile'' spell. When you throw this explosive at a creature in range, you strike the target for 2d4 Force damage. All creatures within 5 feet of the target must make a Dexterity saving throw against your spell save DC or take force damage equal to your Intelligence modifier.<br />
<br />
;Improved Quaff: ''Prerequisite- 15th Level, School of the Brewer'' <br />
You are not restricted to drinking one elixir per turn when using your Swift Quaff feature, but one of the elixirs cannot exceed 1st level.<br />
<br />
;Keen Sight <br />
You gain darkvision out to a range of 60 feet If you already possess darkvision, increase the range you can see by 30 feet. (Alchemists of the School of Mutation, double the range of this discovery.) <br />
<br />
;Luminescence<br />
You can create two small, clear flasks of glowing liquid over the course of a short rest. This liquid sheds bright light out to a range of 15 feet and dim light 15 feet beyond that for 8 hours. A creature can also choose to fill a lamp or lantern with Luminescence, doubling the range of the bright and dim light produced by the lamp or lantern, but the Luminescence can only burn for 1 hour. You must complete a short or long rest before you can create any more Luminescence. (An alchemist of the School of the Great Work can burn Luminescence in a lamp or lantern for a number of hours equal to their Intelligence modifier.)<br />
<br />
;Master Elixir: ''Prerequisite- 20th Level, School of the Brewer'' <br />
You can prepare another 6th level elixir when you prepare your elixirs.<br />
<br />
;Masterful Arcane Studies: ''Prerequisite- 18th Level, Adept Arcane Studies, Arcane Studies, Extra Arcane Studies'' <br />
You may cast the spells you chose from your Extra Arcane Studies at will without expending an elixir slot. (This discovery is permanent.)<br />
<br />
;Net Bomb:<br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare to entangle your enemies. These explosives do not deal damage, and anyone within the explosive's splash damage radius must make a Dexterity saving throw against your spell save DC or become restrained for one minute. A creature can attempt to make a Strength saving throw at the beginning of each of their turns, freeing themselves on a success.<br />
<br />
;Packed Explosives: ''Prerequisite- 12th Level'' <br />
Your explosive deal additional damage to its struck target equal to your Intelligence modifier.You may also use your intelligence instead of your dexterity on attack rolls made with your bombs. Additionally, the explosive's splash damage increases to 10 feet. (This discovery does not apply to other discoveries that have an explicit explosive splash damage radius or the ''Explosive Ammunition'' discovery.)<br />
<br />
;Phantom Elixir: ''Prerequisite- 12th Level'' <br />
When preparing your elixirs, you can prepare a Phantom elixir. When you drink this elixir, you become incorporeal for one minute. While incorporeal, you can walk through walls and creatures as if they were difficult terrain. If this effect ends while you're inside a creature or object, you are shunted to the nearest unoccupied space and take force damage equal to the number of feet you were pushed. This elixir does not count against the number of elixirs you can prepare. (A 17th level alchemist of the School of the Brewer can prepare an additional Phantom Elixir in the place of one of their 6th or 7th level formulae.)<br />
<br />
;Philosopher's Stone: ''Prerequisite- 20th Level, School of the Great Work''<br />
You can use your Materia Prima feature twice when you prepare your elixirs.<br />
<br />
;Potions Expert: ''Prerequisite- School of the Brewer'' <br />
You can identify the properties of any potion assuming you handle it for one minute.<br />
<br />
;Powder Bomb<br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare to explode with a white dust. The explosive deals no damage, but dust fills a 30-foot sphere and reveals the location of any tangible invisible creatures in its area. (Upon reaching 5th level, this discovery applies to invisible incorporeal creatures as well.)<br />
<br />
;Quicksilver Coating<br />
You can prepare two special coatings in the place of one of the elixirs of 1st level or higher you can normally prepare. When this liquid is applied to a melee weapon or twenty pieces of ammunition, the weapon becomes "silvered" for 8 hours. Upon reaching 5th level, you can prepare a number of coatings equal to your Intelligence modifier for every elixir it replaces.<br />
<br />
;Reagent Research<br />
You gain proficiency in Nature and Survival. If you already have either proficiency, you gain expertise in the relevant skills.<br />
<br />
;Sluggish Toxin: ''Prerequisite- 10th Level, School of the Venomist'' <br />
When a creature is affected by the poisoned condition from one of your toxins, they only add half their Dexterity modifier to their armor class (if applicable) and can only take one action or bonus action on their turn.<br />
<br />
;Speedy Metabolism: ''Prerequisite- 5th Level, School of the Brewer'' <br />
Whenever you would roll dice to heal yourself from a potion or elixir, you instead heal for the maximum amount.<br />
<br />
;Strong Brew <br />
1st-level elixirs you create that deal damage add your Intelligence modifier to the damage roll. (Level 13 alchemists of the School of the Brewer can apply this bonus to all elixir effects they create.)<br />
<br />
;Smoke Bomb<br />
You can prepare any number of special explosives in place of any explosives you could normally prepare to produce a thick plume of smoke. Instead of dealing damage, the explosive fills a 15-foot sphere with smoke, heavily obscuring the area for one minute. A wind of at least 10 miles per hour disperses the smoke in one round.<br />
<br />
;Tonic of Aptitude: ''Prerequisite- 10th Level''<br />
When you prepare your elixirs, you can prepare an elixir of ''enhance ability'' at its lowest level. This elixir does not count against the number of elixirs you can prepare. (Alchemists of the School of Mutation can replace one of their mutagens with this elixir upon reaching 15th level.)<br />
<br />
;Tonic of Energy: ''Prerequisite- 11th Level''<br />
When you prepare your elixirs, you can prepare an elixir of ''haste'' targeting whoever drank it. This elixir does not count against the number of elixirs you can prepare.<br />
<br />
;Tonic of Leaping: ''Prerequisite- 9th Level'' <br />
When you prepare your elixirs, you can prepare an elixir of ''jump''. This elixir does not count against the number of elixirs you can prepare.<br />
<br />
;Tonic of Nourishment: <br />
You can prepare two special tonics in the place of one of the elixirs of 1st level or higher you can normally prepare. When a creature drinks this tonic, they receive the benefits of having eaten a berry from the ''goodberry'' spell. Upon reaching 10th level, you can prepare a number of tonics equal to your Intelligence modifier for every elixir it replaces.<br />
<br />
;Tonic of Warding <br />
When you prepare your elixirs, you can prepare an elixir of ''mage armor''. This elixir does not count against the number of elixirs you can prepare.<br />
<br />
;Touch of Death: ''Prerequisite- 5th Level, School of the Venomist'' <br />
You can apply poisons and toxins you create to your hand without poisoning yourself. You can then make a melee spell attack or unarmed strike against a target. On a hit, the poison is applied to the target.<br />
<br />
;Virulent Gas: ''Prerequisite- 15th Level, Choking Gas, School of the Venomist'' <br />
Your choking gas now affects creatures whether they need to breathe or not. The gas deals an additional 3d8 acid damage as well.<br />
<br />
;Volatile Toxins: ''Prerequisite- 20th Level, School of the Venomist'' <br />
Toxins can benefit from both your Potent Toxins feature and deal damage as well.<br />
<br />
===Alchemical Formulae List===<br />
<br />
;1st Level<br />
''absorb elements, animal friendship, armor of agathys, arms of hadar, burning hands, cause fear, chaos bolt, charm person, chromatic orb, command, comprehend languages, create or destroy water, cure wounds, detect evil and good, detect magic, detect poison and disease, disguise self, expeditious retreat, false life, featherfall, find familiar, fog cloud, guiding bolt, hellish rebuke, heroism, hunter’s mark, ice knife, identify, illusory script, jump, longstrider, mage armor, magic missile, protection from evil and good, shield of faith, speak with animals, thunderwave, witch bolt, zephyr strike''<br />
<br />
;2nd Level<br />
''aganazzer's scorcher, aid, alter self, augury, barkskin, blindness/deafness, blur, continual flame, darkness, darkvision, detect thoughts, dragon’s breath, earthbind, enhance ability, enlarge/reduce, enthrall, find traps, gentle repose, gust of wind, heat metal, invisibility, knock, lesser restoration, levitate, locate animals or plants, locate object, magic weapon, maximilian's earthen grasp, mind spike, mirror image, misty step, nystul’s magic aura, pass without trace, protection from poison, see invisibility, spider climb, suggestion, warding bond, web, zone of truth''<br />
<br />
;3rd Level<br />
''beacon of hope, blink, catnap, continual flame, counterspell, dispel magic, elemental weapon, fear, feign death, fireball, fly, gaseous form, glyph of warding, haste, hypnotic pattern, life transference, lightning bolt, meld into stone, nondetection, protection from energy, remove curse, revivify, sending, slow, speak with dead, speak with plants, thunder step, tiny servant, tongues, water breathing, water walk''<br />
<br />
;4th Level<br />
''arcane eye, aura of purity, charm monster, compulsion, death ward, dimension door, elemental bane, fire shield, freedom of movement, greater invisibility, locate creature, otiluke’s resilient sphere, polymorph, shadow of moil, stone shape, stoneskin''<br />
<br />
;5th Level<br />
''awaken, circle of power, cone of cold, contagion, creation, far step, greater restoration, legend lore, mass cure wounds, mislead, modify memory, passwall, skill empowerment, steel wind strike, swift quiver, telekinesis, transmute rock''<br />
<br />
;6th Level*<br />
''chain lightning, circle of death, eyebite, find the path, flesh to stone, heal, investiture of flame, investiture of ice, investiture of stone, investiture of wind, mass suggestion, move earth, otiluke’s freezing sphere, scatter, tenser’s transformation, true seeing, wind walk''<br />
<br />
;7th Level*<br />
''crown of stars, delayed blast fireball, etherealness, plane shift, prismatic spray, regenerate, resurrection, teleport''<br />
<br />
<br />
'''''The School of the Brewer gains 6th and 7th level spells at 17th level.'''''*<br />
<br />
===Multiclassing===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Alchemist class, you must meet these prerequisites: Constitution 13 and Intelligence 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Alchemist class, you gain the following proficiencies: Alchemy Supplies<br />
<br />
(For purposes of Multiclassing, spell slots used for elixirs are considered separate from other spell slots gained from other classes.)<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>PunnyDM12https://www.dandwiki.com/w/index.php?title=Talk:Hallownest_Knight_(5e_Class)&diff=1379666Talk:Hallownest Knight (5e Class)2020-09-16T07:09:17Z<p>PunnyDM12: </p>
<hr />
<div>So the Lifeblood Heart and Core charms are really underpowered. I think a better balance would be "Whenever you recover hit points with hit dice, you also gain temporary hit points equal to half the hit points recovered" for Heart, and "Whenever you recover hit points with hit dice, you also gain temporary hit points equal to hit points recovered" for Core<br />
<br />
[[User:Someone404|Someone404]] ([[User talk:Someone404|talk]]) 08:46, 2 September 2020 (MDT)<br />
<br />
:I actually forgot Temp HP doesn't stack also; but in the game, the notches can actually stack to give you more hit points along with Joni's Blessing. But I do like the idea of the hit dice thing. It should also be noted, the temp hit points should last until you complete a short or long rest rather than the standard hour if we're going by the game it's based off. [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 01:08, 16 September 2020 (MDT)</div>PunnyDM12https://www.dandwiki.com/w/index.php?title=Alchemist_(5e_Class)&diff=1347621Alchemist (5e Class)2020-06-16T04:20:45Z<p>PunnyDM12: Lowered the cap so an alchemist isn't capable of having up 35 explosives (without magical aid) every long rest. They'll still have 15 at max level should they choose School of the Grenadier. Shifts focus onto making elixirs more potent for combat as well.</p>
<hr />
<div>==Alchemist==<br />
<br />
Reaching into her satchel, an elf quickly downs a flask of glowing blue liquid. The bitter taste of the concoctions makes her shudder. Her fingers begin to tremble as energy builds into a streak of lightning that arcs forth from her, surprising the attacking orc horde.<br />
<br />
A gnome giggles to himself as he pulls the string on a small sphere. A faint ticking can be heard before he shouts, “FIRE IN THE HOLE!” A bang and a fizzle. A few moments later, and the goblin troupe is no more than ash.<br />
<br />
The dwarf tosses his broken axe aside to produce a bottle of syrupy liquid. Uncorking the potion, he guzzles it down as the minotaur charges. As the beast would come to clash with him, the dwarf is moved nary an inch. <br />
<br />
A halfling walks up the side of an estate, striding with confidence. Peering through the open window, she examines her sleeping target: the baron of a nearby town. Vaulting over the windowsill, she produces a dagger and a vial of green liquid. The nobleman wouldn’t be waking up in the morning.<br />
<br />
<br />
“This class was created using the Alchemist class from Pathfinder as a reference with a few other ideas sprinkled in.” [https://www.d20pfsrd.com/classes/base-classes/alchemist/ Alchemist]<br />
<br />
<br />
===Creating an Alchemist===<br />
Think about why your character became an alchemist. Do they wish to help or harm people? Were they always seeking adventure? Who taught them the trade, or are they self taught: driven by trial and error? Is alchemy a noble profession in your world, or is it considered “almost magic” and not really worth practicing compared to real magic. Discuss these with your DM to determine the function of your alchemist and their role in society.<br />
<br />
;Quick Build<br />
You can make an Alchemist by quickly following these suggestions. First put your highest ability score into Intelligence followed by Constitution. If you plan on following the School of the Venomist or the School of the Grenadier, put your second highest ability score into Strength or Dexterity as you will likely be using weapons or explosives very often. Secondly, choose the Guild Artisan or Sage background. Other potentially good backgrounds would be Criminal (particularly if you plan of following the School of the Venomist), or Hermit.<br />
<br />
{{5e Class Features<br />
|name=Alchemist<br />
|summary=One who places spell effects into elixirs and creates volatile explosives.<br />
|hd=8<br />
|spellcasting=half<br />
|armor= Light Armor, Medium Armor<br />
|weapons=Simple weapons, Blowguns, Hand Crossbows, and Scimitars.<br />
|tools=Alchemy Supplies<br />
|saves=Constitution, Intelligence<br />
|skills=Choose 3 from Acrobatics, Arcana, Insight, Investigation, Medicine, Nature, Perception, Persuasion, Sleight of Hand, and Survival<br />
|item1a=any simple weapon<br />
|item1b=a scimitar<br />
|item2a=any simple weapon<br />
|item2b=a light crossbow and 20 bolts<br />
|item3a=a Dungeoneer's Pack<br />
|item3b=an Explorer's Pack<br />
|item4a= Alchemy supplies, leather armor, and a dagger<br />
|item4b=<br />
|item4c=<br />
|wealth=4d4 x 10gp<br />
|classfeatures1={{inpage|Basic Alchemy}}, {{inpage|Everfull Bag}}, {{inpage|Volatile Mixture}}<br />
|classfeatures2={{inpage|Create Elixirs}}, {{inpage|Discovery}}<br />
|classfeatures3={{inpage|Alchemical School}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Arcane Explosives}}<br />
|classfeatures6=<br />
|classfeatures7={{inpage|Evasion}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Alchemical School Feature}}<br />
|classfeatures10=<br />
|classfeatures11={{inpage|Fire in the Hole}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Alchemical School Feature}}<br />
|classfeatures14=<br />
|classfeatures15={{inpage|Product Testing}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Alchemical School Feature}}<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Eclectic Alchemist}}<br />
<br />
|extra1_name=Discoveries Known<br />
|extra1_1=-<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=2<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=3<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=4<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=6<br />
|extra1_17=6<br />
|extra1_18=7<br />
|extra1_19=7<br />
|extra1_20=8<br />
<br />
|extra2_name=Formulae Known<br />
|extra2_1=-<br />
|extra2_2=4<br />
|extra2_3=5<br />
|extra2_4=6<br />
|extra2_5=7<br />
|extra2_6=8<br />
|extra2_7=9<br />
|extra2_8=10<br />
|extra2_9=11<br />
|extra2_10=12<br />
|extra2_11=13<br />
|extra2_12=14<br />
|extra2_13=15<br />
|extra2_14=16<br />
|extra2_15=17<br />
|extra2_16=18<br />
|extra2_17=19<br />
|extra2_18=20<br />
|extra2_19=21<br />
|extra2_20=22<br />
}}<br />
<br />
====Basic Alchemy====<br />
You gain proficiency with your choice from an herbalism kit or a poisoners kit.<br />
<br />
====Everfull Bag====<br />
You have a magic bag used to cart around your alchemy lab. When you reach into the bag to produce any alchemical supplies you create (elixirs, explosives, mutagens, and toxins) you pull them out with ease (no action required) otherwise the bag functions like an empty backpack that you can fill with other items. You do not run out of reagents used to create your alchemical supplies if those reagents are not consumed or have a negligible cost while this bag is on your person. Additionally, the weight of your alchemy supplies are reduced to 1lb. If this bag is ever lost or destroyed you can spend 50gp to purchase a new one or half as much in material costs to craft one over the course of three days.<br />
<br />
====Volatile Mixture====<br />
Occasionally your experiments go awry. You’ve learned to harness this ability in the form of explosives. Upon completing a long rest, an alchemist can create a number of explosives equal to their Intelligence modifier. These explosives can be thrown as an action to a range of 20ft. and deal 1d8 fire damage to a target it comes into contact with, at 5th level (2d8), 11th level (3d8), and 17th level (4d8). Use your proficiency bonus + your Dexterity modifier for the attack roll. All creatures within 5ft. of the impacted target are subject to the explosive’s splash damage and must make a Dexterity saving throw against your spell save DC or take fire damage equal to your Intelligence modifier (minimum of 1). All prepared explosives become inert as soon as you complete your next long rest. You need alchemy supplies to prepare explosives<br />
<br />
====Create Elixirs====<br />
After many hours of practice and study, you are able to duplicate spells by infusing a small amount of magic into your creations. When an alchemist mixes an elixir, they infuse the chemicals and reagents in the extract with magic siphoned from their own magical aura. To “cast” these spell effects, the alchemist must imbibe the potion as an action. If the spell has a casting time of one action or one bonus action, you use whichever action you used to drink the elixir to cast the spell effect. Spell effects found on the formulae list with a casting time of 1 reaction can be withheld for a number of minutes equal to your Intelligence modifier after the elixir is imbibed or until the appropriate trigger occurs at which point you may expend your reaction and the actual duration starts. All spell effects provided by elixirs can be dispelled by spells such as ''dispel magic'' and ''counterspell''. Any elixirs removed from the alchemist’s possession become inert until returned. If a spell effect calls for a material component with a cost or one that is consumed, the cost or ingredient must be included in the making of the elixir.<br />
<br />
;;;Your Formulae List<br />
At 2nd level you have a book with a formulae list containing four 1st-level alchemical formulae of your choice. Your formulae list is the repository of the formulae you know and is to an alchemist what a spellbook is to a wizard.<br />
<br />
;;;Adding New Formulae<br />
When you find an alchemical formula of first level or higher, you can add it to your formulae list if it is of a level which you can prepare and if you can spare the time to decipher and copy it. An alchemist can study a wizard’s spellbook, potion, or a spell scroll to learn any formula that is equivalent to a spell the spellbook, potion, or scroll contains. Wizards cannot learn spells from your formulae list.<br />
<br />
For each level of the formula, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the formula to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the formula just like your other formulae.<br />
<br />
;;;Replacing Your Formulae List<br />
You can copy a formula from your own formulae list into another book. This is just like copying a new formula into your formulae list, but faster and easier, since you understand your own notation and already know how to craft the elixir. You need spend only 1 hour and 10 gp for each level of the copied spell.<br />
<br />
If you lose your formulae list, you can use the same procedure to transcribe the elixirs that you have prepared into a new formulae list. Filling out the remainder of your formulae list requires you to find new formulae to do so, as normal.<br />
<br />
;;;Preparing and Crafting Elixirs<br />
The Alchemist table shows how many elixir slots (spell slots) you have to craft your Alchemist elixirs of 1st level and higher. When an alchemist prepares an elixir, they must designate what spell effect from their formulae list goes into the elixir and at what level the effect will be used at. An alchemist prepares a number of elixirs as they have slots. An alchemist can change any spell effects in any number of their remaining elixirs to another they have written in their formulae list when they complete a short rest. The level of the changed formula must equal the level of it's current effect. For example, a prepared ''alter self'' elixir can be changed to a ''barkskin'' elixir or a 2nd-level cure wounds elixir if the alchemist chooses. Alchemy supplies are required to prepare your elixirs. All previously prepared elixirs become inert after taking a long rest.<br />
<br />
You regain all expended elixir slots when you complete a long rest.<br />
<br />
;;;Spellcasting Ability<br />
Intelligence is your spellcasting ability for your Alchemist elixirs. You use your Intelligence whenever a spell or feature refers to your spellcasting modifier.<br />
<br />
In addition, you use your Intelligence modifier and proficiency bonus for the spell save DC of an Alchemist elixir or Alchemist features you use unless explicitly stated.<br />
<br />
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier.<br />
<br />
Spellcasting modifier = your proficiency bonus + your Intelligence modifier.<br />
<br />
;;;Learning Formulae of 1st Level and Higher<br />
You begin with four formulae on your formulae list. Each time you gain an Alchemist level, you can add one alchemical formula of your choice from the Alchemical Formulae list located later in the class description. Each of these formulae must be of a level which you have elixir slots as shown on the Alchemist table. On your adventures. you might find other formulae that you can add to your formulae list.<br />
<br />
====Discovery====<br />
Your research into the alchemical arts has led you to some very interesting information. At 2nd level you learn two discoveries located at the end of the class description. You learn additional discoveries at 6th, 10th, 14th, 16th, 18th, and 20th levels. <br />
<br />
====Alchemical School====<br />
At 3rd level you decide to devote yourself to a refined school of study: School of the Brewer, School of the Great Work, School of the Grenadier, School of the Mutator, or School of the Venomist. Choose a school of alchemy to follow detailed later in the class description. Your choice grants you features at 3rd level and again at 9th, 13th, and 17th levels.<br />
<br />
==== Ability Score Increase ====<br />
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.<br />
<br />
====Arcane Explosives====<br />
You infuse a small string of warding magic into your bombs. Beginning at 5th level any creatures you designate are unaffected by your explosive’s splash damage. Additionally, your bombs are considered magic for the purpose of overcoming resistances and immunities to nonmagical weapons.<br />
<br />
====Evasion====<br />
Beginning at 7th level, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
====Fire in the Hole====<br />
Starting at 11th level, after throwing one of your explosives or drinking an elixir, you can make a weapon attack as a bonus action.<br />
<br />
====Product Testing====<br />
After ingesting various reagents and breathing less-than-savory fumes, you have some measure of protection from toxins. At 15th level you gain resistance to acid and poison damage and have advantage on saving throws against poisons. Upon reaching 18th level you gain immunity to poison damage and the poisoned condition.<br />
<br />
====Eclectic Alchemist====<br />
At level 20 you’ve completed most of your schooling, so you branch into the knowledge of another school. Choose another Alchemic School. You gain the benefits of that school’s 3rd and 9th level features. (You are considered to be a 9th level Alchemist of that school for the purposes of discovery prerequisites and class features.)<br />
<br />
===School of the Brewer===<br />
Although the most common school of alchemy, alchemists enrolled in the School of the Brewer are experts at both making and drinking potions with a plethora of effect and potencies.<br />
<br />
;Heterogeneous Mixture<br />
Starting at 3rd level, you can change the spell effects of one of your elixirs as a bonus action following the rules of changing elixir effects located under ''Preparing and Crafting Elixirs''. You may do this a number of times equal to your Intelligence modifier. You regain all expended uses of this feature after completing a long rest.<br />
<br />
;Arcane Tether<br />
You connect yourself to your elixirs through intangible arcane channels. Starting at 9th level, any elixirs you prepare can leave your possession while retaining their magical benefits, allowing a creature you designate to use the elixir’s effects. The effects of the elixir still use your spellcasting modifier and spell save DC.<br />
<br />
;Swift Quaff<br />
After drinking many concoctions, you find they go down easier most of the time. Beginning at 13th level, you may drink one of your elixirs as a bonus action (but only one elixir per turn) a number of times equal to your Constitution modifier. You regain all expended uses of this feature after completing a long rest.<br />
<br />
;Expert Brewer<br />
You’ve become an expert at crafting elixirs. At 17th level, you can prepare an extra powerful elixir. Choose a 6th level formula and a 7th level formula from the Alchemical Formulae list located at the end of this class’s description. You learn those formulae and can prepare one elixir of each formula when you prepare the rest of your elixirs. These formulae don't count against your prepared elixirs. (These formulae cannot benefit from your Arcane Tether or Swift Quaff features.)<br />
<br />
===School of the Great Work===<br />
Although not technically a formal school, those who follow the beliefs of this school seek out the cure for all ailments and the power to transmute base metals into silver and gold. Although many alchemists would wish to discover such treasures, those who follow this school seek it above all else.<br />
<br />
;Crystalized Aether<br />
Through diligent research, you’ve learned to harness cosmic energy into a small, saffron-colored shard. This energy can be used to fuel some of your elixir effects. When you take this school at 3rd level you no longer require material components with a total value of 10gp when you prepare your elixirs.<br />
<br />
;Thorough Research<br />
At 9th level, you learn two additional discoveries in addition to the ones you know, assuming you meet the prerequisites.<br />
<br />
;Anima Mundi<br />
You have discovered that all things are connected in some way, and you are capable of tapping into such forces. Beginning at 13th level, when a creature damages you with an attack, you can expend your reaction to halve the damage against you. The attacking creature is then subject to the other half. This damage cannot be reduced in any way. You must complete a short or long rest before you can use this feature again.<br />
<br />
;Materia Prima<br />
You’ve made a major breakthrough with your research toward your Magnum Opus and discovered a slightly unstable yet potent form of reddish liquid material. Starting at 17th level, you no longer age and do not suffer the frailty of old age. Additionally, whenever you prepare your elixirs, you can perform one of the following effects.<br />
<br />
''Azoth''<br />
<br />
You can end all diseases, and poisons affecting a creature. Additionally, the creature loses all levels of exhaustion if they have any and regains all hit points.<br />
<br />
''Chaos''<br />
<br />
You increase the damage of one of your explosives to 4d10.<br />
<br />
''Chrysopoeia''<br />
<br />
You can transmute any amount of base metals (iron, lead, tin, or zinc for example) with a maximum value of 500cp into an equal number of copper pieces or bars of the same value. Additionally, you may transmute a number of copper bars or pieces with a maximum value of 500cp into an equal number of silver pieces or silver bars. You may transmute a number of silver bars or pieces with a value of up to 500sp into an equal number of gold pieces or gold bars. (Once you use this feature to transmute any metals in this way, you must wait 7 days before you can use any of your Materia Prima again.)<br />
<br />
''Elixir of Life''<br />
<br />
You can cast the ‘’raise dead’’ spell on a body within 5ft. of you.<br />
<br />
''Genesis''<br />
<br />
You do not need to provide material components when preparing your elixirs.<br />
<br />
===School of the Grenadier===<br />
Fanatic demolition experts, those who follow the School of the Grenadier excel at making bombs and grenades. Those who follow this school look to make more powerful explosives and even apply elemental effects to them.<br />
<br />
;Hurl Anything<br />
When you choose this archetype at 3rd level you apply your proficiency bonus to improvised weapons when you throw them at a target.<br />
<br />
;Good Arm<br />
You’ve become adept at throwing your explosives at distant enemies. At 3rd level the distance you can throw your explosives is doubled. Additionally, you can throw one of your explosives as a bonus action (but only one per turn). (This feature applies to flasks of acid, alchemist’s fire, and holy water as well.)<br />
<br />
;Elemental Affinity<br />
When you throw one of your explosives, you can channel a small amount of your magic into it, altering its properties. Beginning at 9th level, an explosive you throw deals your choice of acid, cold, fire, or lightning damage on a hit.<br />
<br />
;Demolitionist<br />
Starting at 13th level, when preparing elixirs, you may choose to prepare a number of explosives in their place. The number of explosives you can create with this feature equals half your Alchemist level. Additionally, regardless of the elixir slot it occupies (if any) the damage of all your explosives increase from a D8 to D10. This damage increases to D12 at 17th level.<br />
<br />
;Arcane Shrapnel<br />
Beginning at 17th level all creatures within 5ft. of the target of one of your explosives must succeed on a Dexterity saving throw or take damage equal to half your Alchemist level. Additionally, the actual target of the explosive is affected by additional condition based on the explosive's damage type.<br />
<br />
''Acid''<br />
<br />
The target takes additional acid damage at the start of its next turn equal to half your Alchemist level.<br />
<br />
''Cold''<br />
<br />
The target’s movement speed is reduced by half until the start of your next turn.<br />
<br />
''Fire''<br />
<br />
The target takes fire damage equal to your Intelligence modifier for one minute or until they succeed on a Dexterity saving throw against your spell save DC to put out the flames. <br />
<br />
''Lightning''<br />
<br />
The target cannot take reactions until the start of your next turn.<br />
<br />
===School of the Mutator===<br />
The reclusive School of the Mutator holds an old form of alchemy thought to be more pure than the other forms. This school focuses on creating special elixirs that change the very nature of one’s body.<br />
<br />
;Mutagen<br />
Your alchemical study involves change, but there must always be a trade off. Beginning at 3rd level, upon completing a short or long rest, you can create one mutagen. When you drink this mutagen as an action you gain a +1 bonus to your AC and gain advantage on all Strength, Dexterity, and Constitution ability checks for 10 minutes. You also gain disadvantage on all Intelligence, Wisdom, and Charisma ability checks for the duration as well. You can create two mutagens upon reaching 9th level and three upon reaching 13th level. You can only be under the effects of one mutagen at a time. Attempting to drink a second mutagen cancels out both mutagens and gives you two levels of exhaustion. You require alchemy supplies to create mutagens.<br />
<br />
;Flush Mutagen<br />
Beginning at 9th level you can choose to end any mutagen affecting you as a bonus action. You may use this feature up to two times before you must complete a long rest. At 13th level you gain two more uses of this feature until you must complete a long rest; and at 17th level, you may use this feature a number of times equal to half your Alchemist level until you must complete a long rest.<br />
<br />
;Unflinching Mutagen<br />
At 13th level, while under the effects of a mutagen you cannot be charmed, and you are immune to the frightened condition.<br />
<br />
;Master Mutagen<br />
You’ve learned the secret to a perfect mutation. Starting at 17th level you can create one special mutagen in addition to the other mutagens you can create. When you drink this mutagen, its benefits last for one hour. Additionally, its benefits apply to the relevant saving throws as well. You do not receive the detriments of a normal mutagen when you use a master mutagen. You must complete a long rest before you can make any more master mutagens. (If you have the Cognatogen Discovery, this feature applies to those mutagens as well. This feature does not apply to the Beast Transformation, Combat Prowess, or Feral Mutagen discoveries.)<br />
<br />
===School of the Venomist===<br />
Perhaps the most obscure school of alchemy, the School of the Venomist focuses on creating deadly poisons with a variety of debilitating effects.<br />
<br />
====Quick Slather====<br />
When you choose this archetype at 3rd level, you can apply poisons and toxins you create to a melee weapon or 10 pieces of ammunition as a bonus action. When a toxin is applied to a weapon, it retains potency for one minute or until you land an attack against a creature.<br />
<br />
====Toxin Maker====<br />
Instead of pursuing conventional alchemy, you’ve decided to delve into the realm of virulent poisons. Beginning at 3rd level, when preparing elixirs, you may choose to prepare a number of toxins in their place. The number of toxins you can create equals your Intelligence modifier. The toxins you create and apply to weapons deal poison damage equal to 1d4 per level of the elixir it replaces + your Intelligence modifier. On a hit, the target of your toxin must then make a Constitution saving throw against your spell save DC or become poisoned for one minute. The target can make a saving throw at the beginning of one of it’s turns, ending this condition early on a success. You require alchemy supplies to prepare toxins.<br />
<br />
====Secondary Effects====<br />
Instead of sickening your opponent, your toxins can take on a variety of other effects. Beginning at level 9, you know two of these effects and gain additional effects at 13th and 17th levels. These effects replace the poisoned condition that your toxins would normally do.<br />
<br />
''Clouded Mind''<br />
<br />
The target must make an Intelligence saving throw against your spell save DC. On a failed save, roll a d6 at the start of each of the target’s turns. On a roll of 1-4 the target takes its turn as normal. On a roll of 5-6, the target wastes it’s turn doing nothing. The target can repeat the saving throw at the beginning of each of their turns, ending this condition early on a success. <br />
<br />
''Darkness'' <br />
<br />
The target must make a Wisdom saving throw against your spell save DC or become blinded for one minute. The target can repeat the saving throw at the beginning of each of their turns, ending this condition early on a success.<br />
<br />
''Drowsy'' <br />
<br />
The target must make a Constitution saving throw against your spell save DC or fall asleep for one minute, until the sleeper takes damage, or until someone uses their action to jostle the target awake.<br />
<br />
''Feeble'' <br />
<br />
The target must make a Constitution saving throw against your spell save DC or become incredibly feeble. The target deals only half damage from weapon attacks that use Strength for one minute. The target can repeat the saving throw at the beginning of each of their turns, ending this condition early on a success.<br />
<br />
''Locked Joints'' <br />
<br />
The target must make a Strength saving throw equal to your spell save DC or become paralyzed for one minute. The target can repeat the saving throw at the beginning of each of their turns, ending this condition early on a success.<br />
<br />
====Incapacitation====<br />
You can prepare your poisons in such a way so as to incapacitate rather than kill. At 13th level, when you prepare a toxin in this way, it does no damage, but the target has disadvantage their initial saving throw against the poisoned condition of your toxins or conditions applied from your Secondary Effects feature.<br />
<br />
====Potent Toxins====<br />
Starting at 17th level the number of toxins you can prepare equals half your Alchemist level. Additionally, you can apply two effects granted by your Secondary Effects feature or one effect and the poisoned condition to a number of toxins equal to your Intelligence modifier (separate saves are required for each effect). Toxins prepared in this way deal no damage.<br />
<br />
===Discoveries===<br />
As an alchemist, you gain bouts of inspiration and focus. These pursuits often lead to discoveries that you might work towards or abandon halfway through. You can learn a discovery at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class. Additionally, when you gain a level in this class, you can choose one of the discoveries you know and replace it with another discovery that you could learn at that level unless stated otherwise. (Upon obtaining the Eclectic Alchemist feature, you are considered to be a 9th level character in whatever school you chose.)<br />
<br />
;Aether Bomb: ''Prerequisite- School of the Great Work''<br />
When you throw one of your explosives, you can choose to have it deal necrotic damage on a hit.<br />
<br />
;Additional Master Mutagen: ''Prerequisite- 20th Level, School of the Mutator'' <br />
You can prepare an additional Master Mutagen for the cost of two normal mutagens.<br />
<br />
;Adept Arcane Studies: ''Prerequisites- 12th Level, Arcane Studies, Extra Arcane Studies'' <br />
You may cast the spells you chose from your ''Extra Arcane Studies'' discovery more frequently. These spells are now restored after completing a short or long rest. (This discovery is permanent. Additionally, your ''Extra Arcane Studies'' discovery becomes permanent when you learn this discovery.)<br />
<br />
;Adept Esoteric Studies: ''Prerequisite- 15th Level, Esoteric Studies, School of the Great Work''<br />
You may cast the spells you chose from your ''Esoteric Studies'' discovery more frequently. These spells are now restored after completing a short or long rest. (This discovery is permanent. Additionally, your ''Esoteric Studies'' discovery becomes permanent when you learn this discovery.)<br />
<br />
;Alchemical Makeup<br />
You gain proficiency in the Deception and Persuasion skills.<br />
<br />
;Alchemic Mine: ''Prerequisite- 5th Level, School of the Grenadier''<br />
You can prepare one special explosive in place of an explosive you could normally prepare to explode when a creature approaches. You can set this explosive against a flat surface as an action. A creature can make a Wisdom(Perception) check against your spell save DC to notice the mine. If you spend one round burying the mine under a small layer of dirt or similarly light cover, the creature has disadvantage on the check. When a small or larger creature unaware of the mine's presence enters the mine's space, they set it off unless they are flying or otherwise aloft. The creature must make a Dexterity saving throw against your spell save DC or take damage equal to one of your explosives or half as much on a successful save. (This particular kind of explosive does not have splash damage) A creature aware of the mine can choose to move half its speed on its turn to move through the mine's space without setting it off.<br />
<br />
;Alchemy Practice <br />
You gain proficiency in either an Herbalism Kit or a Poisoner’s Kit. Alternatively, you can choose to double your proficiency in Alchemy Supplies, Herbalism Kits, or Poisoner’s Kits that you're proficient with. (Alchemists of the School of the Venomist immediately doubles their proficiency with Poisoner's Kits in addition to another affect of this discovery.)<br />
<br />
;Alkahest: ''Prerequisite- 10th Level, School of the Great Work''<br />
You can prepare an additional concoction of sorts when you prepare your elixirs in addition to any other elixirs you can prepare. As an action, you can choose to throw this item as if it were an explosive. This particular explosive deals 3d10 acid damage on a hit and deals half your Alchemist level with it’s splash damage. Alternatively, you can pour this concoction onto a substance covering no more than 1 square foot. This concoction dissolves any material it comes into contact with including ''sovereign glue''.<br />
<br />
;Arcane Studies<br />
You learn three cantrips from the Wizard spell list. (This discovery is permanent. An alchemist of the School of the Great Work learns an additional cantrip from the druid spell list when they learn this discovery.)<br />
<br />
;Assassin's Blade: ''Prerequisite- 6th Level'' <br />
Any weapon attack you make that doesn't already apply poison damage deals an extra 1d4 poison damage. (Alchemists of the School of the Venomist deals 1d6 extra damage when they use this discovery.)<br />
<br />
;Augmented Anatomy: ''Prerequisite- 20th Level, Enhanced Anatomy'' <br />
One ability score of your choice increases by 4 and the maximum of that score increases to 24. (This discovery is permanent. This ability score increase need not be the one you chose for your ''Enhanced Anatomy'' discovery.)<br />
<br />
;Axiomatic Bomb: ''Prerequisite- 15th Level, Flashbang, School of the Grenadier'' <br />
Your bombs are now capable of dealing radiant damage when you use your Elemental Affinity feature. All creatures affected by this explosive must make a Constitution saving throw against your spell save DC or become blinded for one minute and deafened until the start of your next turn. A creature can repeat this saving throw at the start of subsequent turns, ending these effects early on a success.<br />
<br />
;Beast Transformation: ''Prerequisite- 10th Level, School of the Mutator'' <br />
You have learned how to change in a more bestial way. You can prepare this mutagen in the place of another you could prepare. When you drink this mutagen, you take on the effects of the ''polymorph'' spell, targeting only yourself. Your mental ability scores stay the same (though you cannot speak in this form) and your hit points equal your Alchemist level unless the beast’s are higher. <br />
<br />
;Breaching Charge: ''Prerequisite- 6th Level''<br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare to blow through solid objects. The damage type of these bombs changes to thunder, and they deal double damage to solid objects and siege engines not being worn or carried. (If you have the ''Delayed Bomb'' discovery, you can stick these explosives to solid objects before using your action (or possible bonus action) to detonate them.)<br />
<br />
;Brewmaster <br />
You gain proficiency with Brewing Supplies. (Alchemists of the School of the Brewer receive expertise in Brewing Supplies.)<br />
<br />
;Caustic Blood<br />
Whenever a creature within 5 feet of you hits you with an attack, that creature takes acid damage equal to your Constitution modifier (minimum of 1). (Alchemists of the School of the Mutator deals damage equal to half their Alchemist level or their Constitution modifier (whichever is higher) when using this discovery.)<br />
<br />
;Celestial Poison: ''Prerequisite- School of the Venomist'' <br />
Your toxins now affect undead.<br />
<br />
;Chameleon: ''Prerequisite- School of the Mutator'' <br />
You gain proficiency in stealth. Additionally, you double your proficiency bonus with this skill.<br />
<br />
;Choking Gas: ''Prerequisite- School of the Venomist'' <br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare to produce a thick plume of greenish, toxic smoke. Instead of dealing instant damage, the explosive fills a 15 feet sphere with smoke, heavily obscuring the area for one minute. A creature that enters the smoke or starts its turn in the smoke takes poison damage equal to your Intelligence modifier. A creature that doesn’t need to breathe is unaffected. A wind of at least 10 miles per hour disperses the smoke in one round.<br />
<br />
;Cluster Bomb: ''Prerequisite- 20th Level, School of the Grenadier'' <br />
You can throw two explosives at once as an action provided they are the same damage type. Additionally, you can throw an explosive using a bonus action and still use other explosives using your action on that turn.<br />
<br />
;Cognatogen: ''Prerequisite- School of the Mutator'' <br />
You’ve learned how to flip the basic mutagen benefits to allow for more versatility. You can prepare a special mutagen in place of a normal one. Upon drinking this mutagen, you gain a +1 bonus to all Intelligence, Wisdom, and Charisma saving throws and gain advantage on all Intelligence, Wisdom, and Charisma ability checks for 10 minutes. You also gain disadvantage on all Strength, Dexterity, and Constitution ability checks for the duration as well.<br />
<br />
;Combat Prowess: ''Prerequisite- 5th Level, School of the Mutator'' <br />
You’ve learned how to bolster your combat effectiveness with mutagens. You can prepare a special mutagen in place of a normal one, and for a number of minutes equal to your Intelligence modifier you can attack twice instead of once when you take the attack option on your turn. Additionally, if you are wearing light or no armor, your armor class becomes 10 + your Dexterity Modifier + your Intelligence modifier. While under the effects of this mutagen, you cannot drink any of your elixirs. Treat elixirs as a mutagen for purposes of drinking multiple mutagens.<br />
<br />
;Concussion Grenade: ''Prerequisite- School of the Grenadier'' <br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare to deliver a disorienting assault. Instead of dealing damage, any creature within the explosion's splash damage radius must make a Constitution saving throw or become stunned for a number of rounds equal to your Intelligence modifier and be blinded until the start of your next turn. A creature can repeat this saving throw at the start of subsequent turns, ending these effects early on a success. <br />
<br />
;Cosmic Shard: ''Prerequisite- School of the Great Work''<br />
Your Crystalized Aether feature replaces material components with a value of 25gp or less.<br />
<br />
;Darkness Bomb: ''Prerequisite- 10th Level'' <br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare to remove all light from an area. After you throw this bomb a 15-foot sphere of magical darkness springs forth for one minute. The darkness spreads around corners, and a creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If any of this explosive’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled. (If the alchemist is at least 9th level and follows the School of the Grenadier, the level of the ''darkness'' effect equals the appropriate slot (if any) the explosive occupies assuming the slot is 3rd-level or higher. Otherwise it's cast at it's lowest level.)<br />
<br />
;Delayed Bomb <br />
You can delay the detonation of an explosive you’ve thrown within 30 feet of you for a number of rounds equal to your Intelligence modifier. As an action, you can detonate this explosive, otherwise is explodes after all rounds are expended. (Alchemists of the School of the Grenadier can detonate their explosive as a bonus action.) <br />
<br />
;Directed Bomb: ''Prerequisite- School of the Grenadier'' <br />
You can prepare any number of special explosive in place of any explosives you could normally prepare to explode in a 15-foot cone rather than a sphere. When you throw the explosive, you choose the direction of the cone.<br />
<br />
;Dispelling Bomb: ''Prerequisite- 8th Level'' <br />
You can prepare up to two special explosives in place of up to two explosives you could normally prepare to mimic the effects of the ''dispel magic'' spell within a 15-foot sphere as if cast at its lowest level. This explosive utilizes your spellcasting modifier. (If the alchemist is at least 9th level and follows the School of the Grenadier, the level of the ''dispel magic'' effect equals the appropriate slot (if any) the explosive occupies assuming the slot is 4th-level or higher. Otherwise it's cast at it's lowest level.)<br />
<br />
;Draught of Mutation: ''Prerequisite 15th Level''<br />
You can prepare one mutagen upon completing a long rest. (Alchemists of the School of the Mutator can prepare an additional mutagen whenever they prepare mutagens during a short or long rest.)<br />
<br />
;Duck and Cover: ''Prerequisite- 3rd Level.'' <br />
You gain proficiency in Dexterity saving throws.<br />
<br />
;Eldritch Transmutation: ''Prerequisite- 12th Level''<br />
You learn the ''fabricate'' spell and can cast it as a wizard does without expending an elixir slot. You must complete a long rest before you can cast this spell again. (An alchemist of the School of the Great Work can cast this spell again after completing a short or long rest.)<br />
<br />
;Elixir Adept: ''Prerequisite- School of the Brewer'' <br />
You can prepare an additional two 1st-level elixirs.<br />
<br />
;Elixir of Recovery: ''Prerequisite- 10th Level, School of the Brewer'' <br />
When you prepare your elixirs, you can prepare one Elixir of Recovery. This elixir does not count against the number of elixirs you can prepare. If this item is poured on a corpse that has died within the past minute, it returns to life with 1 hit point. You can prepare one Elixir of Recovery after completing a long rest.<br />
<br />
;Elixir of Unlife: ''Prerequisite- 10th Level'' <br />
When you prepare your elixirs, you can prepare an Elixir of Unlife. This elixir does not count against the number of elixirs you can prepare. This item is poured onto a corpse or pile of bones, granting the semblance of the ''animate undead'' spell targeting only one target. You can prepare one Elixir of Unlife after completing a long rest.<br />
<br />
;Enhanced Anatomy <br />
One ability score of your choice increases by 2 to a maximum of 20. (You may select this discovery multiple times, each time choosing a different ability score. You cannot choose the same ability score more than once. This discovery is permanent.)<br />
<br />
;Enhanced Keen Sight: ''Prerequisite- Keen Sight'' <br />
You can see normally in darkness, both magical and nonmagical, to a distance of 60 feet. Additionally, the distance your ''Keen Sight'' discovery covers is increased by 30 feet. (This discovery is permanent. Additionally, when you choose this discovery, your ''Keen Sight'' discovery becomes permanent as well.)<br />
<br />
;Esoteric Studies: ''Prerequisite- 5th Level, School of the Great Work''<br />
Choose one 1st-level spell and one 2nd-level spell from the druid spell list. You can cast those spells in the way a druid does without expending an elixir slot. You must complete a long rest before you can cast either of these spells again.<br />
<br />
;Explosive Ammunition: ''Prerequisite- 10th Level, School of the Grenadier'' <br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare and attach them to a form of ammunition. If the ammunition hits when fired, the bomb explodes as if you threw it. If the attack misses, the explosive does not go off. (If the ammunition is destroyed upon impact, the explosive is destroyed as well.)<br />
<br />
;Extra Arcane Studies: ''Prerequisite- 8th Level, Arcane Studies'' <br />
Choose one 1st-level and one 2nd-level formulae that you know. You can cast those spells in the way a wizard does without expending an elixir slot. You must complete a long rest before you can cast either of these spells in this way again.<br />
<br />
;Eyes of Arcana <br />
You can sense the presence of magic within 30 feet of you. (An alchemist of the School of the Great Work can sense the presence of magic within 60 feet of themself at 10th level if they learn this discovery.)<br />
<br />
;Eyes of Detection: ''Prerequisite- 15th Level'' <br />
You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight. (A 17th level alchemist of the School of the Mutator gains truesight out to a range of 30 feet when they choose this discovery.)<br />
<br />
;Featherweight Tonic: ''Prerequisite- 9th Level'' <br />
When you prepare your elixirs, you can prepare an elixir of ''levitate''. A creature that drinks this tonic can only target themself, otherwise this functions as a normal elixir. This elixir does not count against the number of elixirs you can prepare.<br />
<br />
;Feral Mutation: ''Prerequisite- 15th Level, School of the Mutator'' <br />
When you prepare your mutagens you can choose to prepare a special one in place of a normal one. When you drink this mutagen you grow wings, granting you a flying speed of 30 feet while wearing light or no armor; and you grow sharp claws, fangs, or horns granting yourself natural weapons that deal 2d10 + your Strength modifier slashing or piercing damage. These weapons count as magical for the purposes of overcoming resistances and immunities to nonmagical weapons and use your proficiency bonus + your Strength modifier for the attack rolls. Additionally, you gain a +2 bonus to attack rolls. This mutagen lasts for a number of minutes equal to your Intelligence modifier. While under the effects of this mutagen if you use your action to perform anything other than the Attack action, you take 2d6 psychic damage. This damage cannot be reduced in any way. If you attempt to end your turn within 5 feet. of a creature and still have your action, you must use it to attack that creature. If a creature provokes an attack of opportunity as a result of leaving your reach, you must attempt to attack that creature.<br />
<br />
;Flashbang <br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare to deliver a burst of light. Instead of dealing damage, any creature within the explosion's splash damage radius must make a Constitution saving throw or become blinded for a number of rounds equal to your Intelligence modifier and deafened until the start of your next turn. A creature can repeat this saving throw at the start of subsequent turns, ending these effects early on a success.<br />
<br />
;Forceful Bomb <br />
You can prepare any number of special explosive in place of any explosives you could normally prepare to deliver a burst of force. Instead of dealing damage, any creature within the explosive's splash damage radius must make a Strength saving throw or be pushed 20 feet away from the center of the explosion and be knocked prone, or be pushed half as much and stay standing on a successful save.<br />
<br />
;Hasty Mixture: ''Prerequisite- 5th Level'' <br />
You can prepare a number of explosives equal to half your Intelligence modifier (minimum of 1) during a short rest. These explosives aren’t as powerful and only deal 1d4 fire damage on a hit and half your Intelligence modifier (minimum of 1) to all creatures affected by the explosive's splash damage. (Alchemists of the School of the Grenadier do not receive this damage reduction upon reaching 9th level.)<br />
<br />
;Homing Grenade: ''Prerequisites- 5th Level'' <br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare with magic to track an enemy. This special grenade has been fitted with magics akin to the ''magic missile'' spell. When you throw this explosive at a creature in range, you strike the target for 2d4 Force damage. All creatures within 5 feet of the target must make a Dexterity saving throw against your spell save DC or take force damage equal to your Intelligence modifier.<br />
<br />
;Improved Quaff: ''Prerequisite- 15th Level, School of the Brewer'' <br />
You are not restricted to drinking one elixir per turn when using your Swift Quaff feature, but one of the elixirs cannot exceed 1st level.<br />
<br />
;Keen Sight <br />
You gain darkvision out to a range of 60 feet If you already possess darkvision, increase the range you can see by 30 feet. (Alchemists of the School of Mutation, double the range of this discovery.) <br />
<br />
;Luminescence<br />
You can create two small, clear flasks of glowing liquid over the course of a short rest. This liquid sheds bright light out to a range of 15 feet and dim light 15 feet beyond that for 8 hours. A creature can also choose to fill a lamp or lantern with Luminescence, doubling the range of the bright and dim light produced by the lamp or lantern, but the Luminescence can only burn for 1 hour. You must complete a short or long rest before you can create any more Luminescence. (An alchemist of the School of the Great Work can burn Luminescence in a lamp or lantern for a number of hours equal to their Intelligence modifier.)<br />
<br />
;Master Elixir: ''Prerequisite- 20th Level, School of the Brewer'' <br />
You can prepare another 6th level elixir when you prepare your elixirs.<br />
<br />
;Masterful Arcane Studies: ''Prerequisite- 18th Level, Adept Arcane Studies, Arcane Studies, Extra Arcane Studies'' <br />
You may cast the spells you chose from your Extra Arcane Studies at will without expending an elixir slot. (This discovery is permanent.)<br />
<br />
;Net Bomb:<br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare to entangle your enemies. These explosives do not deal damage, and anyone within the explosive's splash damage radius must make a Dexterity saving throw against your spell save DC or become restrained for one minute. A creature can attempt to make a Strength saving throw at the beginning of each of their turns, freeing themselves on a success.<br />
<br />
;Packed Explosives: ''Prerequisite- 12th Level'' <br />
Your explosive deal additional damage to its struck target equal to your Intelligence modifier.You may also use your intelligence instead of your dexterity on attack rolls made with your bombs. Additionally, the explosive's splash damage increases to 10 feet. (This discovery does not apply to other discoveries that have an explicit explosive splash damage radius or the ''Explosive Ammunition'' discovery.)<br />
<br />
;Phantom Elixir: ''Prerequisite- 12th Level'' <br />
When preparing your elixirs, you can prepare a Phantom elixir. When you drink this elixir, you become incorporeal for one minute. While incorporeal, you can walk through walls and creatures as if they were difficult terrain. If this effect ends while you're inside a creature or object, you are shunted to the nearest unoccupied space and take force damage equal to the number of feet you were pushed. This elixir does not count against the number of elixirs you can prepare. (A 17th level alchemist of the School of the Brewer can prepare an additional Phantom Elixir in the place of one of their 6th or 7th level formulae.)<br />
<br />
;Philosopher's Stone: ''Prerequisite- 20th Level, School of the Great Work''<br />
You can use your Materia Prima feature twice when you prepare your elixirs.<br />
<br />
;Potions Expert: ''Prerequisite- School of the Brewer'' <br />
You can identify the properties of any potion assuming you handle it for one minute.<br />
<br />
;Powder Bomb<br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare to explode with a white dust. The explosive deals no damage, but dust fills a 30-foot sphere and reveals the location of any tangible invisible creatures in its area. (Upon reaching 5th level, this discovery applies to invisible incorporeal creatures as well.)<br />
<br />
;Quicksilver Coating<br />
You can prepare two special coatings in the place of one of the elixirs of 1st level or higher you can normally prepare. When this liquid is applied to a melee weapon or twenty pieces of ammunition, the weapon becomes "silvered" for 8 hours. Upon reaching 5th level, you can prepare a number of coatings equal to your Intelligence modifier for every elixir it replaces.<br />
<br />
;Reagent Research<br />
You gain proficiency in Nature and Survival. If you already have either proficiency, you gain expertise in the relevant skills.<br />
<br />
;Sluggish Toxin: ''Prerequisite- 10th Level, School of the Venomist'' <br />
When a creature is affected by the poisoned condition from one of your toxins, they only add half their Dexterity modifier to their armor class (if applicable) and can only take one action or bonus action on their turn.<br />
<br />
;Speedy Metabolism: ''Prerequisite- 5th Level, School of the Brewer'' <br />
Whenever you would roll dice to heal yourself from a potion or elixir, you instead heal for the maximum amount.<br />
<br />
;Strong Brew <br />
1st-level elixirs you create that deal damage add your Intelligence modifier to the damage roll. (Level 13 alchemists of the School of the Brewer can apply this bonus to all elixir effects they create.)<br />
<br />
;Smoke Bomb<br />
You can prepare any number of special explosives in place of any explosives you could normally prepare to produce a thick plume of smoke. Instead of dealing damage, the explosive fills a 15-foot sphere with smoke, heavily obscuring the area for one minute. A wind of at least 10 miles per hour disperses the smoke in one round.<br />
<br />
;Tonic of Aptitude: ''Prerequisite- 10th Level''<br />
When you prepare your elixirs, you can prepare an elixir of ''enhance ability'' at its lowest level. This elixir does not count against the number of elixirs you can prepare. (Alchemists of the School of Mutation can replace one of their mutagens with this elixir upon reaching 15th level.)<br />
<br />
;Tonic of Energy: ''Prerequisite- 11th Level''<br />
When you prepare your elixirs, you can prepare an elixir of ''haste'' targeting whoever drank it. This elixir does not count against the number of elixirs you can prepare.<br />
<br />
;Tonic of Leaping: ''Prerequisite- 9th Level'' <br />
When you prepare your elixirs, you can prepare an elixir of ''jump''. This elixir does not count against the number of elixirs you can prepare.<br />
<br />
;Tonic of Nourishment: <br />
You can prepare two special tonics in the place of one of the elixirs of 1st level or higher you can normally prepare. When a creature drinks this tonic, they receive the benefits of having eaten a berry from the ''goodberry'' spell. Upon reaching 10th level, you can prepare a number of tonics equal to your Intelligence modifier for every elixir it replaces.<br />
<br />
;Tonic of Warding <br />
When you prepare your elixirs, you can prepare an elixir of ''mage armor''. This elixir does not count against the number of elixirs you can prepare.<br />
<br />
;Touch of Death: ''Prerequisite- 5th Level, School of the Venomist'' <br />
You can apply poisons and toxins you create to your hand without poisoning yourself. You can then make a melee spell attack or unarmed strike against a target. On a hit, the poison is applied to the target.<br />
<br />
;Virulent Gas: ''Prerequisite- 15th Level, Choking Gas, School of the Venomist'' <br />
Your choking gas now affects creatures whether they need to breathe or not. The gas deals an additional 3d8 acid damage as well.<br />
<br />
;Volatile Toxins: ''Prerequisite- 20th Level, School of the Venomist'' <br />
Toxins can benefit from both your Potent Toxins feature and deal damage as well.<br />
<br />
===Alchemical Formulae List===<br />
<br />
;1st Level<br />
''absorb elements, animal friendship, armor of agathys, arms of hadar, burning hands, cause fear, chaos bolt, charm person, chromatic orb, command, comprehend languages, create or destroy water, cure wounds, detect evil and good, detect magic, detect poison and disease, disguise self, expeditious retreat, false life, featherfall, find familiar, fog cloud, guiding bolt, hellish rebuke, heroism, hunter’s mark, ice knife, identify, illusory script, jump, longstrider, mage armor, magic missile, protection from evil and good, shield of faith, speak with animals, thunderwave, witch bolt, zephyr strike''<br />
<br />
;2nd Level<br />
''aganazzer's scorcher, aid, alter self, augury, barkskin, blindness/deafness, blur, continual flame, darkness, darkvision, detect thoughts, dragon’s breath, earthbind, enhance ability, enlarge/reduce, enthrall, find traps, gentle repose, gust of wind, heat metal, invisibility, knock, lesser restoration, levitate, locate animals or plants, locate object, magic weapon, maximilian's earthen grasp, mind spike, mirror image, misty step, nystul’s magic aura, pass without trace, protection from poison, see invisibility, spider climb, suggestion, warding bond, web, zone of truth''<br />
<br />
;3rd Level<br />
''beacon of hope, blink, catnap, continual flame, counterspell, dispel magic, elemental weapon, fear, feign death, fireball, fly, gaseous form, glyph of warding, haste, hypnotic pattern, life transference, lightning bolt, meld into stone, nondetection, protection from energy, remove curse, revivify, sending, slow, speak with dead, speak with plants, thunder step, tiny servant, tongues, water breathing, water walk''<br />
<br />
;4th Level<br />
''arcane eye, aura of purity, charm monster, compulsion, death ward, dimension door, elemental bane, fire shield, freedom of movement, greater invisibility, locate creature, otiluke’s resilient sphere, polymorph, shadow of moil, stone shape, stoneskin''<br />
<br />
;5th Level<br />
''awaken, circle of power, cone of cold, contagion, creation, far step, greater restoration, legend lore, mass cure wounds, mislead, modify memory, passwall, skill empowerment, steel wind strike, swift quiver, telekinesis, transmute rock''<br />
<br />
;6th Level*<br />
''chain lightning, circle of death, eyebite, find the path, flesh to stone, heal, investiture of flame, investiture of ice, investiture of stone, investiture of wind, mass suggestion, move earth, otiluke’s freezing sphere, scatter, tenser’s transformation, true seeing, wind walk''<br />
<br />
;7th Level*<br />
''crown of stars, delayed blast fireball, etherealness, plane shift, prismatic spray, regenerate, resurrection, teleport''<br />
<br />
<br />
'''''The School of the Brewer gains 6th and 7th level spells at 17th level.'''''*<br />
<br />
===Multiclassing===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Alchemist class, you must meet these prerequisites: Constitution 13 and Intelligence 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Alchemist class, you gain the following proficiencies: Alchemy Supplies<br />
<br />
(For purposes of Multiclassing, spell slots used for elixirs are considered separate from other spell slots gained from other classes.)<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>PunnyDM12https://www.dandwiki.com/w/index.php?title=Alchemist_(5e_Class)&diff=1347620Alchemist (5e Class)2020-06-16T04:14:50Z<p>PunnyDM12: /* School of the Grenadier */</p>
<hr />
<div>==Alchemist==<br />
<br />
Reaching into her satchel, an elf quickly downs a flask of glowing blue liquid. The bitter taste of the concoctions makes her shudder. Her fingers begin to tremble as energy builds into a streak of lightning that arcs forth from her, surprising the attacking orc horde.<br />
<br />
A gnome giggles to himself as he pulls the string on a small sphere. A faint ticking can be heard before he shouts, “FIRE IN THE HOLE!” A bang and a fizzle. A few moments later, and the goblin troupe is no more than ash.<br />
<br />
The dwarf tosses his broken axe aside to produce a bottle of syrupy liquid. Uncorking the potion, he guzzles it down as the minotaur charges. As the beast would come to clash with him, the dwarf is moved nary an inch. <br />
<br />
A halfling walks up the side of an estate, striding with confidence. Peering through the open window, she examines her sleeping target: the baron of a nearby town. Vaulting over the windowsill, she produces a dagger and a vial of green liquid. The nobleman wouldn’t be waking up in the morning.<br />
<br />
<br />
“This class was created using the Alchemist class from Pathfinder as a reference with a few other ideas sprinkled in.” [https://www.d20pfsrd.com/classes/base-classes/alchemist/ Alchemist]<br />
<br />
<br />
===Creating an Alchemist===<br />
Think about why your character became an alchemist. Do they wish to help or harm people? Were they always seeking adventure? Who taught them the trade, or are they self taught: driven by trial and error? Is alchemy a noble profession in your world, or is it considered “almost magic” and not really worth practicing compared to real magic. Discuss these with your DM to determine the function of your alchemist and their role in society.<br />
<br />
;Quick Build<br />
You can make an Alchemist by quickly following these suggestions. First put your highest ability score into Intelligence followed by Constitution. If you plan on following the School of the Venomist or the School of the Grenadier, put your second highest ability score into Strength or Dexterity as you will likely be using weapons or explosives very often. Secondly, choose the Guild Artisan or Sage background. Other potentially good backgrounds would be Criminal (particularly if you plan of following the School of the Venomist), or Hermit.<br />
<br />
{{5e Class Features<br />
|name=Alchemist<br />
|summary=One who places spell effects into elixirs and creates volatile explosives.<br />
|hd=8<br />
|spellcasting=half<br />
|armor= Light Armor, Medium Armor<br />
|weapons=Simple weapons, Blowguns, Hand Crossbows, and Scimitars.<br />
|tools=Alchemy Supplies<br />
|saves=Constitution, Intelligence<br />
|skills=Choose 3 from Acrobatics, Arcana, Insight, Investigation, Medicine, Nature, Perception, Persuasion, Sleight of Hand, and Survival<br />
|item1a=any simple weapon<br />
|item1b=a scimitar<br />
|item2a=any simple weapon<br />
|item2b=a light crossbow and 20 bolts<br />
|item3a=a Dungeoneer's Pack<br />
|item3b=an Explorer's Pack<br />
|item4a= Alchemy supplies, leather armor, and a dagger<br />
|item4b=<br />
|item4c=<br />
|wealth=4d4 x 10gp<br />
|classfeatures1={{inpage|Basic Alchemy}}, {{inpage|Everfull Bag}}, {{inpage|Volatile Mixture}}<br />
|classfeatures2={{inpage|Create Elixirs}}, {{inpage|Discovery}}<br />
|classfeatures3={{inpage|Alchemical School}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Arcane Explosives}}<br />
|classfeatures6=<br />
|classfeatures7={{inpage|Evasion}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Alchemical School Feature}}<br />
|classfeatures10=<br />
|classfeatures11={{inpage|Fire in the Hole}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Alchemical School Feature}}<br />
|classfeatures14=<br />
|classfeatures15={{inpage|Product Testing}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Alchemical School Feature}}<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Eclectic Alchemist}}<br />
<br />
|extra1_name=Discoveries Known<br />
|extra1_1=-<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=2<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=3<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=4<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=6<br />
|extra1_17=6<br />
|extra1_18=7<br />
|extra1_19=7<br />
|extra1_20=8<br />
<br />
|extra2_name=Formulae Known<br />
|extra2_1=-<br />
|extra2_2=4<br />
|extra2_3=5<br />
|extra2_4=6<br />
|extra2_5=7<br />
|extra2_6=8<br />
|extra2_7=9<br />
|extra2_8=10<br />
|extra2_9=11<br />
|extra2_10=12<br />
|extra2_11=13<br />
|extra2_12=14<br />
|extra2_13=15<br />
|extra2_14=16<br />
|extra2_15=17<br />
|extra2_16=18<br />
|extra2_17=19<br />
|extra2_18=20<br />
|extra2_19=21<br />
|extra2_20=22<br />
}}<br />
<br />
====Basic Alchemy====<br />
You gain proficiency with your choice from an herbalism kit or a poisoners kit.<br />
<br />
====Everfull Bag====<br />
You have a magic bag used to cart around your alchemy lab. When you reach into the bag to produce any alchemical supplies you create (elixirs, explosives, mutagens, and toxins) you pull them out with ease (no action required) otherwise the bag functions like an empty backpack that you can fill with other items. You do not run out of reagents used to create your alchemical supplies if those reagents are not consumed or have a negligible cost while this bag is on your person. Additionally, the weight of your alchemy supplies are reduced to 1lb. If this bag is ever lost or destroyed you can spend 50gp to purchase a new one or half as much in material costs to craft one over the course of three days.<br />
<br />
====Volatile Mixture====<br />
Occasionally your experiments go awry. You’ve learned to harness this ability in the form of explosives. Upon completing a long rest, an alchemist can create a number of explosives equal to their Intelligence modifier plus their alchemist level. These explosives can be thrown as an action to a range of 20ft. and deal 1d8 fire damage to a target it comes into contact with, at 5th level (2d8), 11th level (3d8), and 17th level (4d8). Use your proficiency bonus + your Dexterity modifier for the attack roll. All creatures within 5ft. of the impacted target are subject to the explosive’s splash damage and must make a Dexterity saving throw against your spell save DC or take fire damage equal to your Intelligence modifier (minimum of 1). All prepared explosives become inert as soon as you complete your next long rest. You need alchemy supplies to prepare explosives<br />
<br />
====Create Elixirs====<br />
After many hours of practice and study, you are able to duplicate spells by infusing a small amount of magic into your creations. When an alchemist mixes an elixir, they infuse the chemicals and reagents in the extract with magic siphoned from their own magical aura. To “cast” these spell effects, the alchemist must imbibe the potion as an action. If the spell has a casting time of one action or one bonus action, you use whichever action you used to drink the elixir to cast the spell effect. Spell effects found on the formulae list with a casting time of 1 reaction can be withheld for a number of minutes equal to your Intelligence modifier after the elixir is imbibed or until the appropriate trigger occurs at which point you may expend your reaction and the actual duration starts. All spell effects provided by elixirs can be dispelled by spells such as ''dispel magic'' and ''counterspell''. Any elixirs removed from the alchemist’s possession become inert until returned. If a spell effect calls for a material component with a cost or one that is consumed, the cost or ingredient must be included in the making of the elixir.<br />
<br />
;;;Your Formulae List<br />
At 2nd level you have a book with a formulae list containing four 1st-level alchemical formulae of your choice. Your formulae list is the repository of the formulae you know and is to an alchemist what a spellbook is to a wizard.<br />
<br />
;;;Adding New Formulae<br />
When you find an alchemical formula of first level or higher, you can add it to your formulae list if it is of a level which you can prepare and if you can spare the time to decipher and copy it. An alchemist can study a wizard’s spellbook, potion, or a spell scroll to learn any formula that is equivalent to a spell the spellbook, potion, or scroll contains. Wizards cannot learn spells from your formulae list.<br />
<br />
For each level of the formula, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the formula to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the formula just like your other formulae.<br />
<br />
;;;Replacing Your Formulae List<br />
You can copy a formula from your own formulae list into another book. This is just like copying a new formula into your formulae list, but faster and easier, since you understand your own notation and already know how to craft the elixir. You need spend only 1 hour and 10 gp for each level of the copied spell.<br />
<br />
If you lose your formulae list, you can use the same procedure to transcribe the elixirs that you have prepared into a new formulae list. Filling out the remainder of your formulae list requires you to find new formulae to do so, as normal.<br />
<br />
;;;Preparing and Crafting Elixirs<br />
The Alchemist table shows how many elixir slots (spell slots) you have to craft your Alchemist elixirs of 1st level and higher. When an alchemist prepares an elixir, they must designate what spell effect from their formulae list goes into the elixir and at what level the effect will be used at. An alchemist prepares a number of elixirs as they have slots. An alchemist can change any spell effects in any number of their remaining elixirs to another they have written in their formulae list when they complete a short rest. The level of the changed formula must equal the level of it's current effect. For example, a prepared ''alter self'' elixir can be changed to a ''barkskin'' elixir or a 2nd-level cure wounds elixir if the alchemist chooses. Alchemy supplies are required to prepare your elixirs. All previously prepared elixirs become inert after taking a long rest.<br />
<br />
You regain all expended elixir slots when you complete a long rest.<br />
<br />
;;;Spellcasting Ability<br />
Intelligence is your spellcasting ability for your Alchemist elixirs. You use your Intelligence whenever a spell or feature refers to your spellcasting modifier.<br />
<br />
In addition, you use your Intelligence modifier and proficiency bonus for the spell save DC of an Alchemist elixir or Alchemist features you use unless explicitly stated.<br />
<br />
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier.<br />
<br />
Spellcasting modifier = your proficiency bonus + your Intelligence modifier.<br />
<br />
;;;Learning Formulae of 1st Level and Higher<br />
You begin with four formulae on your formulae list. Each time you gain an Alchemist level, you can add one alchemical formula of your choice from the Alchemical Formulae list located later in the class description. Each of these formulae must be of a level which you have elixir slots as shown on the Alchemist table. On your adventures. you might find other formulae that you can add to your formulae list.<br />
<br />
====Discovery====<br />
Your research into the alchemical arts has led you to some very interesting information. At 2nd level you learn two discoveries located at the end of the class description. You learn additional discoveries at 6th, 10th, 14th, 16th, 18th, and 20th levels. <br />
<br />
====Alchemical School====<br />
At 3rd level you decide to devote yourself to a refined school of study: School of the Brewer, School of the Great Work, School of the Grenadier, School of the Mutator, or School of the Venomist. Choose a school of alchemy to follow detailed later in the class description. Your choice grants you features at 3rd level and again at 9th, 13th, and 17th levels.<br />
<br />
==== Ability Score Increase ====<br />
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.<br />
<br />
====Arcane Explosives====<br />
You infuse a small string of warding magic into your bombs. Beginning at 5th level any creatures you designate are unaffected by your explosive’s splash damage. Additionally, your bombs are considered magic for the purpose of overcoming resistances and immunities to nonmagical weapons.<br />
<br />
====Evasion====<br />
Beginning at 7th level, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
====Fire in the Hole====<br />
Starting at 11th level, after throwing one of your explosives or drinking an elixir, you can make a weapon attack as a bonus action.<br />
<br />
====Product Testing====<br />
After ingesting various reagents and breathing less-than-savory fumes, you have some measure of protection from toxins. At 15th level you gain resistance to acid and poison damage and have advantage on saving throws against poisons. Upon reaching 18th level you gain immunity to poison damage and the poisoned condition.<br />
<br />
====Eclectic Alchemist====<br />
At level 20 you’ve completed most of your schooling, so you branch into the knowledge of another school. Choose another Alchemic School. You gain the benefits of that school’s 3rd and 9th level features. (You are considered to be a 9th level Alchemist of that school for the purposes of discovery prerequisites and class features.)<br />
<br />
===School of the Brewer===<br />
Although the most common school of alchemy, alchemists enrolled in the School of the Brewer are experts at both making and drinking potions with a plethora of effect and potencies.<br />
<br />
;Heterogeneous Mixture<br />
Starting at 3rd level, you can change the spell effects of one of your elixirs as a bonus action following the rules of changing elixir effects located under ''Preparing and Crafting Elixirs''. You may do this a number of times equal to your Intelligence modifier. You regain all expended uses of this feature after completing a long rest.<br />
<br />
;Arcane Tether<br />
You connect yourself to your elixirs through intangible arcane channels. Starting at 9th level, any elixirs you prepare can leave your possession while retaining their magical benefits, allowing a creature you designate to use the elixir’s effects. The effects of the elixir still use your spellcasting modifier and spell save DC.<br />
<br />
;Swift Quaff<br />
After drinking many concoctions, you find they go down easier most of the time. Beginning at 13th level, you may drink one of your elixirs as a bonus action (but only one elixir per turn) a number of times equal to your Constitution modifier. You regain all expended uses of this feature after completing a long rest.<br />
<br />
;Expert Brewer<br />
You’ve become an expert at crafting elixirs. At 17th level, you can prepare an extra powerful elixir. Choose a 6th level formula and a 7th level formula from the Alchemical Formulae list located at the end of this class’s description. You learn those formulae and can prepare one elixir of each formula when you prepare the rest of your elixirs. These formulae don't count against your prepared elixirs. (These formulae cannot benefit from your Arcane Tether or Swift Quaff features.)<br />
<br />
===School of the Great Work===<br />
Although not technically a formal school, those who follow the beliefs of this school seek out the cure for all ailments and the power to transmute base metals into silver and gold. Although many alchemists would wish to discover such treasures, those who follow this school seek it above all else.<br />
<br />
;Crystalized Aether<br />
Through diligent research, you’ve learned to harness cosmic energy into a small, saffron-colored shard. This energy can be used to fuel some of your elixir effects. When you take this school at 3rd level you no longer require material components with a total value of 10gp when you prepare your elixirs.<br />
<br />
;Thorough Research<br />
At 9th level, you learn two additional discoveries in addition to the ones you know, assuming you meet the prerequisites.<br />
<br />
;Anima Mundi<br />
You have discovered that all things are connected in some way, and you are capable of tapping into such forces. Beginning at 13th level, when a creature damages you with an attack, you can expend your reaction to halve the damage against you. The attacking creature is then subject to the other half. This damage cannot be reduced in any way. You must complete a short or long rest before you can use this feature again.<br />
<br />
;Materia Prima<br />
You’ve made a major breakthrough with your research toward your Magnum Opus and discovered a slightly unstable yet potent form of reddish liquid material. Starting at 17th level, you no longer age and do not suffer the frailty of old age. Additionally, whenever you prepare your elixirs, you can perform one of the following effects.<br />
<br />
''Azoth''<br />
<br />
You can end all diseases, and poisons affecting a creature. Additionally, the creature loses all levels of exhaustion if they have any and regains all hit points.<br />
<br />
''Chaos''<br />
<br />
You increase the damage of one of your explosives to 4d10.<br />
<br />
''Chrysopoeia''<br />
<br />
You can transmute any amount of base metals (iron, lead, tin, or zinc for example) with a maximum value of 500cp into an equal number of copper pieces or bars of the same value. Additionally, you may transmute a number of copper bars or pieces with a maximum value of 500cp into an equal number of silver pieces or silver bars. You may transmute a number of silver bars or pieces with a value of up to 500sp into an equal number of gold pieces or gold bars. (Once you use this feature to transmute any metals in this way, you must wait 7 days before you can use any of your Materia Prima again.)<br />
<br />
''Elixir of Life''<br />
<br />
You can cast the ‘’raise dead’’ spell on a body within 5ft. of you.<br />
<br />
''Genesis''<br />
<br />
You do not need to provide material components when preparing your elixirs.<br />
<br />
===School of the Grenadier===<br />
Fanatic demolition experts, those who follow the School of the Grenadier excel at making bombs and grenades. Those who follow this school look to make more powerful explosives and even apply elemental effects to them.<br />
<br />
;Hurl Anything<br />
When you choose this archetype at 3rd level you apply your proficiency bonus to improvised weapons when you throw them at a target.<br />
<br />
;Good Arm<br />
You’ve become adept at throwing your explosives at distant enemies. At 3rd level the distance you can throw your explosives is doubled. Additionally, you can throw one of your explosives as a bonus action (but only one per turn). (This feature applies to flasks of acid, alchemist’s fire, and holy water as well.)<br />
<br />
;Elemental Affinity<br />
When you throw one of your explosives, you can channel a small amount of your magic into it, altering its properties. Beginning at 9th level, an explosive you throw deals your choice of acid, cold, fire, or lightning damage on a hit.<br />
<br />
;Demolitionist<br />
Starting at 13th level, when preparing elixirs, you may choose to prepare a number of explosives in their place. The number of explosives you can create with this feature equals half your Alchemist level. Additionally, regardless of the elixir slot it occupies (if any) the damage of all your explosives increase from a D8 to D10. This damage increases to D12 at 17th level.<br />
<br />
;Arcane Shrapnel<br />
Beginning at 17th level all creatures within 5ft. of the target of one of your explosives must succeed on a Dexterity saving throw or take damage equal to half your Alchemist level. Additionally, the actual target of the explosive is affected by additional condition based on the explosive's damage type.<br />
<br />
''Acid''<br />
<br />
The target takes additional acid damage at the start of its next turn equal to half your Alchemist level.<br />
<br />
''Cold''<br />
<br />
The target’s movement speed is reduced by half until the start of your next turn.<br />
<br />
''Fire''<br />
<br />
The target takes fire damage equal to your Intelligence modifier for one minute or until they succeed on a Dexterity saving throw against your spell save DC to put out the flames. <br />
<br />
''Lightning''<br />
<br />
The target cannot take reactions until the start of your next turn.<br />
<br />
===School of the Mutator===<br />
The reclusive School of the Mutator holds an old form of alchemy thought to be more pure than the other forms. This school focuses on creating special elixirs that change the very nature of one’s body.<br />
<br />
;Mutagen<br />
Your alchemical study involves change, but there must always be a trade off. Beginning at 3rd level, upon completing a short or long rest, you can create one mutagen. When you drink this mutagen as an action you gain a +1 bonus to your AC and gain advantage on all Strength, Dexterity, and Constitution ability checks for 10 minutes. You also gain disadvantage on all Intelligence, Wisdom, and Charisma ability checks for the duration as well. You can create two mutagens upon reaching 9th level and three upon reaching 13th level. You can only be under the effects of one mutagen at a time. Attempting to drink a second mutagen cancels out both mutagens and gives you two levels of exhaustion. You require alchemy supplies to create mutagens.<br />
<br />
;Flush Mutagen<br />
Beginning at 9th level you can choose to end any mutagen affecting you as a bonus action. You may use this feature up to two times before you must complete a long rest. At 13th level you gain two more uses of this feature until you must complete a long rest; and at 17th level, you may use this feature a number of times equal to half your Alchemist level until you must complete a long rest.<br />
<br />
;Unflinching Mutagen<br />
At 13th level, while under the effects of a mutagen you cannot be charmed, and you are immune to the frightened condition.<br />
<br />
;Master Mutagen<br />
You’ve learned the secret to a perfect mutation. Starting at 17th level you can create one special mutagen in addition to the other mutagens you can create. When you drink this mutagen, its benefits last for one hour. Additionally, its benefits apply to the relevant saving throws as well. You do not receive the detriments of a normal mutagen when you use a master mutagen. You must complete a long rest before you can make any more master mutagens. (If you have the Cognatogen Discovery, this feature applies to those mutagens as well. This feature does not apply to the Beast Transformation, Combat Prowess, or Feral Mutagen discoveries.)<br />
<br />
===School of the Venomist===<br />
Perhaps the most obscure school of alchemy, the School of the Venomist focuses on creating deadly poisons with a variety of debilitating effects.<br />
<br />
====Quick Slather====<br />
When you choose this archetype at 3rd level, you can apply poisons and toxins you create to a melee weapon or 10 pieces of ammunition as a bonus action. When a toxin is applied to a weapon, it retains potency for one minute or until you land an attack against a creature.<br />
<br />
====Toxin Maker====<br />
Instead of pursuing conventional alchemy, you’ve decided to delve into the realm of virulent poisons. Beginning at 3rd level, when preparing elixirs, you may choose to prepare a number of toxins in their place. The number of toxins you can create equals your Intelligence modifier. The toxins you create and apply to weapons deal poison damage equal to 1d4 per level of the elixir it replaces + your Intelligence modifier. On a hit, the target of your toxin must then make a Constitution saving throw against your spell save DC or become poisoned for one minute. The target can make a saving throw at the beginning of one of it’s turns, ending this condition early on a success. You require alchemy supplies to prepare toxins.<br />
<br />
====Secondary Effects====<br />
Instead of sickening your opponent, your toxins can take on a variety of other effects. Beginning at level 9, you know two of these effects and gain additional effects at 13th and 17th levels. These effects replace the poisoned condition that your toxins would normally do.<br />
<br />
''Clouded Mind''<br />
<br />
The target must make an Intelligence saving throw against your spell save DC. On a failed save, roll a d6 at the start of each of the target’s turns. On a roll of 1-4 the target takes its turn as normal. On a roll of 5-6, the target wastes it’s turn doing nothing. The target can repeat the saving throw at the beginning of each of their turns, ending this condition early on a success. <br />
<br />
''Darkness'' <br />
<br />
The target must make a Wisdom saving throw against your spell save DC or become blinded for one minute. The target can repeat the saving throw at the beginning of each of their turns, ending this condition early on a success.<br />
<br />
''Drowsy'' <br />
<br />
The target must make a Constitution saving throw against your spell save DC or fall asleep for one minute, until the sleeper takes damage, or until someone uses their action to jostle the target awake.<br />
<br />
''Feeble'' <br />
<br />
The target must make a Constitution saving throw against your spell save DC or become incredibly feeble. The target deals only half damage from weapon attacks that use Strength for one minute. The target can repeat the saving throw at the beginning of each of their turns, ending this condition early on a success.<br />
<br />
''Locked Joints'' <br />
<br />
The target must make a Strength saving throw equal to your spell save DC or become paralyzed for one minute. The target can repeat the saving throw at the beginning of each of their turns, ending this condition early on a success.<br />
<br />
====Incapacitation====<br />
You can prepare your poisons in such a way so as to incapacitate rather than kill. At 13th level, when you prepare a toxin in this way, it does no damage, but the target has disadvantage their initial saving throw against the poisoned condition of your toxins or conditions applied from your Secondary Effects feature.<br />
<br />
====Potent Toxins====<br />
Starting at 17th level the number of toxins you can prepare equals half your Alchemist level. Additionally, you can apply two effects granted by your Secondary Effects feature or one effect and the poisoned condition to a number of toxins equal to your Intelligence modifier (separate saves are required for each effect). Toxins prepared in this way deal no damage.<br />
<br />
===Discoveries===<br />
As an alchemist, you gain bouts of inspiration and focus. These pursuits often lead to discoveries that you might work towards or abandon halfway through. You can learn a discovery at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class. Additionally, when you gain a level in this class, you can choose one of the discoveries you know and replace it with another discovery that you could learn at that level unless stated otherwise. (Upon obtaining the Eclectic Alchemist feature, you are considered to be a 9th level character in whatever school you chose.)<br />
<br />
;Aether Bomb: ''Prerequisite- School of the Great Work''<br />
When you throw one of your explosives, you can choose to have it deal necrotic damage on a hit.<br />
<br />
;Additional Master Mutagen: ''Prerequisite- 20th Level, School of the Mutator'' <br />
You can prepare an additional Master Mutagen for the cost of two normal mutagens.<br />
<br />
;Adept Arcane Studies: ''Prerequisites- 12th Level, Arcane Studies, Extra Arcane Studies'' <br />
You may cast the spells you chose from your ''Extra Arcane Studies'' discovery more frequently. These spells are now restored after completing a short or long rest. (This discovery is permanent. Additionally, your ''Extra Arcane Studies'' discovery becomes permanent when you learn this discovery.)<br />
<br />
;Adept Esoteric Studies: ''Prerequisite- 15th Level, Esoteric Studies, School of the Great Work''<br />
You may cast the spells you chose from your ''Esoteric Studies'' discovery more frequently. These spells are now restored after completing a short or long rest. (This discovery is permanent. Additionally, your ''Esoteric Studies'' discovery becomes permanent when you learn this discovery.)<br />
<br />
;Alchemical Makeup<br />
You gain proficiency in the Deception and Persuasion skills.<br />
<br />
;Alchemic Mine: ''Prerequisite- 5th Level, School of the Grenadier''<br />
You can prepare one special explosive in place of an explosive you could normally prepare to explode when a creature approaches. You can set this explosive against a flat surface as an action. A creature can make a Wisdom(Perception) check against your spell save DC to notice the mine. If you spend one round burying the mine under a small layer of dirt or similarly light cover, the creature has disadvantage on the check. When a small or larger creature unaware of the mine's presence enters the mine's space, they set it off unless they are flying or otherwise aloft. The creature must make a Dexterity saving throw against your spell save DC or take damage equal to one of your explosives or half as much on a successful save. (This particular kind of explosive does not have splash damage) A creature aware of the mine can choose to move half its speed on its turn to move through the mine's space without setting it off.<br />
<br />
;Alchemy Practice <br />
You gain proficiency in either an Herbalism Kit or a Poisoner’s Kit. Alternatively, you can choose to double your proficiency in Alchemy Supplies, Herbalism Kits, or Poisoner’s Kits that you're proficient with. (Alchemists of the School of the Venomist immediately doubles their proficiency with Poisoner's Kits in addition to another affect of this discovery.)<br />
<br />
;Alkahest: ''Prerequisite- 10th Level, School of the Great Work''<br />
You can prepare an additional concoction of sorts when you prepare your elixirs in addition to any other elixirs you can prepare. As an action, you can choose to throw this item as if it were an explosive. This particular explosive deals 3d10 acid damage on a hit and deals half your Alchemist level with it’s splash damage. Alternatively, you can pour this concoction onto a substance covering no more than 1 square foot. This concoction dissolves any material it comes into contact with including ''sovereign glue''.<br />
<br />
;Arcane Studies<br />
You learn three cantrips from the Wizard spell list. (This discovery is permanent. An alchemist of the School of the Great Work learns an additional cantrip from the druid spell list when they learn this discovery.)<br />
<br />
;Assassin's Blade: ''Prerequisite- 6th Level'' <br />
Any weapon attack you make that doesn't already apply poison damage deals an extra 1d4 poison damage. (Alchemists of the School of the Venomist deals 1d6 extra damage when they use this discovery.)<br />
<br />
;Augmented Anatomy: ''Prerequisite- 20th Level, Enhanced Anatomy'' <br />
One ability score of your choice increases by 4 and the maximum of that score increases to 24. (This discovery is permanent. This ability score increase need not be the one you chose for your ''Enhanced Anatomy'' discovery.)<br />
<br />
;Axiomatic Bomb: ''Prerequisite- 15th Level, Flashbang, School of the Grenadier'' <br />
Your bombs are now capable of dealing radiant damage when you use your Elemental Affinity feature. All creatures affected by this explosive must make a Constitution saving throw against your spell save DC or become blinded for one minute and deafened until the start of your next turn. A creature can repeat this saving throw at the start of subsequent turns, ending these effects early on a success.<br />
<br />
;Beast Transformation: ''Prerequisite- 10th Level, School of the Mutator'' <br />
You have learned how to change in a more bestial way. You can prepare this mutagen in the place of another you could prepare. When you drink this mutagen, you take on the effects of the ''polymorph'' spell, targeting only yourself. Your mental ability scores stay the same (though you cannot speak in this form) and your hit points equal your Alchemist level unless the beast’s are higher. <br />
<br />
;Breaching Charge: ''Prerequisite- 6th Level''<br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare to blow through solid objects. The damage type of these bombs changes to thunder, and they deal double damage to solid objects and siege engines not being worn or carried. (If you have the ''Delayed Bomb'' discovery, you can stick these explosives to solid objects before using your action (or possible bonus action) to detonate them.)<br />
<br />
;Brewmaster <br />
You gain proficiency with Brewing Supplies. (Alchemists of the School of the Brewer receive expertise in Brewing Supplies.)<br />
<br />
;Caustic Blood<br />
Whenever a creature within 5 feet of you hits you with an attack, that creature takes acid damage equal to your Constitution modifier (minimum of 1). (Alchemists of the School of the Mutator deals damage equal to half their Alchemist level or their Constitution modifier (whichever is higher) when using this discovery.)<br />
<br />
;Celestial Poison: ''Prerequisite- School of the Venomist'' <br />
Your toxins now affect undead.<br />
<br />
;Chameleon: ''Prerequisite- School of the Mutator'' <br />
You gain proficiency in stealth. Additionally, you double your proficiency bonus with this skill.<br />
<br />
;Choking Gas: ''Prerequisite- School of the Venomist'' <br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare to produce a thick plume of greenish, toxic smoke. Instead of dealing instant damage, the explosive fills a 15 feet sphere with smoke, heavily obscuring the area for one minute. A creature that enters the smoke or starts its turn in the smoke takes poison damage equal to your Intelligence modifier. A creature that doesn’t need to breathe is unaffected. A wind of at least 10 miles per hour disperses the smoke in one round.<br />
<br />
;Cluster Bomb: ''Prerequisite- 20th Level, School of the Grenadier'' <br />
You can throw two explosives at once as an action provided they are the same damage type. Additionally, you can throw an explosive using a bonus action and still use other explosives using your action on that turn.<br />
<br />
;Cognatogen: ''Prerequisite- School of the Mutator'' <br />
You’ve learned how to flip the basic mutagen benefits to allow for more versatility. You can prepare a special mutagen in place of a normal one. Upon drinking this mutagen, you gain a +1 bonus to all Intelligence, Wisdom, and Charisma saving throws and gain advantage on all Intelligence, Wisdom, and Charisma ability checks for 10 minutes. You also gain disadvantage on all Strength, Dexterity, and Constitution ability checks for the duration as well.<br />
<br />
;Combat Prowess: ''Prerequisite- 5th Level, School of the Mutator'' <br />
You’ve learned how to bolster your combat effectiveness with mutagens. You can prepare a special mutagen in place of a normal one, and for a number of minutes equal to your Intelligence modifier you can attack twice instead of once when you take the attack option on your turn. Additionally, if you are wearing light or no armor, your armor class becomes 10 + your Dexterity Modifier + your Intelligence modifier. While under the effects of this mutagen, you cannot drink any of your elixirs. Treat elixirs as a mutagen for purposes of drinking multiple mutagens.<br />
<br />
;Concussion Grenade: ''Prerequisite- School of the Grenadier'' <br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare to deliver a disorienting assault. Instead of dealing damage, any creature within the explosion's splash damage radius must make a Constitution saving throw or become stunned for a number of rounds equal to your Intelligence modifier and be blinded until the start of your next turn. A creature can repeat this saving throw at the start of subsequent turns, ending these effects early on a success. <br />
<br />
;Cosmic Shard: ''Prerequisite- School of the Great Work''<br />
Your Crystalized Aether feature replaces material components with a value of 25gp or less.<br />
<br />
;Darkness Bomb: ''Prerequisite- 10th Level'' <br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare to remove all light from an area. After you throw this bomb a 15-foot sphere of magical darkness springs forth for one minute. The darkness spreads around corners, and a creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If any of this explosive’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled. (If the alchemist is at least 9th level and follows the School of the Grenadier, the level of the ''darkness'' effect equals the appropriate slot (if any) the explosive occupies assuming the slot is 3rd-level or higher. Otherwise it's cast at it's lowest level.)<br />
<br />
;Delayed Bomb <br />
You can delay the detonation of an explosive you’ve thrown within 30 feet of you for a number of rounds equal to your Intelligence modifier. As an action, you can detonate this explosive, otherwise is explodes after all rounds are expended. (Alchemists of the School of the Grenadier can detonate their explosive as a bonus action.) <br />
<br />
;Directed Bomb: ''Prerequisite- School of the Grenadier'' <br />
You can prepare any number of special explosive in place of any explosives you could normally prepare to explode in a 15-foot cone rather than a sphere. When you throw the explosive, you choose the direction of the cone.<br />
<br />
;Dispelling Bomb: ''Prerequisite- 8th Level'' <br />
You can prepare up to two special explosives in place of up to two explosives you could normally prepare to mimic the effects of the ''dispel magic'' spell within a 15-foot sphere as if cast at its lowest level. This explosive utilizes your spellcasting modifier. (If the alchemist is at least 9th level and follows the School of the Grenadier, the level of the ''dispel magic'' effect equals the appropriate slot (if any) the explosive occupies assuming the slot is 4th-level or higher. Otherwise it's cast at it's lowest level.)<br />
<br />
;Draught of Mutation: ''Prerequisite 15th Level''<br />
You can prepare one mutagen upon completing a long rest. (Alchemists of the School of the Mutator can prepare an additional mutagen whenever they prepare mutagens during a short or long rest.)<br />
<br />
;Duck and Cover: ''Prerequisite- 3rd Level.'' <br />
You gain proficiency in Dexterity saving throws.<br />
<br />
;Eldritch Transmutation: ''Prerequisite- 12th Level''<br />
You learn the ''fabricate'' spell and can cast it as a wizard does without expending an elixir slot. You must complete a long rest before you can cast this spell again. (An alchemist of the School of the Great Work can cast this spell again after completing a short or long rest.)<br />
<br />
;Elixir Adept: ''Prerequisite- School of the Brewer'' <br />
You can prepare an additional two 1st-level elixirs.<br />
<br />
;Elixir of Recovery: ''Prerequisite- 10th Level, School of the Brewer'' <br />
When you prepare your elixirs, you can prepare one Elixir of Recovery. This elixir does not count against the number of elixirs you can prepare. If this item is poured on a corpse that has died within the past minute, it returns to life with 1 hit point. You can prepare one Elixir of Recovery after completing a long rest.<br />
<br />
;Elixir of Unlife: ''Prerequisite- 10th Level'' <br />
When you prepare your elixirs, you can prepare an Elixir of Unlife. This elixir does not count against the number of elixirs you can prepare. This item is poured onto a corpse or pile of bones, granting the semblance of the ''animate undead'' spell targeting only one target. You can prepare one Elixir of Unlife after completing a long rest.<br />
<br />
;Enhanced Anatomy <br />
One ability score of your choice increases by 2 to a maximum of 20. (You may select this discovery multiple times, each time choosing a different ability score. You cannot choose the same ability score more than once. This discovery is permanent.)<br />
<br />
;Enhanced Keen Sight: ''Prerequisite- Keen Sight'' <br />
You can see normally in darkness, both magical and nonmagical, to a distance of 60 feet. Additionally, the distance your ''Keen Sight'' discovery covers is increased by 30 feet. (This discovery is permanent. Additionally, when you choose this discovery, your ''Keen Sight'' discovery becomes permanent as well.)<br />
<br />
;Esoteric Studies: ''Prerequisite- 5th Level, School of the Great Work''<br />
Choose one 1st-level spell and one 2nd-level spell from the druid spell list. You can cast those spells in the way a druid does without expending an elixir slot. You must complete a long rest before you can cast either of these spells again.<br />
<br />
;Explosive Ammunition: ''Prerequisite- 10th Level, School of the Grenadier'' <br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare and attach them to a form of ammunition. If the ammunition hits when fired, the bomb explodes as if you threw it. If the attack misses, the explosive does not go off. (If the ammunition is destroyed upon impact, the explosive is destroyed as well.)<br />
<br />
;Extra Arcane Studies: ''Prerequisite- 8th Level, Arcane Studies'' <br />
Choose one 1st-level and one 2nd-level formulae that you know. You can cast those spells in the way a wizard does without expending an elixir slot. You must complete a long rest before you can cast either of these spells in this way again.<br />
<br />
;Eyes of Arcana <br />
You can sense the presence of magic within 30 feet of you. (An alchemist of the School of the Great Work can sense the presence of magic within 60 feet of themself at 10th level if they learn this discovery.)<br />
<br />
;Eyes of Detection: ''Prerequisite- 15th Level'' <br />
You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight. (A 17th level alchemist of the School of the Mutator gains truesight out to a range of 30 feet when they choose this discovery.)<br />
<br />
;Featherweight Tonic: ''Prerequisite- 9th Level'' <br />
When you prepare your elixirs, you can prepare an elixir of ''levitate''. A creature that drinks this tonic can only target themself, otherwise this functions as a normal elixir. This elixir does not count against the number of elixirs you can prepare.<br />
<br />
;Feral Mutation: ''Prerequisite- 15th Level, School of the Mutator'' <br />
When you prepare your mutagens you can choose to prepare a special one in place of a normal one. When you drink this mutagen you grow wings, granting you a flying speed of 30 feet while wearing light or no armor; and you grow sharp claws, fangs, or horns granting yourself natural weapons that deal 2d10 + your Strength modifier slashing or piercing damage. These weapons count as magical for the purposes of overcoming resistances and immunities to nonmagical weapons and use your proficiency bonus + your Strength modifier for the attack rolls. Additionally, you gain a +2 bonus to attack rolls. This mutagen lasts for a number of minutes equal to your Intelligence modifier. While under the effects of this mutagen if you use your action to perform anything other than the Attack action, you take 2d6 psychic damage. This damage cannot be reduced in any way. If you attempt to end your turn within 5 feet. of a creature and still have your action, you must use it to attack that creature. If a creature provokes an attack of opportunity as a result of leaving your reach, you must attempt to attack that creature.<br />
<br />
;Flashbang <br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare to deliver a burst of light. Instead of dealing damage, any creature within the explosion's splash damage radius must make a Constitution saving throw or become blinded for a number of rounds equal to your Intelligence modifier and deafened until the start of your next turn. A creature can repeat this saving throw at the start of subsequent turns, ending these effects early on a success.<br />
<br />
;Forceful Bomb <br />
You can prepare any number of special explosive in place of any explosives you could normally prepare to deliver a burst of force. Instead of dealing damage, any creature within the explosive's splash damage radius must make a Strength saving throw or be pushed 20 feet away from the center of the explosion and be knocked prone, or be pushed half as much and stay standing on a successful save.<br />
<br />
;Hasty Mixture: ''Prerequisite- 5th Level'' <br />
You can prepare a number of explosives equal to half your Intelligence modifier (minimum of 1) during a short rest. These explosives aren’t as powerful and only deal 1d4 fire damage on a hit and half your Intelligence modifier (minimum of 1) to all creatures affected by the explosive's splash damage. (Alchemists of the School of the Grenadier do not receive this damage reduction upon reaching 9th level.)<br />
<br />
;Homing Grenade: ''Prerequisites- 5th Level'' <br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare with magic to track an enemy. This special grenade has been fitted with magics akin to the ''magic missile'' spell. When you throw this explosive at a creature in range, you strike the target for 2d4 Force damage. All creatures within 5 feet of the target must make a Dexterity saving throw against your spell save DC or take force damage equal to your Intelligence modifier.<br />
<br />
;Improved Quaff: ''Prerequisite- 15th Level, School of the Brewer'' <br />
You are not restricted to drinking one elixir per turn when using your Swift Quaff feature, but one of the elixirs cannot exceed 1st level.<br />
<br />
;Keen Sight <br />
You gain darkvision out to a range of 60 feet If you already possess darkvision, increase the range you can see by 30 feet. (Alchemists of the School of Mutation, double the range of this discovery.) <br />
<br />
;Luminescence<br />
You can create two small, clear flasks of glowing liquid over the course of a short rest. This liquid sheds bright light out to a range of 15 feet and dim light 15 feet beyond that for 8 hours. A creature can also choose to fill a lamp or lantern with Luminescence, doubling the range of the bright and dim light produced by the lamp or lantern, but the Luminescence can only burn for 1 hour. You must complete a short or long rest before you can create any more Luminescence. (An alchemist of the School of the Great Work can burn Luminescence in a lamp or lantern for a number of hours equal to their Intelligence modifier.)<br />
<br />
;Master Elixir: ''Prerequisite- 20th Level, School of the Brewer'' <br />
You can prepare another 6th level elixir when you prepare your elixirs.<br />
<br />
;Masterful Arcane Studies: ''Prerequisite- 18th Level, Adept Arcane Studies, Arcane Studies, Extra Arcane Studies'' <br />
You may cast the spells you chose from your Extra Arcane Studies at will without expending an elixir slot. (This discovery is permanent.)<br />
<br />
;Net Bomb:<br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare to entangle your enemies. These explosives do not deal damage, and anyone within the explosive's splash damage radius must make a Dexterity saving throw against your spell save DC or become restrained for one minute. A creature can attempt to make a Strength saving throw at the beginning of each of their turns, freeing themselves on a success.<br />
<br />
;Packed Explosives: ''Prerequisite- 12th Level'' <br />
Your explosive deal additional damage to its struck target equal to your Intelligence modifier.You may also use your intelligence instead of your dexterity on attack rolls made with your bombs. Additionally, the explosive's splash damage increases to 10 feet. (This discovery does not apply to other discoveries that have an explicit explosive splash damage radius or the ''Explosive Ammunition'' discovery.)<br />
<br />
;Phantom Elixir: ''Prerequisite- 12th Level'' <br />
When preparing your elixirs, you can prepare a Phantom elixir. When you drink this elixir, you become incorporeal for one minute. While incorporeal, you can walk through walls and creatures as if they were difficult terrain. If this effect ends while you're inside a creature or object, you are shunted to the nearest unoccupied space and take force damage equal to the number of feet you were pushed. This elixir does not count against the number of elixirs you can prepare. (A 17th level alchemist of the School of the Brewer can prepare an additional Phantom Elixir in the place of one of their 6th or 7th level formulae.)<br />
<br />
;Philosopher's Stone: ''Prerequisite- 20th Level, School of the Great Work''<br />
You can use your Materia Prima feature twice when you prepare your elixirs.<br />
<br />
;Potions Expert: ''Prerequisite- School of the Brewer'' <br />
You can identify the properties of any potion assuming you handle it for one minute.<br />
<br />
;Powder Bomb<br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare to explode with a white dust. The explosive deals no damage, but dust fills a 30-foot sphere and reveals the location of any tangible invisible creatures in its area. (Upon reaching 5th level, this discovery applies to invisible incorporeal creatures as well.)<br />
<br />
;Quicksilver Coating<br />
You can prepare two special coatings in the place of one of the elixirs of 1st level or higher you can normally prepare. When this liquid is applied to a melee weapon or twenty pieces of ammunition, the weapon becomes "silvered" for 8 hours. Upon reaching 5th level, you can prepare a number of coatings equal to your Intelligence modifier for every elixir it replaces.<br />
<br />
;Reagent Research<br />
You gain proficiency in Nature and Survival. If you already have either proficiency, you gain expertise in the relevant skills.<br />
<br />
;Sluggish Toxin: ''Prerequisite- 10th Level, School of the Venomist'' <br />
When a creature is affected by the poisoned condition from one of your toxins, they only add half their Dexterity modifier to their armor class (if applicable) and can only take one action or bonus action on their turn.<br />
<br />
;Speedy Metabolism: ''Prerequisite- 5th Level, School of the Brewer'' <br />
Whenever you would roll dice to heal yourself from a potion or elixir, you instead heal for the maximum amount.<br />
<br />
;Strong Brew <br />
1st-level elixirs you create that deal damage add your Intelligence modifier to the damage roll. (Level 13 alchemists of the School of the Brewer can apply this bonus to all elixir effects they create.)<br />
<br />
;Smoke Bomb<br />
You can prepare any number of special explosives in place of any explosives you could normally prepare to produce a thick plume of smoke. Instead of dealing damage, the explosive fills a 15-foot sphere with smoke, heavily obscuring the area for one minute. A wind of at least 10 miles per hour disperses the smoke in one round.<br />
<br />
;Tonic of Aptitude: ''Prerequisite- 10th Level''<br />
When you prepare your elixirs, you can prepare an elixir of ''enhance ability'' at its lowest level. This elixir does not count against the number of elixirs you can prepare. (Alchemists of the School of Mutation can replace one of their mutagens with this elixir upon reaching 15th level.)<br />
<br />
;Tonic of Energy: ''Prerequisite- 11th Level''<br />
When you prepare your elixirs, you can prepare an elixir of ''haste'' targeting whoever drank it. This elixir does not count against the number of elixirs you can prepare.<br />
<br />
;Tonic of Leaping: ''Prerequisite- 9th Level'' <br />
When you prepare your elixirs, you can prepare an elixir of ''jump''. This elixir does not count against the number of elixirs you can prepare.<br />
<br />
;Tonic of Nourishment: <br />
You can prepare two special tonics in the place of one of the elixirs of 1st level or higher you can normally prepare. When a creature drinks this tonic, they receive the benefits of having eaten a berry from the ''goodberry'' spell. Upon reaching 10th level, you can prepare a number of tonics equal to your Intelligence modifier for every elixir it replaces.<br />
<br />
;Tonic of Warding <br />
When you prepare your elixirs, you can prepare an elixir of ''mage armor''. This elixir does not count against the number of elixirs you can prepare.<br />
<br />
;Touch of Death: ''Prerequisite- 5th Level, School of the Venomist'' <br />
You can apply poisons and toxins you create to your hand without poisoning yourself. You can then make a melee spell attack or unarmed strike against a target. On a hit, the poison is applied to the target.<br />
<br />
;Virulent Gas: ''Prerequisite- 15th Level, Choking Gas, School of the Venomist'' <br />
Your choking gas now affects creatures whether they need to breathe or not. The gas deals an additional 3d8 acid damage as well.<br />
<br />
;Volatile Toxins: ''Prerequisite- 20th Level, School of the Venomist'' <br />
Toxins can benefit from both your Potent Toxins feature and deal damage as well.<br />
<br />
===Alchemical Formulae List===<br />
<br />
;1st Level<br />
''absorb elements, animal friendship, armor of agathys, arms of hadar, burning hands, cause fear, chaos bolt, charm person, chromatic orb, command, comprehend languages, create or destroy water, cure wounds, detect evil and good, detect magic, detect poison and disease, disguise self, expeditious retreat, false life, featherfall, find familiar, fog cloud, guiding bolt, hellish rebuke, heroism, hunter’s mark, ice knife, identify, illusory script, jump, longstrider, mage armor, magic missile, protection from evil and good, shield of faith, speak with animals, thunderwave, witch bolt, zephyr strike''<br />
<br />
;2nd Level<br />
''aganazzer's scorcher, aid, alter self, augury, barkskin, blindness/deafness, blur, continual flame, darkness, darkvision, detect thoughts, dragon’s breath, earthbind, enhance ability, enlarge/reduce, enthrall, find traps, gentle repose, gust of wind, heat metal, invisibility, knock, lesser restoration, levitate, locate animals or plants, locate object, magic weapon, maximilian's earthen grasp, mind spike, mirror image, misty step, nystul’s magic aura, pass without trace, protection from poison, see invisibility, spider climb, suggestion, warding bond, web, zone of truth''<br />
<br />
;3rd Level<br />
''beacon of hope, blink, catnap, continual flame, counterspell, dispel magic, elemental weapon, fear, feign death, fireball, fly, gaseous form, glyph of warding, haste, hypnotic pattern, life transference, lightning bolt, meld into stone, nondetection, protection from energy, remove curse, revivify, sending, slow, speak with dead, speak with plants, thunder step, tiny servant, tongues, water breathing, water walk''<br />
<br />
;4th Level<br />
''arcane eye, aura of purity, charm monster, compulsion, death ward, dimension door, elemental bane, fire shield, freedom of movement, greater invisibility, locate creature, otiluke’s resilient sphere, polymorph, shadow of moil, stone shape, stoneskin''<br />
<br />
;5th Level<br />
''awaken, circle of power, cone of cold, contagion, creation, far step, greater restoration, legend lore, mass cure wounds, mislead, modify memory, passwall, skill empowerment, steel wind strike, swift quiver, telekinesis, transmute rock''<br />
<br />
;6th Level*<br />
''chain lightning, circle of death, eyebite, find the path, flesh to stone, heal, investiture of flame, investiture of ice, investiture of stone, investiture of wind, mass suggestion, move earth, otiluke’s freezing sphere, scatter, tenser’s transformation, true seeing, wind walk''<br />
<br />
;7th Level*<br />
''crown of stars, delayed blast fireball, etherealness, plane shift, prismatic spray, regenerate, resurrection, teleport''<br />
<br />
<br />
'''''The School of the Brewer gains 6th and 7th level spells at 17th level.'''''*<br />
<br />
===Multiclassing===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Alchemist class, you must meet these prerequisites: Constitution 13 and Intelligence 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Alchemist class, you gain the following proficiencies: Alchemy Supplies<br />
<br />
(For purposes of Multiclassing, spell slots used for elixirs are considered separate from other spell slots gained from other classes.)<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>PunnyDM12https://www.dandwiki.com/w/index.php?title=Alchemist_(5e_Class)&diff=1347619Alchemist (5e Class)2020-06-16T04:10:32Z<p>PunnyDM12: A d20 for a damage die is unheard of and unnecessary especially when they use multiple damage dice.</p>
<hr />
<div>==Alchemist==<br />
<br />
Reaching into her satchel, an elf quickly downs a flask of glowing blue liquid. The bitter taste of the concoctions makes her shudder. Her fingers begin to tremble as energy builds into a streak of lightning that arcs forth from her, surprising the attacking orc horde.<br />
<br />
A gnome giggles to himself as he pulls the string on a small sphere. A faint ticking can be heard before he shouts, “FIRE IN THE HOLE!” A bang and a fizzle. A few moments later, and the goblin troupe is no more than ash.<br />
<br />
The dwarf tosses his broken axe aside to produce a bottle of syrupy liquid. Uncorking the potion, he guzzles it down as the minotaur charges. As the beast would come to clash with him, the dwarf is moved nary an inch. <br />
<br />
A halfling walks up the side of an estate, striding with confidence. Peering through the open window, she examines her sleeping target: the baron of a nearby town. Vaulting over the windowsill, she produces a dagger and a vial of green liquid. The nobleman wouldn’t be waking up in the morning.<br />
<br />
<br />
“This class was created using the Alchemist class from Pathfinder as a reference with a few other ideas sprinkled in.” [https://www.d20pfsrd.com/classes/base-classes/alchemist/ Alchemist]<br />
<br />
<br />
===Creating an Alchemist===<br />
Think about why your character became an alchemist. Do they wish to help or harm people? Were they always seeking adventure? Who taught them the trade, or are they self taught: driven by trial and error? Is alchemy a noble profession in your world, or is it considered “almost magic” and not really worth practicing compared to real magic. Discuss these with your DM to determine the function of your alchemist and their role in society.<br />
<br />
;Quick Build<br />
You can make an Alchemist by quickly following these suggestions. First put your highest ability score into Intelligence followed by Constitution. If you plan on following the School of the Venomist or the School of the Grenadier, put your second highest ability score into Strength or Dexterity as you will likely be using weapons or explosives very often. Secondly, choose the Guild Artisan or Sage background. Other potentially good backgrounds would be Criminal (particularly if you plan of following the School of the Venomist), or Hermit.<br />
<br />
{{5e Class Features<br />
|name=Alchemist<br />
|summary=One who places spell effects into elixirs and creates volatile explosives.<br />
|hd=8<br />
|spellcasting=half<br />
|armor= Light Armor, Medium Armor<br />
|weapons=Simple weapons, Blowguns, Hand Crossbows, and Scimitars.<br />
|tools=Alchemy Supplies<br />
|saves=Constitution, Intelligence<br />
|skills=Choose 3 from Acrobatics, Arcana, Insight, Investigation, Medicine, Nature, Perception, Persuasion, Sleight of Hand, and Survival<br />
|item1a=any simple weapon<br />
|item1b=a scimitar<br />
|item2a=any simple weapon<br />
|item2b=a light crossbow and 20 bolts<br />
|item3a=a Dungeoneer's Pack<br />
|item3b=an Explorer's Pack<br />
|item4a= Alchemy supplies, leather armor, and a dagger<br />
|item4b=<br />
|item4c=<br />
|wealth=4d4 x 10gp<br />
|classfeatures1={{inpage|Basic Alchemy}}, {{inpage|Everfull Bag}}, {{inpage|Volatile Mixture}}<br />
|classfeatures2={{inpage|Create Elixirs}}, {{inpage|Discovery}}<br />
|classfeatures3={{inpage|Alchemical School}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Arcane Explosives}}<br />
|classfeatures6=<br />
|classfeatures7={{inpage|Evasion}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Alchemical School Feature}}<br />
|classfeatures10=<br />
|classfeatures11={{inpage|Fire in the Hole}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Alchemical School Feature}}<br />
|classfeatures14=<br />
|classfeatures15={{inpage|Product Testing}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Alchemical School Feature}}<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Eclectic Alchemist}}<br />
<br />
|extra1_name=Discoveries Known<br />
|extra1_1=-<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=2<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=3<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=4<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=6<br />
|extra1_17=6<br />
|extra1_18=7<br />
|extra1_19=7<br />
|extra1_20=8<br />
<br />
|extra2_name=Formulae Known<br />
|extra2_1=-<br />
|extra2_2=4<br />
|extra2_3=5<br />
|extra2_4=6<br />
|extra2_5=7<br />
|extra2_6=8<br />
|extra2_7=9<br />
|extra2_8=10<br />
|extra2_9=11<br />
|extra2_10=12<br />
|extra2_11=13<br />
|extra2_12=14<br />
|extra2_13=15<br />
|extra2_14=16<br />
|extra2_15=17<br />
|extra2_16=18<br />
|extra2_17=19<br />
|extra2_18=20<br />
|extra2_19=21<br />
|extra2_20=22<br />
}}<br />
<br />
====Basic Alchemy====<br />
You gain proficiency with your choice from an herbalism kit or a poisoners kit.<br />
<br />
====Everfull Bag====<br />
You have a magic bag used to cart around your alchemy lab. When you reach into the bag to produce any alchemical supplies you create (elixirs, explosives, mutagens, and toxins) you pull them out with ease (no action required) otherwise the bag functions like an empty backpack that you can fill with other items. You do not run out of reagents used to create your alchemical supplies if those reagents are not consumed or have a negligible cost while this bag is on your person. Additionally, the weight of your alchemy supplies are reduced to 1lb. If this bag is ever lost or destroyed you can spend 50gp to purchase a new one or half as much in material costs to craft one over the course of three days.<br />
<br />
====Volatile Mixture====<br />
Occasionally your experiments go awry. You’ve learned to harness this ability in the form of explosives. Upon completing a long rest, an alchemist can create a number of explosives equal to their Intelligence modifier plus their alchemist level. These explosives can be thrown as an action to a range of 20ft. and deal 1d8 fire damage to a target it comes into contact with, at 5th level (2d8), 11th level (3d8), and 17th level (4d8). Use your proficiency bonus + your Dexterity modifier for the attack roll. All creatures within 5ft. of the impacted target are subject to the explosive’s splash damage and must make a Dexterity saving throw against your spell save DC or take fire damage equal to your Intelligence modifier (minimum of 1). All prepared explosives become inert as soon as you complete your next long rest. You need alchemy supplies to prepare explosives<br />
<br />
====Create Elixirs====<br />
After many hours of practice and study, you are able to duplicate spells by infusing a small amount of magic into your creations. When an alchemist mixes an elixir, they infuse the chemicals and reagents in the extract with magic siphoned from their own magical aura. To “cast” these spell effects, the alchemist must imbibe the potion as an action. If the spell has a casting time of one action or one bonus action, you use whichever action you used to drink the elixir to cast the spell effect. Spell effects found on the formulae list with a casting time of 1 reaction can be withheld for a number of minutes equal to your Intelligence modifier after the elixir is imbibed or until the appropriate trigger occurs at which point you may expend your reaction and the actual duration starts. All spell effects provided by elixirs can be dispelled by spells such as ''dispel magic'' and ''counterspell''. Any elixirs removed from the alchemist’s possession become inert until returned. If a spell effect calls for a material component with a cost or one that is consumed, the cost or ingredient must be included in the making of the elixir.<br />
<br />
;;;Your Formulae List<br />
At 2nd level you have a book with a formulae list containing four 1st-level alchemical formulae of your choice. Your formulae list is the repository of the formulae you know and is to an alchemist what a spellbook is to a wizard.<br />
<br />
;;;Adding New Formulae<br />
When you find an alchemical formula of first level or higher, you can add it to your formulae list if it is of a level which you can prepare and if you can spare the time to decipher and copy it. An alchemist can study a wizard’s spellbook, potion, or a spell scroll to learn any formula that is equivalent to a spell the spellbook, potion, or scroll contains. Wizards cannot learn spells from your formulae list.<br />
<br />
For each level of the formula, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the formula to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the formula just like your other formulae.<br />
<br />
;;;Replacing Your Formulae List<br />
You can copy a formula from your own formulae list into another book. This is just like copying a new formula into your formulae list, but faster and easier, since you understand your own notation and already know how to craft the elixir. You need spend only 1 hour and 10 gp for each level of the copied spell.<br />
<br />
If you lose your formulae list, you can use the same procedure to transcribe the elixirs that you have prepared into a new formulae list. Filling out the remainder of your formulae list requires you to find new formulae to do so, as normal.<br />
<br />
;;;Preparing and Crafting Elixirs<br />
The Alchemist table shows how many elixir slots (spell slots) you have to craft your Alchemist elixirs of 1st level and higher. When an alchemist prepares an elixir, they must designate what spell effect from their formulae list goes into the elixir and at what level the effect will be used at. An alchemist prepares a number of elixirs as they have slots. An alchemist can change any spell effects in any number of their remaining elixirs to another they have written in their formulae list when they complete a short rest. The level of the changed formula must equal the level of it's current effect. For example, a prepared ''alter self'' elixir can be changed to a ''barkskin'' elixir or a 2nd-level cure wounds elixir if the alchemist chooses. Alchemy supplies are required to prepare your elixirs. All previously prepared elixirs become inert after taking a long rest.<br />
<br />
You regain all expended elixir slots when you complete a long rest.<br />
<br />
;;;Spellcasting Ability<br />
Intelligence is your spellcasting ability for your Alchemist elixirs. You use your Intelligence whenever a spell or feature refers to your spellcasting modifier.<br />
<br />
In addition, you use your Intelligence modifier and proficiency bonus for the spell save DC of an Alchemist elixir or Alchemist features you use unless explicitly stated.<br />
<br />
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier.<br />
<br />
Spellcasting modifier = your proficiency bonus + your Intelligence modifier.<br />
<br />
;;;Learning Formulae of 1st Level and Higher<br />
You begin with four formulae on your formulae list. Each time you gain an Alchemist level, you can add one alchemical formula of your choice from the Alchemical Formulae list located later in the class description. Each of these formulae must be of a level which you have elixir slots as shown on the Alchemist table. On your adventures. you might find other formulae that you can add to your formulae list.<br />
<br />
====Discovery====<br />
Your research into the alchemical arts has led you to some very interesting information. At 2nd level you learn two discoveries located at the end of the class description. You learn additional discoveries at 6th, 10th, 14th, 16th, 18th, and 20th levels. <br />
<br />
====Alchemical School====<br />
At 3rd level you decide to devote yourself to a refined school of study: School of the Brewer, School of the Great Work, School of the Grenadier, School of the Mutator, or School of the Venomist. Choose a school of alchemy to follow detailed later in the class description. Your choice grants you features at 3rd level and again at 9th, 13th, and 17th levels.<br />
<br />
==== Ability Score Increase ====<br />
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.<br />
<br />
====Arcane Explosives====<br />
You infuse a small string of warding magic into your bombs. Beginning at 5th level any creatures you designate are unaffected by your explosive’s splash damage. Additionally, your bombs are considered magic for the purpose of overcoming resistances and immunities to nonmagical weapons.<br />
<br />
====Evasion====<br />
Beginning at 7th level, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
====Fire in the Hole====<br />
Starting at 11th level, after throwing one of your explosives or drinking an elixir, you can make a weapon attack as a bonus action.<br />
<br />
====Product Testing====<br />
After ingesting various reagents and breathing less-than-savory fumes, you have some measure of protection from toxins. At 15th level you gain resistance to acid and poison damage and have advantage on saving throws against poisons. Upon reaching 18th level you gain immunity to poison damage and the poisoned condition.<br />
<br />
====Eclectic Alchemist====<br />
At level 20 you’ve completed most of your schooling, so you branch into the knowledge of another school. Choose another Alchemic School. You gain the benefits of that school’s 3rd and 9th level features. (You are considered to be a 9th level Alchemist of that school for the purposes of discovery prerequisites and class features.)<br />
<br />
===School of the Brewer===<br />
Although the most common school of alchemy, alchemists enrolled in the School of the Brewer are experts at both making and drinking potions with a plethora of effect and potencies.<br />
<br />
;Heterogeneous Mixture<br />
Starting at 3rd level, you can change the spell effects of one of your elixirs as a bonus action following the rules of changing elixir effects located under ''Preparing and Crafting Elixirs''. You may do this a number of times equal to your Intelligence modifier. You regain all expended uses of this feature after completing a long rest.<br />
<br />
;Arcane Tether<br />
You connect yourself to your elixirs through intangible arcane channels. Starting at 9th level, any elixirs you prepare can leave your possession while retaining their magical benefits, allowing a creature you designate to use the elixir’s effects. The effects of the elixir still use your spellcasting modifier and spell save DC.<br />
<br />
;Swift Quaff<br />
After drinking many concoctions, you find they go down easier most of the time. Beginning at 13th level, you may drink one of your elixirs as a bonus action (but only one elixir per turn) a number of times equal to your Constitution modifier. You regain all expended uses of this feature after completing a long rest.<br />
<br />
;Expert Brewer<br />
You’ve become an expert at crafting elixirs. At 17th level, you can prepare an extra powerful elixir. Choose a 6th level formula and a 7th level formula from the Alchemical Formulae list located at the end of this class’s description. You learn those formulae and can prepare one elixir of each formula when you prepare the rest of your elixirs. These formulae don't count against your prepared elixirs. (These formulae cannot benefit from your Arcane Tether or Swift Quaff features.)<br />
<br />
===School of the Great Work===<br />
Although not technically a formal school, those who follow the beliefs of this school seek out the cure for all ailments and the power to transmute base metals into silver and gold. Although many alchemists would wish to discover such treasures, those who follow this school seek it above all else.<br />
<br />
;Crystalized Aether<br />
Through diligent research, you’ve learned to harness cosmic energy into a small, saffron-colored shard. This energy can be used to fuel some of your elixir effects. When you take this school at 3rd level you no longer require material components with a total value of 10gp when you prepare your elixirs.<br />
<br />
;Thorough Research<br />
At 9th level, you learn two additional discoveries in addition to the ones you know, assuming you meet the prerequisites.<br />
<br />
;Anima Mundi<br />
You have discovered that all things are connected in some way, and you are capable of tapping into such forces. Beginning at 13th level, when a creature damages you with an attack, you can expend your reaction to halve the damage against you. The attacking creature is then subject to the other half. This damage cannot be reduced in any way. You must complete a short or long rest before you can use this feature again.<br />
<br />
;Materia Prima<br />
You’ve made a major breakthrough with your research toward your Magnum Opus and discovered a slightly unstable yet potent form of reddish liquid material. Starting at 17th level, you no longer age and do not suffer the frailty of old age. Additionally, whenever you prepare your elixirs, you can perform one of the following effects.<br />
<br />
''Azoth''<br />
<br />
You can end all diseases, and poisons affecting a creature. Additionally, the creature loses all levels of exhaustion if they have any and regains all hit points.<br />
<br />
''Chaos''<br />
<br />
You increase the damage of one of your explosives to 4d10.<br />
<br />
''Chrysopoeia''<br />
<br />
You can transmute any amount of base metals (iron, lead, tin, or zinc for example) with a maximum value of 500cp into an equal number of copper pieces or bars of the same value. Additionally, you may transmute a number of copper bars or pieces with a maximum value of 500cp into an equal number of silver pieces or silver bars. You may transmute a number of silver bars or pieces with a value of up to 500sp into an equal number of gold pieces or gold bars. (Once you use this feature to transmute any metals in this way, you must wait 7 days before you can use any of your Materia Prima again.)<br />
<br />
''Elixir of Life''<br />
<br />
You can cast the ‘’raise dead’’ spell on a body within 5ft. of you.<br />
<br />
''Genesis''<br />
<br />
You do not need to provide material components when preparing your elixirs.<br />
<br />
===School of the Grenadier===<br />
Fanatic demolition experts, those who follow the School of the Grenadier excel at making bombs and grenades. Those who follow this school look to make more powerful explosives and even apply elemental effects to them.<br />
<br />
;Hurl Anything<br />
When you choose this archetype at 3rd level you apply your proficiency bonus to improvised weapons when you throw them at a target.<br />
<br />
;Good Arm<br />
You’ve become adept at throwing your explosives at distant enemies. At 3rd level the distance you can throw your explosives is doubled. Additionally, you can throw one of your explosives as a bonus action (but only one per turn). (This feature applies to flasks of acid, alchemist’s fire, and holy water as well.)<br />
<br />
;Elemental Affinity<br />
When you throw one of your explosives, you can channel a small amount of your magic into it, altering its properties. Beginning at 9th level, an explosive you throw deals your choice of acid, cold, fire, or lightning damage on a hit.<br />
<br />
;Demolitionist<br />
Starting at 13th level, when preparing elixirs, you may choose to prepare a number of explosives in their place. The number of explosives you can create with this feature equals half your Alchemist level. Additionally, regardless of the elixir slot it occupies (if any) the damage of all your explosives increase from a D8 to D10. This damage increases to D12 at 17th level.<br />
<br />
;Arcane Shrapnel<br />
Beginning at 17th level all creatures within 5ft. of the target of one of your explosives must succeed on a Dexterity saving throw or take damage equal to half your Alchemist level. Additionally, the actual target of the explosive is affected by additional condition if it can apply to the target.<br />
<br />
''Acid''<br />
<br />
The target takes additional acid damage at the start of its next turn equal to half your Alchemist level.<br />
<br />
''Cold''<br />
<br />
The target’s movement speed is reduced by half until the start of your next turn.<br />
<br />
''Fire''<br />
<br />
The target takes fire damage equal to your Intelligence modifier for one minute or until they succeed on a Dexterity saving throw against your spell save DC to put out the flames. <br />
<br />
''Lightning''<br />
<br />
The target cannot take reactions until the start of your next turn.<br />
<br />
===School of the Mutator===<br />
The reclusive School of the Mutator holds an old form of alchemy thought to be more pure than the other forms. This school focuses on creating special elixirs that change the very nature of one’s body.<br />
<br />
;Mutagen<br />
Your alchemical study involves change, but there must always be a trade off. Beginning at 3rd level, upon completing a short or long rest, you can create one mutagen. When you drink this mutagen as an action you gain a +1 bonus to your AC and gain advantage on all Strength, Dexterity, and Constitution ability checks for 10 minutes. You also gain disadvantage on all Intelligence, Wisdom, and Charisma ability checks for the duration as well. You can create two mutagens upon reaching 9th level and three upon reaching 13th level. You can only be under the effects of one mutagen at a time. Attempting to drink a second mutagen cancels out both mutagens and gives you two levels of exhaustion. You require alchemy supplies to create mutagens.<br />
<br />
;Flush Mutagen<br />
Beginning at 9th level you can choose to end any mutagen affecting you as a bonus action. You may use this feature up to two times before you must complete a long rest. At 13th level you gain two more uses of this feature until you must complete a long rest; and at 17th level, you may use this feature a number of times equal to half your Alchemist level until you must complete a long rest.<br />
<br />
;Unflinching Mutagen<br />
At 13th level, while under the effects of a mutagen you cannot be charmed, and you are immune to the frightened condition.<br />
<br />
;Master Mutagen<br />
You’ve learned the secret to a perfect mutation. Starting at 17th level you can create one special mutagen in addition to the other mutagens you can create. When you drink this mutagen, its benefits last for one hour. Additionally, its benefits apply to the relevant saving throws as well. You do not receive the detriments of a normal mutagen when you use a master mutagen. You must complete a long rest before you can make any more master mutagens. (If you have the Cognatogen Discovery, this feature applies to those mutagens as well. This feature does not apply to the Beast Transformation, Combat Prowess, or Feral Mutagen discoveries.)<br />
<br />
===School of the Venomist===<br />
Perhaps the most obscure school of alchemy, the School of the Venomist focuses on creating deadly poisons with a variety of debilitating effects.<br />
<br />
====Quick Slather====<br />
When you choose this archetype at 3rd level, you can apply poisons and toxins you create to a melee weapon or 10 pieces of ammunition as a bonus action. When a toxin is applied to a weapon, it retains potency for one minute or until you land an attack against a creature.<br />
<br />
====Toxin Maker====<br />
Instead of pursuing conventional alchemy, you’ve decided to delve into the realm of virulent poisons. Beginning at 3rd level, when preparing elixirs, you may choose to prepare a number of toxins in their place. The number of toxins you can create equals your Intelligence modifier. The toxins you create and apply to weapons deal poison damage equal to 1d4 per level of the elixir it replaces + your Intelligence modifier. On a hit, the target of your toxin must then make a Constitution saving throw against your spell save DC or become poisoned for one minute. The target can make a saving throw at the beginning of one of it’s turns, ending this condition early on a success. You require alchemy supplies to prepare toxins.<br />
<br />
====Secondary Effects====<br />
Instead of sickening your opponent, your toxins can take on a variety of other effects. Beginning at level 9, you know two of these effects and gain additional effects at 13th and 17th levels. These effects replace the poisoned condition that your toxins would normally do.<br />
<br />
''Clouded Mind''<br />
<br />
The target must make an Intelligence saving throw against your spell save DC. On a failed save, roll a d6 at the start of each of the target’s turns. On a roll of 1-4 the target takes its turn as normal. On a roll of 5-6, the target wastes it’s turn doing nothing. The target can repeat the saving throw at the beginning of each of their turns, ending this condition early on a success. <br />
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''Darkness'' <br />
<br />
The target must make a Wisdom saving throw against your spell save DC or become blinded for one minute. The target can repeat the saving throw at the beginning of each of their turns, ending this condition early on a success.<br />
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''Drowsy'' <br />
<br />
The target must make a Constitution saving throw against your spell save DC or fall asleep for one minute, until the sleeper takes damage, or until someone uses their action to jostle the target awake.<br />
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''Feeble'' <br />
<br />
The target must make a Constitution saving throw against your spell save DC or become incredibly feeble. The target deals only half damage from weapon attacks that use Strength for one minute. The target can repeat the saving throw at the beginning of each of their turns, ending this condition early on a success.<br />
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''Locked Joints'' <br />
<br />
The target must make a Strength saving throw equal to your spell save DC or become paralyzed for one minute. The target can repeat the saving throw at the beginning of each of their turns, ending this condition early on a success.<br />
<br />
====Incapacitation====<br />
You can prepare your poisons in such a way so as to incapacitate rather than kill. At 13th level, when you prepare a toxin in this way, it does no damage, but the target has disadvantage their initial saving throw against the poisoned condition of your toxins or conditions applied from your Secondary Effects feature.<br />
<br />
====Potent Toxins====<br />
Starting at 17th level the number of toxins you can prepare equals half your Alchemist level. Additionally, you can apply two effects granted by your Secondary Effects feature or one effect and the poisoned condition to a number of toxins equal to your Intelligence modifier (separate saves are required for each effect). Toxins prepared in this way deal no damage.<br />
<br />
===Discoveries===<br />
As an alchemist, you gain bouts of inspiration and focus. These pursuits often lead to discoveries that you might work towards or abandon halfway through. You can learn a discovery at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class. Additionally, when you gain a level in this class, you can choose one of the discoveries you know and replace it with another discovery that you could learn at that level unless stated otherwise. (Upon obtaining the Eclectic Alchemist feature, you are considered to be a 9th level character in whatever school you chose.)<br />
<br />
;Aether Bomb: ''Prerequisite- School of the Great Work''<br />
When you throw one of your explosives, you can choose to have it deal necrotic damage on a hit.<br />
<br />
;Additional Master Mutagen: ''Prerequisite- 20th Level, School of the Mutator'' <br />
You can prepare an additional Master Mutagen for the cost of two normal mutagens.<br />
<br />
;Adept Arcane Studies: ''Prerequisites- 12th Level, Arcane Studies, Extra Arcane Studies'' <br />
You may cast the spells you chose from your ''Extra Arcane Studies'' discovery more frequently. These spells are now restored after completing a short or long rest. (This discovery is permanent. Additionally, your ''Extra Arcane Studies'' discovery becomes permanent when you learn this discovery.)<br />
<br />
;Adept Esoteric Studies: ''Prerequisite- 15th Level, Esoteric Studies, School of the Great Work''<br />
You may cast the spells you chose from your ''Esoteric Studies'' discovery more frequently. These spells are now restored after completing a short or long rest. (This discovery is permanent. Additionally, your ''Esoteric Studies'' discovery becomes permanent when you learn this discovery.)<br />
<br />
;Alchemical Makeup<br />
You gain proficiency in the Deception and Persuasion skills.<br />
<br />
;Alchemic Mine: ''Prerequisite- 5th Level, School of the Grenadier''<br />
You can prepare one special explosive in place of an explosive you could normally prepare to explode when a creature approaches. You can set this explosive against a flat surface as an action. A creature can make a Wisdom(Perception) check against your spell save DC to notice the mine. If you spend one round burying the mine under a small layer of dirt or similarly light cover, the creature has disadvantage on the check. When a small or larger creature unaware of the mine's presence enters the mine's space, they set it off unless they are flying or otherwise aloft. The creature must make a Dexterity saving throw against your spell save DC or take damage equal to one of your explosives or half as much on a successful save. (This particular kind of explosive does not have splash damage) A creature aware of the mine can choose to move half its speed on its turn to move through the mine's space without setting it off.<br />
<br />
;Alchemy Practice <br />
You gain proficiency in either an Herbalism Kit or a Poisoner’s Kit. Alternatively, you can choose to double your proficiency in Alchemy Supplies, Herbalism Kits, or Poisoner’s Kits that you're proficient with. (Alchemists of the School of the Venomist immediately doubles their proficiency with Poisoner's Kits in addition to another affect of this discovery.)<br />
<br />
;Alkahest: ''Prerequisite- 10th Level, School of the Great Work''<br />
You can prepare an additional concoction of sorts when you prepare your elixirs in addition to any other elixirs you can prepare. As an action, you can choose to throw this item as if it were an explosive. This particular explosive deals 3d10 acid damage on a hit and deals half your Alchemist level with it’s splash damage. Alternatively, you can pour this concoction onto a substance covering no more than 1 square foot. This concoction dissolves any material it comes into contact with including ''sovereign glue''.<br />
<br />
;Arcane Studies<br />
You learn three cantrips from the Wizard spell list. (This discovery is permanent. An alchemist of the School of the Great Work learns an additional cantrip from the druid spell list when they learn this discovery.)<br />
<br />
;Assassin's Blade: ''Prerequisite- 6th Level'' <br />
Any weapon attack you make that doesn't already apply poison damage deals an extra 1d4 poison damage. (Alchemists of the School of the Venomist deals 1d6 extra damage when they use this discovery.)<br />
<br />
;Augmented Anatomy: ''Prerequisite- 20th Level, Enhanced Anatomy'' <br />
One ability score of your choice increases by 4 and the maximum of that score increases to 24. (This discovery is permanent. This ability score increase need not be the one you chose for your ''Enhanced Anatomy'' discovery.)<br />
<br />
;Axiomatic Bomb: ''Prerequisite- 15th Level, Flashbang, School of the Grenadier'' <br />
Your bombs are now capable of dealing radiant damage when you use your Elemental Affinity feature. All creatures affected by this explosive must make a Constitution saving throw against your spell save DC or become blinded for one minute and deafened until the start of your next turn. A creature can repeat this saving throw at the start of subsequent turns, ending these effects early on a success.<br />
<br />
;Beast Transformation: ''Prerequisite- 10th Level, School of the Mutator'' <br />
You have learned how to change in a more bestial way. You can prepare this mutagen in the place of another you could prepare. When you drink this mutagen, you take on the effects of the ''polymorph'' spell, targeting only yourself. Your mental ability scores stay the same (though you cannot speak in this form) and your hit points equal your Alchemist level unless the beast’s are higher. <br />
<br />
;Breaching Charge: ''Prerequisite- 6th Level''<br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare to blow through solid objects. The damage type of these bombs changes to thunder, and they deal double damage to solid objects and siege engines not being worn or carried. (If you have the ''Delayed Bomb'' discovery, you can stick these explosives to solid objects before using your action (or possible bonus action) to detonate them.)<br />
<br />
;Brewmaster <br />
You gain proficiency with Brewing Supplies. (Alchemists of the School of the Brewer receive expertise in Brewing Supplies.)<br />
<br />
;Caustic Blood<br />
Whenever a creature within 5 feet of you hits you with an attack, that creature takes acid damage equal to your Constitution modifier (minimum of 1). (Alchemists of the School of the Mutator deals damage equal to half their Alchemist level or their Constitution modifier (whichever is higher) when using this discovery.)<br />
<br />
;Celestial Poison: ''Prerequisite- School of the Venomist'' <br />
Your toxins now affect undead.<br />
<br />
;Chameleon: ''Prerequisite- School of the Mutator'' <br />
You gain proficiency in stealth. Additionally, you double your proficiency bonus with this skill.<br />
<br />
;Choking Gas: ''Prerequisite- School of the Venomist'' <br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare to produce a thick plume of greenish, toxic smoke. Instead of dealing instant damage, the explosive fills a 15 feet sphere with smoke, heavily obscuring the area for one minute. A creature that enters the smoke or starts its turn in the smoke takes poison damage equal to your Intelligence modifier. A creature that doesn’t need to breathe is unaffected. A wind of at least 10 miles per hour disperses the smoke in one round.<br />
<br />
;Cluster Bomb: ''Prerequisite- 20th Level, School of the Grenadier'' <br />
You can throw two explosives at once as an action provided they are the same damage type. Additionally, you can throw an explosive using a bonus action and still use other explosives using your action on that turn.<br />
<br />
;Cognatogen: ''Prerequisite- School of the Mutator'' <br />
You’ve learned how to flip the basic mutagen benefits to allow for more versatility. You can prepare a special mutagen in place of a normal one. Upon drinking this mutagen, you gain a +1 bonus to all Intelligence, Wisdom, and Charisma saving throws and gain advantage on all Intelligence, Wisdom, and Charisma ability checks for 10 minutes. You also gain disadvantage on all Strength, Dexterity, and Constitution ability checks for the duration as well.<br />
<br />
;Combat Prowess: ''Prerequisite- 5th Level, School of the Mutator'' <br />
You’ve learned how to bolster your combat effectiveness with mutagens. You can prepare a special mutagen in place of a normal one, and for a number of minutes equal to your Intelligence modifier you can attack twice instead of once when you take the attack option on your turn. Additionally, if you are wearing light or no armor, your armor class becomes 10 + your Dexterity Modifier + your Intelligence modifier. While under the effects of this mutagen, you cannot drink any of your elixirs. Treat elixirs as a mutagen for purposes of drinking multiple mutagens.<br />
<br />
;Concussion Grenade: ''Prerequisite- School of the Grenadier'' <br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare to deliver a disorienting assault. Instead of dealing damage, any creature within the explosion's splash damage radius must make a Constitution saving throw or become stunned for a number of rounds equal to your Intelligence modifier and be blinded until the start of your next turn. A creature can repeat this saving throw at the start of subsequent turns, ending these effects early on a success. <br />
<br />
;Cosmic Shard: ''Prerequisite- School of the Great Work''<br />
Your Crystalized Aether feature replaces material components with a value of 25gp or less.<br />
<br />
;Darkness Bomb: ''Prerequisite- 10th Level'' <br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare to remove all light from an area. After you throw this bomb a 15-foot sphere of magical darkness springs forth for one minute. The darkness spreads around corners, and a creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If any of this explosive’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled. (If the alchemist is at least 9th level and follows the School of the Grenadier, the level of the ''darkness'' effect equals the appropriate slot (if any) the explosive occupies assuming the slot is 3rd-level or higher. Otherwise it's cast at it's lowest level.)<br />
<br />
;Delayed Bomb <br />
You can delay the detonation of an explosive you’ve thrown within 30 feet of you for a number of rounds equal to your Intelligence modifier. As an action, you can detonate this explosive, otherwise is explodes after all rounds are expended. (Alchemists of the School of the Grenadier can detonate their explosive as a bonus action.) <br />
<br />
;Directed Bomb: ''Prerequisite- School of the Grenadier'' <br />
You can prepare any number of special explosive in place of any explosives you could normally prepare to explode in a 15-foot cone rather than a sphere. When you throw the explosive, you choose the direction of the cone.<br />
<br />
;Dispelling Bomb: ''Prerequisite- 8th Level'' <br />
You can prepare up to two special explosives in place of up to two explosives you could normally prepare to mimic the effects of the ''dispel magic'' spell within a 15-foot sphere as if cast at its lowest level. This explosive utilizes your spellcasting modifier. (If the alchemist is at least 9th level and follows the School of the Grenadier, the level of the ''dispel magic'' effect equals the appropriate slot (if any) the explosive occupies assuming the slot is 4th-level or higher. Otherwise it's cast at it's lowest level.)<br />
<br />
;Draught of Mutation: ''Prerequisite 15th Level''<br />
You can prepare one mutagen upon completing a long rest. (Alchemists of the School of the Mutator can prepare an additional mutagen whenever they prepare mutagens during a short or long rest.)<br />
<br />
;Duck and Cover: ''Prerequisite- 3rd Level.'' <br />
You gain proficiency in Dexterity saving throws.<br />
<br />
;Eldritch Transmutation: ''Prerequisite- 12th Level''<br />
You learn the ''fabricate'' spell and can cast it as a wizard does without expending an elixir slot. You must complete a long rest before you can cast this spell again. (An alchemist of the School of the Great Work can cast this spell again after completing a short or long rest.)<br />
<br />
;Elixir Adept: ''Prerequisite- School of the Brewer'' <br />
You can prepare an additional two 1st-level elixirs.<br />
<br />
;Elixir of Recovery: ''Prerequisite- 10th Level, School of the Brewer'' <br />
When you prepare your elixirs, you can prepare one Elixir of Recovery. This elixir does not count against the number of elixirs you can prepare. If this item is poured on a corpse that has died within the past minute, it returns to life with 1 hit point. You can prepare one Elixir of Recovery after completing a long rest.<br />
<br />
;Elixir of Unlife: ''Prerequisite- 10th Level'' <br />
When you prepare your elixirs, you can prepare an Elixir of Unlife. This elixir does not count against the number of elixirs you can prepare. This item is poured onto a corpse or pile of bones, granting the semblance of the ''animate undead'' spell targeting only one target. You can prepare one Elixir of Unlife after completing a long rest.<br />
<br />
;Enhanced Anatomy <br />
One ability score of your choice increases by 2 to a maximum of 20. (You may select this discovery multiple times, each time choosing a different ability score. You cannot choose the same ability score more than once. This discovery is permanent.)<br />
<br />
;Enhanced Keen Sight: ''Prerequisite- Keen Sight'' <br />
You can see normally in darkness, both magical and nonmagical, to a distance of 60 feet. Additionally, the distance your ''Keen Sight'' discovery covers is increased by 30 feet. (This discovery is permanent. Additionally, when you choose this discovery, your ''Keen Sight'' discovery becomes permanent as well.)<br />
<br />
;Esoteric Studies: ''Prerequisite- 5th Level, School of the Great Work''<br />
Choose one 1st-level spell and one 2nd-level spell from the druid spell list. You can cast those spells in the way a druid does without expending an elixir slot. You must complete a long rest before you can cast either of these spells again.<br />
<br />
;Explosive Ammunition: ''Prerequisite- 10th Level, School of the Grenadier'' <br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare and attach them to a form of ammunition. If the ammunition hits when fired, the bomb explodes as if you threw it. If the attack misses, the explosive does not go off. (If the ammunition is destroyed upon impact, the explosive is destroyed as well.)<br />
<br />
;Extra Arcane Studies: ''Prerequisite- 8th Level, Arcane Studies'' <br />
Choose one 1st-level and one 2nd-level formulae that you know. You can cast those spells in the way a wizard does without expending an elixir slot. You must complete a long rest before you can cast either of these spells in this way again.<br />
<br />
;Eyes of Arcana <br />
You can sense the presence of magic within 30 feet of you. (An alchemist of the School of the Great Work can sense the presence of magic within 60 feet of themself at 10th level if they learn this discovery.)<br />
<br />
;Eyes of Detection: ''Prerequisite- 15th Level'' <br />
You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight. (A 17th level alchemist of the School of the Mutator gains truesight out to a range of 30 feet when they choose this discovery.)<br />
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;Featherweight Tonic: ''Prerequisite- 9th Level'' <br />
When you prepare your elixirs, you can prepare an elixir of ''levitate''. A creature that drinks this tonic can only target themself, otherwise this functions as a normal elixir. This elixir does not count against the number of elixirs you can prepare.<br />
<br />
;Feral Mutation: ''Prerequisite- 15th Level, School of the Mutator'' <br />
When you prepare your mutagens you can choose to prepare a special one in place of a normal one. When you drink this mutagen you grow wings, granting you a flying speed of 30 feet while wearing light or no armor; and you grow sharp claws, fangs, or horns granting yourself natural weapons that deal 2d10 + your Strength modifier slashing or piercing damage. These weapons count as magical for the purposes of overcoming resistances and immunities to nonmagical weapons and use your proficiency bonus + your Strength modifier for the attack rolls. Additionally, you gain a +2 bonus to attack rolls. This mutagen lasts for a number of minutes equal to your Intelligence modifier. While under the effects of this mutagen if you use your action to perform anything other than the Attack action, you take 2d6 psychic damage. This damage cannot be reduced in any way. If you attempt to end your turn within 5 feet. of a creature and still have your action, you must use it to attack that creature. If a creature provokes an attack of opportunity as a result of leaving your reach, you must attempt to attack that creature.<br />
<br />
;Flashbang <br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare to deliver a burst of light. Instead of dealing damage, any creature within the explosion's splash damage radius must make a Constitution saving throw or become blinded for a number of rounds equal to your Intelligence modifier and deafened until the start of your next turn. A creature can repeat this saving throw at the start of subsequent turns, ending these effects early on a success.<br />
<br />
;Forceful Bomb <br />
You can prepare any number of special explosive in place of any explosives you could normally prepare to deliver a burst of force. Instead of dealing damage, any creature within the explosive's splash damage radius must make a Strength saving throw or be pushed 20 feet away from the center of the explosion and be knocked prone, or be pushed half as much and stay standing on a successful save.<br />
<br />
;Hasty Mixture: ''Prerequisite- 5th Level'' <br />
You can prepare a number of explosives equal to half your Intelligence modifier (minimum of 1) during a short rest. These explosives aren’t as powerful and only deal 1d4 fire damage on a hit and half your Intelligence modifier (minimum of 1) to all creatures affected by the explosive's splash damage. (Alchemists of the School of the Grenadier do not receive this damage reduction upon reaching 9th level.)<br />
<br />
;Homing Grenade: ''Prerequisites- 5th Level'' <br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare with magic to track an enemy. This special grenade has been fitted with magics akin to the ''magic missile'' spell. When you throw this explosive at a creature in range, you strike the target for 2d4 Force damage. All creatures within 5 feet of the target must make a Dexterity saving throw against your spell save DC or take force damage equal to your Intelligence modifier.<br />
<br />
;Improved Quaff: ''Prerequisite- 15th Level, School of the Brewer'' <br />
You are not restricted to drinking one elixir per turn when using your Swift Quaff feature, but one of the elixirs cannot exceed 1st level.<br />
<br />
;Keen Sight <br />
You gain darkvision out to a range of 60 feet If you already possess darkvision, increase the range you can see by 30 feet. (Alchemists of the School of Mutation, double the range of this discovery.) <br />
<br />
;Luminescence<br />
You can create two small, clear flasks of glowing liquid over the course of a short rest. This liquid sheds bright light out to a range of 15 feet and dim light 15 feet beyond that for 8 hours. A creature can also choose to fill a lamp or lantern with Luminescence, doubling the range of the bright and dim light produced by the lamp or lantern, but the Luminescence can only burn for 1 hour. You must complete a short or long rest before you can create any more Luminescence. (An alchemist of the School of the Great Work can burn Luminescence in a lamp or lantern for a number of hours equal to their Intelligence modifier.)<br />
<br />
;Master Elixir: ''Prerequisite- 20th Level, School of the Brewer'' <br />
You can prepare another 6th level elixir when you prepare your elixirs.<br />
<br />
;Masterful Arcane Studies: ''Prerequisite- 18th Level, Adept Arcane Studies, Arcane Studies, Extra Arcane Studies'' <br />
You may cast the spells you chose from your Extra Arcane Studies at will without expending an elixir slot. (This discovery is permanent.)<br />
<br />
;Net Bomb:<br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare to entangle your enemies. These explosives do not deal damage, and anyone within the explosive's splash damage radius must make a Dexterity saving throw against your spell save DC or become restrained for one minute. A creature can attempt to make a Strength saving throw at the beginning of each of their turns, freeing themselves on a success.<br />
<br />
;Packed Explosives: ''Prerequisite- 12th Level'' <br />
Your explosive deal additional damage to its struck target equal to your Intelligence modifier.You may also use your intelligence instead of your dexterity on attack rolls made with your bombs. Additionally, the explosive's splash damage increases to 10 feet. (This discovery does not apply to other discoveries that have an explicit explosive splash damage radius or the ''Explosive Ammunition'' discovery.)<br />
<br />
;Phantom Elixir: ''Prerequisite- 12th Level'' <br />
When preparing your elixirs, you can prepare a Phantom elixir. When you drink this elixir, you become incorporeal for one minute. While incorporeal, you can walk through walls and creatures as if they were difficult terrain. If this effect ends while you're inside a creature or object, you are shunted to the nearest unoccupied space and take force damage equal to the number of feet you were pushed. This elixir does not count against the number of elixirs you can prepare. (A 17th level alchemist of the School of the Brewer can prepare an additional Phantom Elixir in the place of one of their 6th or 7th level formulae.)<br />
<br />
;Philosopher's Stone: ''Prerequisite- 20th Level, School of the Great Work''<br />
You can use your Materia Prima feature twice when you prepare your elixirs.<br />
<br />
;Potions Expert: ''Prerequisite- School of the Brewer'' <br />
You can identify the properties of any potion assuming you handle it for one minute.<br />
<br />
;Powder Bomb<br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare to explode with a white dust. The explosive deals no damage, but dust fills a 30-foot sphere and reveals the location of any tangible invisible creatures in its area. (Upon reaching 5th level, this discovery applies to invisible incorporeal creatures as well.)<br />
<br />
;Quicksilver Coating<br />
You can prepare two special coatings in the place of one of the elixirs of 1st level or higher you can normally prepare. When this liquid is applied to a melee weapon or twenty pieces of ammunition, the weapon becomes "silvered" for 8 hours. Upon reaching 5th level, you can prepare a number of coatings equal to your Intelligence modifier for every elixir it replaces.<br />
<br />
;Reagent Research<br />
You gain proficiency in Nature and Survival. If you already have either proficiency, you gain expertise in the relevant skills.<br />
<br />
;Sluggish Toxin: ''Prerequisite- 10th Level, School of the Venomist'' <br />
When a creature is affected by the poisoned condition from one of your toxins, they only add half their Dexterity modifier to their armor class (if applicable) and can only take one action or bonus action on their turn.<br />
<br />
;Speedy Metabolism: ''Prerequisite- 5th Level, School of the Brewer'' <br />
Whenever you would roll dice to heal yourself from a potion or elixir, you instead heal for the maximum amount.<br />
<br />
;Strong Brew <br />
1st-level elixirs you create that deal damage add your Intelligence modifier to the damage roll. (Level 13 alchemists of the School of the Brewer can apply this bonus to all elixir effects they create.)<br />
<br />
;Smoke Bomb<br />
You can prepare any number of special explosives in place of any explosives you could normally prepare to produce a thick plume of smoke. Instead of dealing damage, the explosive fills a 15-foot sphere with smoke, heavily obscuring the area for one minute. A wind of at least 10 miles per hour disperses the smoke in one round.<br />
<br />
;Tonic of Aptitude: ''Prerequisite- 10th Level''<br />
When you prepare your elixirs, you can prepare an elixir of ''enhance ability'' at its lowest level. This elixir does not count against the number of elixirs you can prepare. (Alchemists of the School of Mutation can replace one of their mutagens with this elixir upon reaching 15th level.)<br />
<br />
;Tonic of Energy: ''Prerequisite- 11th Level''<br />
When you prepare your elixirs, you can prepare an elixir of ''haste'' targeting whoever drank it. This elixir does not count against the number of elixirs you can prepare.<br />
<br />
;Tonic of Leaping: ''Prerequisite- 9th Level'' <br />
When you prepare your elixirs, you can prepare an elixir of ''jump''. This elixir does not count against the number of elixirs you can prepare.<br />
<br />
;Tonic of Nourishment: <br />
You can prepare two special tonics in the place of one of the elixirs of 1st level or higher you can normally prepare. When a creature drinks this tonic, they receive the benefits of having eaten a berry from the ''goodberry'' spell. Upon reaching 10th level, you can prepare a number of tonics equal to your Intelligence modifier for every elixir it replaces.<br />
<br />
;Tonic of Warding <br />
When you prepare your elixirs, you can prepare an elixir of ''mage armor''. This elixir does not count against the number of elixirs you can prepare.<br />
<br />
;Touch of Death: ''Prerequisite- 5th Level, School of the Venomist'' <br />
You can apply poisons and toxins you create to your hand without poisoning yourself. You can then make a melee spell attack or unarmed strike against a target. On a hit, the poison is applied to the target.<br />
<br />
;Virulent Gas: ''Prerequisite- 15th Level, Choking Gas, School of the Venomist'' <br />
Your choking gas now affects creatures whether they need to breathe or not. The gas deals an additional 3d8 acid damage as well.<br />
<br />
;Volatile Toxins: ''Prerequisite- 20th Level, School of the Venomist'' <br />
Toxins can benefit from both your Potent Toxins feature and deal damage as well.<br />
<br />
===Alchemical Formulae List===<br />
<br />
;1st Level<br />
''absorb elements, animal friendship, armor of agathys, arms of hadar, burning hands, cause fear, chaos bolt, charm person, chromatic orb, command, comprehend languages, create or destroy water, cure wounds, detect evil and good, detect magic, detect poison and disease, disguise self, expeditious retreat, false life, featherfall, find familiar, fog cloud, guiding bolt, hellish rebuke, heroism, hunter’s mark, ice knife, identify, illusory script, jump, longstrider, mage armor, magic missile, protection from evil and good, shield of faith, speak with animals, thunderwave, witch bolt, zephyr strike''<br />
<br />
;2nd Level<br />
''aganazzer's scorcher, aid, alter self, augury, barkskin, blindness/deafness, blur, continual flame, darkness, darkvision, detect thoughts, dragon’s breath, earthbind, enhance ability, enlarge/reduce, enthrall, find traps, gentle repose, gust of wind, heat metal, invisibility, knock, lesser restoration, levitate, locate animals or plants, locate object, magic weapon, maximilian's earthen grasp, mind spike, mirror image, misty step, nystul’s magic aura, pass without trace, protection from poison, see invisibility, spider climb, suggestion, warding bond, web, zone of truth''<br />
<br />
;3rd Level<br />
''beacon of hope, blink, catnap, continual flame, counterspell, dispel magic, elemental weapon, fear, feign death, fireball, fly, gaseous form, glyph of warding, haste, hypnotic pattern, life transference, lightning bolt, meld into stone, nondetection, protection from energy, remove curse, revivify, sending, slow, speak with dead, speak with plants, thunder step, tiny servant, tongues, water breathing, water walk''<br />
<br />
;4th Level<br />
''arcane eye, aura of purity, charm monster, compulsion, death ward, dimension door, elemental bane, fire shield, freedom of movement, greater invisibility, locate creature, otiluke’s resilient sphere, polymorph, shadow of moil, stone shape, stoneskin''<br />
<br />
;5th Level<br />
''awaken, circle of power, cone of cold, contagion, creation, far step, greater restoration, legend lore, mass cure wounds, mislead, modify memory, passwall, skill empowerment, steel wind strike, swift quiver, telekinesis, transmute rock''<br />
<br />
;6th Level*<br />
''chain lightning, circle of death, eyebite, find the path, flesh to stone, heal, investiture of flame, investiture of ice, investiture of stone, investiture of wind, mass suggestion, move earth, otiluke’s freezing sphere, scatter, tenser’s transformation, true seeing, wind walk''<br />
<br />
;7th Level*<br />
''crown of stars, delayed blast fireball, etherealness, plane shift, prismatic spray, regenerate, resurrection, teleport''<br />
<br />
<br />
'''''The School of the Brewer gains 6th and 7th level spells at 17th level.'''''*<br />
<br />
===Multiclassing===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Alchemist class, you must meet these prerequisites: Constitution 13 and Intelligence 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Alchemist class, you gain the following proficiencies: Alchemy Supplies<br />
<br />
(For purposes of Multiclassing, spell slots used for elixirs are considered separate from other spell slots gained from other classes.)<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>PunnyDM12https://www.dandwiki.com/w/index.php?title=Talk:Gadgeteer_(5e_Subclass)&diff=1340996Talk:Gadgeteer (5e Subclass)2020-05-29T05:43:44Z<p>PunnyDM12: /* Edits */</p>
<hr />
<div>== Kudos ==<br />
<br />
This page looks good. I like the name, flavor, and mechanics. Seems simple enough to play too. ~ [[User:BigShotFancyMan|BigShotFancyMan]] 08:35, 24 May 2019 (MDT)<br />
:I'm glad you like it, mate. Always thought rogues deserved a sort of scrappy archetype: kinda like a reverse trap disabler or eccentric inventor. [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 16:43, 24 May 2019 (MDT)<br />
<br />
Heck ya! ~ [[User:BigShotFancyMan|BigShotFancyMan]] 21:39, 24 May 2019 (MDT)<br />
<br />
<br />
== Edits ==<br />
<br />
Should we remove the "If the enemy used an arrow, a crossbow bot or similar, your arrow continues its trajectory and functions as a mundane arrow, dealing damage with a successful attack roll. If possible, you can strike your Sneak Attack" part in the 2 spinning ammos? It looks kinda overpowered to me. I'm very cool with allowing to stop a throwable weapon/arrow/crossbow bolt, but dealing damage after having done so is kinda too much in my opinion --[[User:Conclave|Conclave]] ([[User talk:Conclave|talk]]) 01:24, 5 May 2020 (MDT)<br />
<br />
:I honestly don't care for it as a gadget. Flavor-wise, how would you load an entirely new bolt as a reaction, or are all of your bolts this specific kind? Additionally, it's almost too niche, needing a Dexterity check (and excellent positioning if you're blocking someone else) to even possibly work. And I agree that allowing the sneak attack is a bit much. [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 15:18, 6 May 2020 (MDT)<br />
<br />
::That's a good point too. Should we remove those gadget at all? --[[User:Conclave|Conclave]] ([[User talk:Conclave|talk]]) 04:42, 7 May 2020 (MDT)<br />
<br />
:::I'm not opposed to it, but if we do keep them, there shouldn't be one for bolts and one for arrows. Just call it one or the other and have it be an umbrella term for ammunition. [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 06:29, 7 May 2020 (MDT)<br />
<br />
::::Guess it is better that way. Also, we should remove also the double gadged for arrow and crossbow bolt for net and make that a single ammunition too. --[[User:Conclave|Conclave]] ([[User talk:Conclave|talk]]) 06:33, 7 May 2020 (MDT)<br />
<br />
Explosive Bomb looks dope, but shouldn't it deal at least half dmg when enemies succede on saving throw? [[User:Conclave|Conclave]]<br />
:Yes, but they've locked the page because I had some disagreements on certain class features. [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 23:56, 25 March 2020 (MDT)<br />
<br />
::And the talk page was never used to discuss those disagreements so I am not sure unlocking the page wouldn't result in more back and forth. [[User:Red Leg Leo|Red Leg Leo]] ([[User talk:Red Leg Leo|talk]]) 06:51, 1 April 2020 (MDT)<br />
<br />
Some edits I think may be cool: Hookshot myst be considered as a one-handed crossbow in term of proficiencies; Infamous Needle and Explosive Bomb should deal dmg equal to their hit dice+Int mod, not int+prof; "Gadgeteer attack modifier= Proficiency Bonus + Intelligence Modifier" should be removed, every gadget should have proficiencies as other already existing weapon; Explosive Bomb should deal half dmg if creatures pass the saving throw; Infamous Needle should be buffed a bit, it is kinda pointless atm; at level 13 maybe you should be able to add Sneak attack to one creature while using explosive bombs. [[User:Red Leg Leo|Red Leg Leo]] may you unlock the thread? --[[User:Conclave|Conclave]] ([[User talk:Conclave|talk]]) 04:24, 2 May 2020 (MDT)<br />
:I'm actually playing a level 6 Gadgeteer Rogue in Curse of Sthard and those changes are actually very good. I took Explosive Bomb as gadgeet but I never use it, as if any creature passes the saving throw they take 0 dmg and I've wasted a turn --[[User:GabberGaba|GabberGaba]] ([[User talk:GabberGaba|talk]]) 06:39, 2 May 2020 (MDT)<br />
<br />
I'll unlock the page. I hope whatever counter-edits were happening won't occur. Good Luck. [[User:Red Leg Leo|Red Leg Leo]] ([[User talk:Red Leg Leo|talk]]) 10:33, 4 May 2020 (MDT)<br />
<br />
Why are some of the gadgets considered two handed? What is that purpose for that? [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 17:34, 4 May 2020 (MDT)<br />
<br />
:For two reasons.<br />
:1) Flavor: to use a grenade in real life you have to use one hand to take it/throw it, while the other hand is used to "activate" it (like, removing the triggering pin). Also, if those were one handed gadgets, they would not require an activation and they would be kinda "dangerous". As example, let's say that those gadgets are activated by the impact with the ground: if the rogue is knocked prone/falls, the impact would activate all of them and the rogue would kinda blow up.<br />
:2) To balance them a bit. Let's make an example: if a level 5 rogue takes Crossbow expert as feat and those gadgets were not 2 handed, he could use his action to use Explosive Bomb he would be able to deal 4d4+Int to a maximum of 4 creatures (as the explosion is basically a 2x2), dealing on average 2.5*4=10 dmg to all the 4 creatures (if they fail the save) so 40 dmg in a round, or 20 dmg if they all pass the saving throw. At that point, the rogue could use his bonus action to hit any creature with his hand-crossbow and deal an additional 16d*Dex+3d6 of sneak attack. And it seems a bit overpowered <br />
:--[[User:Conclave|Conclave]] ([[User talk:Conclave|talk]]) 01:02, 5 May 2020 (MDT)<br />
<br />
::Flavorwise, you could pull a pin with your teeth even as seen in pop culture or have a different mechanism, such as striking a blunt surface (in the case of thrown mortars). I would assume activating it and throwing it would use the same action much like the bombs on pg. 267 of the DMG. Additionally, Crossbow Expert only triggers when you take the Attack action. Throwing an explosive does not require an attack roll nor is it treated as a ranged weapon attack (improvised of otherwise). It's honestly more akin to the Cast a Spell action, like a worse version of fireball. Assuming it did trigger CE though -utilizing rules on pg. 190 of the PHB under "Other Activity on your Turn"- even if it was a two-handed weapon, you could throw your grenade and reposition while simultaneously drawing your crossbow for a sneak attack anyway. [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 15:46, 6 May 2020 (MDT)<br />
<br />
:::I see. How should they be edited so? --[[User:Conclave|Conclave]] ([[User talk:Conclave|talk]]) 06:50, 10 May 2020 (MDT)<br />
<br />
::::Personally, I'd make 'em one-handed. Additionally, so you aren't getting possibly 8-10 explosive bombs at 3rd level, I'd recommend the amount of gadgets you can craft should only equal your base Int mod instead of twice your Int mod. until perhaps your next archetype feature or the feature after that. Either that or put a capstone on how many explosive bombs you can craft. [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 10:50, 15 May 2020 (MDT)<br />
<br />
:::::Agree on that, maybe it should be Int x1 at level 3, Int x2 at level 9, Int x3 at level 13 and Int x4 at level 17 and add a Cap for any gadget equal to Int. If you agree on those 2 things we should change the page. Also, I'd like to bring another problem: in case of multiclassing Rogue/Fighter, Rogue/Paladin, etc. (any race with Extra Attack), how would those gadget be used? Because they say "as an action you can use x", so it would make Extra Attack drop. Should it be changed to "you can forgo one of your attacks to use x"? --[[User:Conclave|Conclave]] ([[User talk:Conclave|talk]]) 12:05, 15 May 2020 (MDT)<br />
<br />
::::::Yeah, I can agree to those two things, though maybe cap it at like, 2x mod because it does refresh on a short or long rest after all. As for the Extra Attack, it may get finicky if you can throw two 7d4+mods. explosive bombs using your Extra Attack. Might have to make it a once per turn ability or have it not affect Extra Attack at all. [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 00:28, 16 May 2020 (MDT)<br />
<br />
:::::::I've added the 1x int cap of number of devices from level 3 to level 9 (at level 9 it becomes 2x int, at level 13 3x int, at level 17 4x int). I've also added that you can have a number of devices per type equal to your int and added the part that might allow multiclassing with extra attack class. Probably I made some typo or I wrote that in a not very clear way, so maybe try to watch that. Now, let's talk a bit about Explosive Bomb: is it just me or the elemental modification unlocked at level 13 is a bit OP? Also, about the elemental modification, how is the ice part flavored? Gadgeteer isn't a wizard, I imagine him as a scientist, so I don't get how he can made an explosion of ice --[[User:Conclave|Conclave]] ([[User talk:Conclave|talk]]) 03:23, 22 May 2020 (MDT)<br />
<br />
::::::::I always thought of it as a substance (alchemical or not) that rapidly cooled when depressurized, much like a fire extinguisher, but they could've picked up some magical inspiration from a local artificer or something if that seems a bit too high-tech. Initially, I was only going to have Lightning modifications (but that seemed a bit too niche) so I added the others for more versatility. I also agree though about the explosive bomb Elemental Mod. Initially, I had the mod only affect traps for a double on base price as the trade-off. Then an edit was made that allowed its use on bombs, but only one bomb at a time for no extra cost. That seemed reasonable; but somewhere down the line, the increase on the cap was made which kinda pushed it too far and made the trade off obsolete. Reducing the cap down to one explosive or removing it entirely, might be ideal, unless you want to change the conditions as well. [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 12:42, 28 May 2020 (MDT)<br />
<br />
:::::::::Uh from that point of view Ice is pretty cool, you made me change my mind about that. About explosive bomb, I don't know what should be done. If you think they might exist as they have a max. number of 1, I guess they can stay --[[User:Conclave|Conclave]] ([[User talk:Conclave|talk]]) 12:50, 28 May 2020 (MDT)<br />
<br />
::::::::::I reckon they ''could'' exist, but honestly even then the trade-off of increased trap price is diminished because you can craft explosives every short or long rest anyway; so there'd be a fair few used in an adventuring day instead of applying the effects to traps, unless you can only make one elemental bomb per long rest instead. Which would almost make it like a "get out of jail" card in a pinch. But I dunno. We could remove it for the time being and deliberate if needed, possibly. [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 23:43, 28 May 2020 (MDT)<br />
<br />
== Locked ==<br />
<br />
I've locked this it appears there is vandalism but I want to review things before making that decision. [[User:Red Leg Leo|Red Leg Leo]] ([[User talk:Red Leg Leo|talk]]) 07:23, 4 March 2020 (MST)</div>PunnyDM12https://www.dandwiki.com/w/index.php?title=Talk:Gadgeteer_(5e_Subclass)&diff=1340842Talk:Gadgeteer (5e Subclass)2020-05-28T18:42:36Z<p>PunnyDM12: /* Edits */</p>
<hr />
<div>== Kudos ==<br />
<br />
This page looks good. I like the name, flavor, and mechanics. Seems simple enough to play too. ~ [[User:BigShotFancyMan|BigShotFancyMan]] 08:35, 24 May 2019 (MDT)<br />
:I'm glad you like it, mate. Always thought rogues deserved a sort of scrappy archetype: kinda like a reverse trap disabler or eccentric inventor. [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 16:43, 24 May 2019 (MDT)<br />
<br />
Heck ya! ~ [[User:BigShotFancyMan|BigShotFancyMan]] 21:39, 24 May 2019 (MDT)<br />
<br />
<br />
== Edits ==<br />
<br />
Should we remove the "If the enemy used an arrow, a crossbow bot or similar, your arrow continues its trajectory and functions as a mundane arrow, dealing damage with a successful attack roll. If possible, you can strike your Sneak Attack" part in the 2 spinning ammos? It looks kinda overpowered to me. I'm very cool with allowing to stop a throwable weapon/arrow/crossbow bolt, but dealing damage after having done so is kinda too much in my opinion --[[User:Conclave|Conclave]] ([[User talk:Conclave|talk]]) 01:24, 5 May 2020 (MDT)<br />
<br />
:I honestly don't care for it as a gadget. Flavor-wise, how would you load an entirely new bolt as a reaction, or are all of your bolts this specific kind? Additionally, it's almost too niche, needing a Dexterity check (and excellent positioning if you're blocking someone else) to even possibly work. And I agree that allowing the sneak attack is a bit much. [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 15:18, 6 May 2020 (MDT)<br />
<br />
::That's a good point too. Should we remove those gadget at all? --[[User:Conclave|Conclave]] ([[User talk:Conclave|talk]]) 04:42, 7 May 2020 (MDT)<br />
<br />
:::I'm not opposed to it, but if we do keep them, there shouldn't be one for bolts and one for arrows. Just call it one or the other and have it be an umbrella term for ammunition. [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 06:29, 7 May 2020 (MDT)<br />
<br />
::::Guess it is better that way. Also, we should remove also the double gadged for arrow and crossbow bolt for net and make that a single ammunition too. --[[User:Conclave|Conclave]] ([[User talk:Conclave|talk]]) 06:33, 7 May 2020 (MDT)<br />
<br />
Explosive Bomb looks dope, but shouldn't it deal at least half dmg when enemies succede on saving throw? [[User:Conclave|Conclave]]<br />
:Yes, but they've locked the page because I had some disagreements on certain class features. [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 23:56, 25 March 2020 (MDT)<br />
<br />
::And the talk page was never used to discuss those disagreements so I am not sure unlocking the page wouldn't result in more back and forth. [[User:Red Leg Leo|Red Leg Leo]] ([[User talk:Red Leg Leo|talk]]) 06:51, 1 April 2020 (MDT)<br />
<br />
Some edits I think may be cool: Hookshot myst be considered as a one-handed crossbow in term of proficiencies; Infamous Needle and Explosive Bomb should deal dmg equal to their hit dice+Int mod, not int+prof; "Gadgeteer attack modifier= Proficiency Bonus + Intelligence Modifier" should be removed, every gadget should have proficiencies as other already existing weapon; Explosive Bomb should deal half dmg if creatures pass the saving throw; Infamous Needle should be buffed a bit, it is kinda pointless atm; at level 13 maybe you should be able to add Sneak attack to one creature while using explosive bombs. [[User:Red Leg Leo|Red Leg Leo]] may you unlock the thread? --[[User:Conclave|Conclave]] ([[User talk:Conclave|talk]]) 04:24, 2 May 2020 (MDT)<br />
:I'm actually playing a level 6 Gadgeteer Rogue in Curse of Sthard and those changes are actually very good. I took Explosive Bomb as gadgeet but I never use it, as if any creature passes the saving throw they take 0 dmg and I've wasted a turn --[[User:GabberGaba|GabberGaba]] ([[User talk:GabberGaba|talk]]) 06:39, 2 May 2020 (MDT)<br />
<br />
I'll unlock the page. I hope whatever counter-edits were happening won't occur. Good Luck. [[User:Red Leg Leo|Red Leg Leo]] ([[User talk:Red Leg Leo|talk]]) 10:33, 4 May 2020 (MDT)<br />
<br />
Why are some of the gadgets considered two handed? What is that purpose for that? [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 17:34, 4 May 2020 (MDT)<br />
<br />
:For two reasons.<br />
:1) Flavor: to use a grenade in real life you have to use one hand to take it/throw it, while the other hand is used to "activate" it (like, removing the triggering pin). Also, if those were one handed gadgets, they would not require an activation and they would be kinda "dangerous". As example, let's say that those gadgets are activated by the impact with the ground: if the rogue is knocked prone/falls, the impact would activate all of them and the rogue would kinda blow up.<br />
:2) To balance them a bit. Let's make an example: if a level 5 rogue takes Crossbow expert as feat and those gadgets were not 2 handed, he could use his action to use Explosive Bomb he would be able to deal 4d4+Int to a maximum of 4 creatures (as the explosion is basically a 2x2), dealing on average 2.5*4=10 dmg to all the 4 creatures (if they fail the save) so 40 dmg in a round, or 20 dmg if they all pass the saving throw. At that point, the rogue could use his bonus action to hit any creature with his hand-crossbow and deal an additional 16d*Dex+3d6 of sneak attack. And it seems a bit overpowered <br />
:--[[User:Conclave|Conclave]] ([[User talk:Conclave|talk]]) 01:02, 5 May 2020 (MDT)<br />
<br />
::Flavorwise, you could pull a pin with your teeth even as seen in pop culture or have a different mechanism, such as striking a blunt surface (in the case of thrown mortars). I would assume activating it and throwing it would use the same action much like the bombs on pg. 267 of the DMG. Additionally, Crossbow Expert only triggers when you take the Attack action. Throwing an explosive does not require an attack roll nor is it treated as a ranged weapon attack (improvised of otherwise). It's honestly more akin to the Cast a Spell action, like a worse version of fireball. Assuming it did trigger CE though -utilizing rules on pg. 190 of the PHB under "Other Activity on your Turn"- even if it was a two-handed weapon, you could throw your grenade and reposition while simultaneously drawing your crossbow for a sneak attack anyway. [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 15:46, 6 May 2020 (MDT)<br />
<br />
:::I see. How should they be edited so? --[[User:Conclave|Conclave]] ([[User talk:Conclave|talk]]) 06:50, 10 May 2020 (MDT)<br />
<br />
::::Personally, I'd make 'em one-handed. Additionally, so you aren't getting possibly 8-10 explosive bombs at 3rd level, I'd recommend the amount of gadgets you can craft should only equal your base Int mod instead of twice your Int mod. until perhaps your next archetype feature or the feature after that. Either that or put a capstone on how many explosive bombs you can craft. [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 10:50, 15 May 2020 (MDT)<br />
<br />
:::::Agree on that, maybe it should be Int x1 at level 3, Int x2 at level 9, Int x3 at level 13 and Int x4 at level 17 and add a Cap for any gadget equal to Int. If you agree on those 2 things we should change the page. Also, I'd like to bring another problem: in case of multiclassing Rogue/Fighter, Rogue/Paladin, etc. (any race with Extra Attack), how would those gadget be used? Because they say "as an action you can use x", so it would make Extra Attack drop. Should it be changed to "you can forgo one of your attacks to use x"? --[[User:Conclave|Conclave]] ([[User talk:Conclave|talk]]) 12:05, 15 May 2020 (MDT)<br />
<br />
::::::Yeah, I can agree to those two things, though maybe cap it at like, 2x mod because it does refresh on a short or long rest after all. As for the Extra Attack, it may get finicky if you can throw two 7d4+mods. explosive bombs using your Extra Attack. Might have to make it a once per turn ability or have it not affect Extra Attack at all. [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 00:28, 16 May 2020 (MDT)<br />
<br />
:::::::I've added the 1x int cap of number of devices from level 3 to level 9 (at level 9 it becomes 2x int, at level 13 3x int, at level 17 4x int). I've also added that you can have a number of devices per type equal to your int and added the part that might allow multiclassing with extra attack class. Probably I made some typo or I wrote that in a not very clear way, so maybe try to watch that. Now, let's talk a bit about Explosive Bomb: is it just me or the elemental modification unlocked at level 13 is a bit OP? Also, about the elemental modification, how is the ice part flavored? Gadgeteer isn't a wizard, I imagine him as a scientist, so I don't get how he can made an explosion of ice --[[User:Conclave|Conclave]] ([[User talk:Conclave|talk]]) 03:23, 22 May 2020 (MDT)<br />
<br />
::::::::I always thought of it as a substance (alchemical or not) that rapidly cooled when depressurized, much like a fire extinguisher, but they could've picked up some magical inspiration from a local artificer or something if that seems a bit too high-tech. Initially, I was only going to have Lightning modifications (but that seemed a bit too niche) so I added the others for more versatility. I also agree though about the explosive bomb Elemental Mod. Initially, I had the mod only affect traps for a double on base price as the trade-off. Then an edit was made that allowed its use on bombs, but only one bomb at a time for no extra cost. That seemed reasonable; but somewhere down the line, the increase on the cap was made which kinda pushed it too far and made the trade off obsolete. Reducing the cap down to one explosive or removing it entirely, might be ideal, unless you want to change the conditions as well. [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 12:42, 28 May 2020 (MDT)<br />
<br />
== Locked ==<br />
<br />
I've locked this it appears there is vandalism but I want to review things before making that decision. [[User:Red Leg Leo|Red Leg Leo]] ([[User talk:Red Leg Leo|talk]]) 07:23, 4 March 2020 (MST)</div>PunnyDM12https://www.dandwiki.com/w/index.php?title=Talk:Gadgeteer_(5e_Subclass)&diff=1336163Talk:Gadgeteer (5e Subclass)2020-05-16T06:29:15Z<p>PunnyDM12: </p>
<hr />
<div>== Kudos ==<br />
<br />
This page looks good. I like the name, flavor, and mechanics. Seems simple enough to play too. ~ [[User:BigShotFancyMan|BigShotFancyMan]] 08:35, 24 May 2019 (MDT)<br />
:I'm glad you like it, mate. Always thought rogues deserved a sort of scrappy archetype: kinda like a reverse trap disabler or eccentric inventor. [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 16:43, 24 May 2019 (MDT)<br />
<br />
Heck ya! ~ [[User:BigShotFancyMan|BigShotFancyMan]] 21:39, 24 May 2019 (MDT)<br />
<br />
Explosive Bomb looks dope, but shouldn't it deal at least half dmg when enemies succede on saving throw? [[User:Conclave|Conclave]]<br />
:Yes, but they've locked the page because I had some disagreements on certain class features. [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 23:56, 25 March 2020 (MDT)<br />
<br />
::And the talk page was never used to discuss those disagreements so I am not sure unlocking the page wouldn't result in more back and forth. [[User:Red Leg Leo|Red Leg Leo]] ([[User talk:Red Leg Leo|talk]]) 06:51, 1 April 2020 (MDT)<br />
<br />
Some edits I think may be cool: Hookshot myst be considered as a one-handed crossbow in term of proficiencies; Infamous Needle and Explosive Bomb should deal dmg equal to their hit dice+Int mod, not int+prof; "Gadgeteer attack modifier= Proficiency Bonus + Intelligence Modifier" should be removed, every gadget should have proficiencies as other already existing weapon; Explosive Bomb should deal half dmg if creatures pass the saving throw; Infamous Needle should be buffed a bit, it is kinda pointless atm; at level 13 maybe you should be able to add Sneak attack to one creature while using explosive bombs. [[User:Red Leg Leo|Red Leg Leo]] may you unlock the thread? --[[User:Conclave|Conclave]] ([[User talk:Conclave|talk]]) 04:24, 2 May 2020 (MDT)<br />
:I'm actually playing a level 6 Gadgeteer Rogue in Curse of Sthard and those changes are actually very good. I took Explosive Bomb as gadgeet but I never use it, as if any creature passes the saving throw they take 0 dmg and I've wasted a turn --[[User:GabberGaba|GabberGaba]] ([[User talk:GabberGaba|talk]]) 06:39, 2 May 2020 (MDT)<br />
<br />
I'll unlock the page. I hope whatever counter-edits were happening won't occur. Good Luck. [[User:Red Leg Leo|Red Leg Leo]] ([[User talk:Red Leg Leo|talk]]) 10:33, 4 May 2020 (MDT)<br />
<br />
Why are some of the gadgets considered two handed? What is that purpose for that? [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 17:34, 4 May 2020 (MDT)<br />
<br />
:For two reasons.<br />
:1) Flavor: to use a grenade in real life you have to use one hand to take it/throw it, while the other hand is used to "activate" it (like, removing the triggering pin). Also, if those were one handed gadgets, they would not require an activation and they would be kinda "dangerous". As example, let's say that those gadgets are activated by the impact with the ground: if the rogue is knocked prone/falls, the impact would activate all of them and the rogue would kinda blow up.<br />
:2) To balance them a bit. Let's make an example: if a level 5 rogue takes Crossbow expert as feat and those gadgets were not 2 handed, he could use his action to use Explosive Bomb he would be able to deal 4d4+Int to a maximum of 4 creatures (as the explosion is basically a 2x2), dealing on average 2.5*4=10 dmg to all the 4 creatures (if they fail the save) so 40 dmg in a round, or 20 dmg if they all pass the saving throw. At that point, the rogue could use his bonus action to hit any creature with his hand-crossbow and deal an additional 16d*Dex+3d6 of sneak attack. And it seems a bit overpowered <br />
:--[[User:Conclave|Conclave]] ([[User talk:Conclave|talk]]) 01:02, 5 May 2020 (MDT)<br />
<br />
::Flavorwise, you could pull a pin with your teeth even as seen in pop culture or have a different mechanism, such as striking a blunt surface (in the case of thrown mortars). I would assume activating it and throwing it would use the same action much like the bombs on pg. 267 of the DMG. Additionally, Crossbow Expert only triggers when you take the Attack action. Throwing an explosive does not require an attack roll nor is it treated as a ranged weapon attack (improvised of otherwise). It's honestly more akin to the Cast a Spell action, like a worse version of fireball. Assuming it did trigger CE though -utilizing rules on pg. 190 of the PHB under "Other Activity on your Turn"- even if it was a two-handed weapon, you could throw your grenade and reposition while simultaneously drawing your crossbow for a sneak attack anyway. [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 15:46, 6 May 2020 (MDT)<br />
<br />
:::I see. How should they be edited so? --[[User:Conclave|Conclave]] ([[User talk:Conclave|talk]]) 06:50, 10 May 2020 (MDT)<br />
<br />
::::Personally, I'd make 'em one-handed. Additionally, so you aren't getting possibly 8-10 explosive bombs at 3rd level, I'd recommend the amount of gadgets you can craft should only equal your base Int mod instead of twice your Int mod. until perhaps your next archetype feature or the feature after that. Either that or put a capstone on how many explosive bombs you can craft. [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 10:50, 15 May 2020 (MDT)<br />
<br />
:::::Agree on that, maybe it should be Int x1 at level 3, Int x2 at level 9, Int x3 at level 13 and Int x4 at level 17 and add a Cap for any gadget equal to Int. If you agree on those 2 things we should change the page. Also, I'd like to bring another problem: in case of multiclassing Rogue/Fighter, Rogue/Paladin, etc. (any race with Extra Attack), how would those gadget be used? Because they say "as an action you can use x", so it would make Extra Attack drop. Should it be changed to "you can forgo one of your attacks to use x"? --[[User:Conclave|Conclave]] ([[User talk:Conclave|talk]]) 12:05, 15 May 2020 (MDT)<br />
<br />
::::::Yeah, I can agree to those two things, though maybe cap it at like, 2x mod because it does refresh on a short or long rest after all. As for the Extra Attack, it may get finicky if you can throw two 7d4+mods. explosive bombs using your Extra Attack. Might have to make it a once per turn ability or have it not affect Extra Attack at all. [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 00:28, 16 May 2020 (MDT)<br />
<br />
== Edits ==<br />
<br />
Should we remove the "If the enemy used an arrow, a crossbow bot or similar, your arrow continues its trajectory and functions as a mundane arrow, dealing damage with a successful attack roll. If possible, you can strike your Sneak Attack" part in the 2 spinning ammos? It looks kinda overpowered to me. I'm very cool with allowing to stop a throwable weapon/arrow/crossbow bolt, but dealing damage after having done so is kinda too much in my opinion --[[User:Conclave|Conclave]] ([[User talk:Conclave|talk]]) 01:24, 5 May 2020 (MDT)<br />
<br />
:I honestly don't care for it as a gadget. Flavor-wise, how would you load an entirely new bolt as a reaction, or are all of your bolts this specific kind? Additionally, it's almost too niche, needing a Dexterity check (and excellent positioning if you're blocking someone else) to even possibly work. And I agree that allowing the sneak attack is a bit much. [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 15:18, 6 May 2020 (MDT)<br />
<br />
::That's a good point too. Should we remove those gadget at all? --[[User:Conclave|Conclave]] ([[User talk:Conclave|talk]]) 04:42, 7 May 2020 (MDT)<br />
<br />
:::I'm not opposed to it, but if we do keep them, there shouldn't be one for bolts and one for arrows. Just call it one or the other and have it be an umbrella term for ammunition. [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 06:29, 7 May 2020 (MDT)<br />
<br />
::::Guess it is better that way. Also, we should remove also the double gadged for arrow and crossbow bolt for net and make that a single ammunition too. --[[User:Conclave|Conclave]] ([[User talk:Conclave|talk]]) 06:33, 7 May 2020 (MDT)<br />
<br />
== Locked ==<br />
<br />
I've locked this it appears there is vandalism but I want to review things before making that decision. [[User:Red Leg Leo|Red Leg Leo]] ([[User talk:Red Leg Leo|talk]]) 07:23, 4 March 2020 (MST)</div>PunnyDM12https://www.dandwiki.com/w/index.php?title=Talk:Gadgeteer_(5e_Subclass)&diff=1335746Talk:Gadgeteer (5e Subclass)2020-05-15T16:50:15Z<p>PunnyDM12: /* Kudos */</p>
<hr />
<div>== Kudos ==<br />
<br />
This page looks good. I like the name, flavor, and mechanics. Seems simple enough to play too. ~ [[User:BigShotFancyMan|BigShotFancyMan]] 08:35, 24 May 2019 (MDT)<br />
:I'm glad you like it, mate. Always thought rogues deserved a sort of scrappy archetype: kinda like a reverse trap disabler or eccentric inventor. [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 16:43, 24 May 2019 (MDT)<br />
<br />
Heck ya! ~ [[User:BigShotFancyMan|BigShotFancyMan]] 21:39, 24 May 2019 (MDT)<br />
<br />
Explosive Bomb looks dope, but shouldn't it deal at least half dmg when enemies succede on saving throw? [[User:Conclave|Conclave]]<br />
:Yes, but they've locked the page because I had some disagreements on certain class features. [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 23:56, 25 March 2020 (MDT)<br />
<br />
::And the talk page was never used to discuss those disagreements so I am not sure unlocking the page wouldn't result in more back and forth. [[User:Red Leg Leo|Red Leg Leo]] ([[User talk:Red Leg Leo|talk]]) 06:51, 1 April 2020 (MDT)<br />
<br />
Some edits I think may be cool: Hookshot myst be considered as a one-handed crossbow in term of proficiencies; Infamous Needle and Explosive Bomb should deal dmg equal to their hit dice+Int mod, not int+prof; "Gadgeteer attack modifier= Proficiency Bonus + Intelligence Modifier" should be removed, every gadget should have proficiencies as other already existing weapon; Explosive Bomb should deal half dmg if creatures pass the saving throw; Infamous Needle should be buffed a bit, it is kinda pointless atm; at level 13 maybe you should be able to add Sneak attack to one creature while using explosive bombs. [[User:Red Leg Leo|Red Leg Leo]] may you unlock the thread? --[[User:Conclave|Conclave]] ([[User talk:Conclave|talk]]) 04:24, 2 May 2020 (MDT)<br />
:I'm actually playing a level 6 Gadgeteer Rogue in Curse of Sthard and those changes are actually very good. I took Explosive Bomb as gadgeet but I never use it, as if any creature passes the saving throw they take 0 dmg and I've wasted a turn --[[User:GabberGaba|GabberGaba]] ([[User talk:GabberGaba|talk]]) 06:39, 2 May 2020 (MDT)<br />
<br />
I'll unlock the page. I hope whatever counter-edits were happening won't occur. Good Luck. [[User:Red Leg Leo|Red Leg Leo]] ([[User talk:Red Leg Leo|talk]]) 10:33, 4 May 2020 (MDT)<br />
<br />
Why are some of the gadgets considered two handed? What is that purpose for that? [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 17:34, 4 May 2020 (MDT)<br />
<br />
:For two reasons.<br />
:1) Flavor: to use a grenade in real life you have to use one hand to take it/throw it, while the other hand is used to "activate" it (like, removing the triggering pin). Also, if those were one handed gadgets, they would not require an activation and they would be kinda "dangerous". As example, let's say that those gadgets are activated by the impact with the ground: if the rogue is knocked prone/falls, the impact would activate all of them and the rogue would kinda blow up.<br />
:2) To balance them a bit. Let's make an example: if a level 5 rogue takes Crossbow expert as feat and those gadgets were not 2 handed, he could use his action to use Explosive Bomb he would be able to deal 4d4+Int to a maximum of 4 creatures (as the explosion is basically a 2x2), dealing on average 2.5*4=10 dmg to all the 4 creatures (if they fail the save) so 40 dmg in a round, or 20 dmg if they all pass the saving throw. At that point, the rogue could use his bonus action to hit any creature with his hand-crossbow and deal an additional 16d*Dex+3d6 of sneak attack. And it seems a bit overpowered <br />
:--[[User:Conclave|Conclave]] ([[User talk:Conclave|talk]]) 01:02, 5 May 2020 (MDT)<br />
<br />
::Flavorwise, you could pull a pin with your teeth even as seen in pop culture or have a different mechanism, such as striking a blunt surface (in the case of thrown mortars). I would assume activating it and throwing it would use the same action much like the bombs on pg. 267 of the DMG. Additionally, Crossbow Expert only triggers when you take the Attack action. Throwing an explosive does not require an attack roll nor is it treated as a ranged weapon attack (improvised of otherwise). It's honestly more akin to the Cast a Spell action, like a worse version of fireball. Assuming it did trigger CE though -utilizing rules on pg. 190 of the PHB under "Other Activity on your Turn"- even if it was a two-handed weapon, you could throw your grenade and reposition while simultaneously drawing your crossbow for a sneak attack anyway. [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 15:46, 6 May 2020 (MDT)<br />
<br />
:::I see. How should they be edited so? --[[User:Conclave|Conclave]] ([[User talk:Conclave|talk]]) 06:50, 10 May 2020 (MDT)<br />
<br />
::::Personally, I'd make 'em one-handed. Additionally, so you aren't getting possibly 8-10 explosive bombs at 3rd level, I'd recommend the amount of gadgets you can craft should only equal your base Int mod instead of twice your Int mod. until perhaps your next archetype feature or the feature after that. Either that or put a capstone on how many explosive bombs you can craft. [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 10:50, 15 May 2020 (MDT)<br />
<br />
== Edits ==<br />
<br />
Should we remove the "If the enemy used an arrow, a crossbow bot or similar, your arrow continues its trajectory and functions as a mundane arrow, dealing damage with a successful attack roll. If possible, you can strike your Sneak Attack" part in the 2 spinning ammos? It looks kinda overpowered to me. I'm very cool with allowing to stop a throwable weapon/arrow/crossbow bolt, but dealing damage after having done so is kinda too much in my opinion --[[User:Conclave|Conclave]] ([[User talk:Conclave|talk]]) 01:24, 5 May 2020 (MDT)<br />
<br />
:I honestly don't care for it as a gadget. Flavor-wise, how would you load an entirely new bolt as a reaction, or are all of your bolts this specific kind? Additionally, it's almost too niche, needing a Dexterity check (and excellent positioning if you're blocking someone else) to even possibly work. And I agree that allowing the sneak attack is a bit much. [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 15:18, 6 May 2020 (MDT)<br />
<br />
::That's a good point too. Should we remove those gadget at all? --[[User:Conclave|Conclave]] ([[User talk:Conclave|talk]]) 04:42, 7 May 2020 (MDT)<br />
<br />
:::I'm not opposed to it, but if we do keep them, there shouldn't be one for bolts and one for arrows. Just call it one or the other and have it be an umbrella term for ammunition. [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 06:29, 7 May 2020 (MDT)<br />
<br />
::::Guess it is better that way. Also, we should remove also the double gadged for arrow and crossbow bolt for net and make that a single ammunition too. --[[User:Conclave|Conclave]] ([[User talk:Conclave|talk]]) 06:33, 7 May 2020 (MDT)<br />
<br />
== Locked ==<br />
<br />
I've locked this it appears there is vandalism but I want to review things before making that decision. [[User:Red Leg Leo|Red Leg Leo]] ([[User talk:Red Leg Leo|talk]]) 07:23, 4 March 2020 (MST)</div>PunnyDM12https://www.dandwiki.com/w/index.php?title=Gadgeteer_(5e_Subclass)&diff=1332526Gadgeteer (5e Subclass)2020-05-08T06:02:30Z<p>PunnyDM12: Grammar.</p>
<hr />
<div>[[Category:5e]][[Category:User]][[Category:Subclass]][[Category:Rogue]]<br />
<br />
===Gadgeteer===<br />
<br />
Utilizing traps and inventions, the Gadgeteer controls the battlefield. Whether a retired inventor or a thief who simply put his trap disabling skills to better use, Gadgeteers invent many oddities which assist them in their endeavors. Perhaps they act as a highwayman who causes "accidents" on the side of the road or maybe they're a thief with a few tricks up their sleeve. One thing is for certain, you'd best keep your eyes open around these folk.<br />
<br />
'''Gadgeteer save DC= 8 + Proficiency Bonus + Intelligence Modifier'''<br />
<br />
====Trapsmith====<br />
<br />
Using your knack for mechanics and technology, you are skilled at using them to ambush unsuspecting enemies. <br />
Beginning at 3rd level, you gain '''proficiency in Tinker’s Tools'''. <br />
You also keep a bag of trap supplies on your person '''beginning with 30gp worth of components'''. If you have Thieves’ tools and the requisite gp amount of supplies, you can spend one minute preparing and laying a trap. This trap fits within a 5 feet square, has a number of hit points equal to your Rogue level, and has a DC equal to your Gadgeteer save DC.<br />
When an unsuspecting creature enters the trap’s range or starts its turn within range, it must make a Dexterity save against your Gadgeteer DC or take '''damage as shown in the table + Intelligence Modifier''' Bludgeoning, Piercing or Slashing damage (the creature can only be targeted once by the same trap per round). <br />
If a creature succedes, it notices your trap and they have to move at half their walking speed to avoid setting it off. A successful Thieves' Tools check against your Gadgeteer DC disables the trap altogether. <br />
The trap is destroyed if it has no more charges. <br />
When setting the trap, you can choose to have all charges be expended at once within range or have one charge expend at the closest target when applicable. <br />
If any (but not all) charges are expended, as an action, you can salvage it for half the cost in parts (rounded down) used to make it and enough parts to cover the base price of it. If no charges have been expended, you regain all parts used to create it. If all charges are expended, you may salvage enough parts to cover the base price of it. You do not set off your own traps if you don't wish to. <br />
<br />
{| class="{{d20}}"<br />
|+ Trap Upgrades<br />
! Minimum Level !! Damage (base price) !! Maximum Radius !! Charges !! Delay After Trigger !! Silvered<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3|| 2d6 (30gp) || 5ft. (+0gp) || 1 (x1) || 1 Round || ---<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || 2d8 (40gp) || 10ft. (+5gp) || 2 (x1.5) || 2 Rounds || ---<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9 || 2d10 (50gp) || 20ft. (+10gp) || 3 (x2) || 3 Rounds || +50gp<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13 || 3d8 (60gp) || 25ft. (+15gp) || 4 (x2.5) || 4 Rounds || +50gp<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17 || 3d10 (70gp) || 30ft. (+20gp) || 5 (x3) || 5 Rounds || +50gp<br />
|-<br />
| class="skill" colspan="3" |<br />
# ''When upgrading traps, be sure to move from left to right when figuring out gold amounts.''<br />
# ''All traps begin with a 0 round delay unless crafted otherwise.''<br />
|}<br />
<br />
====Device Maker====<br />
<br />
In addition to traps, a Gadgeteer can also utilize other items at a moment’s notice. <br />
Beginning at 3rd level you may craft gadgets during your downtime. Choose three from the list provided. You learn how to craft an additional gadget of your choice at levels 6, 9, 12, 15, and 18. <br />
During a short or long rest, you may craft and own a total '''number of devices''' equal to '''twice''' your '''Intelligence Modifier'''. <br />
Crafting devices doesn't require supplies, as they are for the most part made from spare parts. Being made of these scraps, all items you create over the course of a short or long rest become inert after you complete your next short or long rest.<br />
<br />
*'''Auto Pick''': this item can be used to open locks. The DC it can pick is equal to your Intelligence score. It takes at least five times as long to open the lock, plus one minute for every DC lower it is. After it is used, it becomes inert<br />
<br />
*'''Breathing Kit''': this small device increases the amount of time a medium creature can hold its breath by one minute. For small creatures, this time is increased by two minutes. After it is used, it becomes inert<br />
<br />
*'''Concealable Item''': ''this item does not become inert, nor does it have a limit to craft, but it costs gp equal to the base price of the item +100gp and follows normal crafting rules.'' You may create a shield or light weapon that folds in on itself. As a bonus action, you may deploy this item or collapse it. When folded, you have advantage on Dexterity (Sleight of Hand) checks made to hide this item on your person<br />
<br />
*'''Explosive Bomb''': as an action, you may throw this metal sphere at a point within 40 feet of you. This gadget counts as two handed. All creatures within 5 feet of that point must make a Dexterity saving throw against your Gadgeteer save DC or take '''3d4 + Intelligence Modifier''' Piercing damage. On a successful saving throw, the creatures take half as much damage (rounded down). At levels 6, 9, 12, 15, and 18 the damage is increased by 1d4. ''See Elemental Modifications for bonuses obtained at level 13''<br />
<br />
*'''Flare''': as an action, you may throw this pyrotechnic that produces a bright light and an intense heat at a point within 40 feet of you, creating a 30-foot-radius light centered on a point within range. Its light lasts 1 minute and lights up dim light to bright light or darkness to dim light. Once the flare is extinguished it becomes inert. Water can extinguish it too<br />
<br />
*'''Flash Bomb''': as an action, you may throw this metal cylinder at a point within 40 feet of you. This gadget counts as two handed. All creatures within 5 feet of that point must make a Constitution saving throw against your Gadgeteer save DC or be Blinded for one minute. On the beginning turn thereafter the target may attempt another Constitution saving throw against your Gadgeteer save DC, ending this effect on a successful save<br />
<br />
*'''Hookshot''': as an action, you may launch this claw-like device at walls or ceilings within 40 feet of you and have the rope pull you up via a spring powered winch. This gadget counts as a hand-crossbow for purposes of proficiency. The winch automatically pulls you 10 feet at the beginning of your turn, unless you decide to let the gadget go. You can remove the attached hook as a bonus action or continue to hang from ceilings or walls indefinitely after being pulled the full length of the rope. While you are hanging or being pulled by this gadget you can't use your movement action. At any moment, you can let go this device (no action required). Every minute spent hanging you have to make a Constitution saving throw against a DC save of 10. Also, whenever you take damage while you are hanging you must make a Constitution saving throw to maintain your hold. The DC equals 10 or half the damage you take, whichever number is higher. On a failed save, you let the device go and fall vertically. Note: some surfaces may not allow the hook to stick (such as metal or hard stone). You can only have one Hookshot crafted at a time. The winch can't lift more weight than 1 medium, 2 small, or 4 tiny creatures at a time<br />
<br />
*'''Infamous Needle''': as an action, make an attack roll against a creature within 5 feet of you with this friction-electified needle. This gadget counts as a dagger for purposes of proficiency and Sneak Attack. This attack has advantage against creatures wearing metal armor. On a hit, the creature takes '''1d2 + Intelligence Modifier''' lightning damage and can't take reactions until the start of your next turn<br />
<br />
*'''Image Caster''': one sheet of paper may be inserted into this small box at a time. As an action, you may press a small button on the side of this device, which releases a flash of light in a 30 feet cone, and after one hour the paper is shaded with coal, graphite, or other materials to create an image of what the Image Caster was facing. The image comes only in shades of grey, unless dyes worth 50gp are used<br />
<br />
*'''Improved Reload''': this device increases the amount of times one can fire a hand crossbow or light crossbow before needing to reload. When applied, the crossbow can fire three bolts before requiring an action to load three more<br />
<br />
*'''Noise Maker''': as an action, you may set up this small device which can imitate sounds such as footsteps, a door closing or opening, an item crashing to the ground or other simple noises within 40 feet of it that might obtain the attention of nearby creatures. A creature can determine the noise is fake with a successful Intelligence (Investigation) check against your Gadgeteer save DC. This item functions for one minute and then becomes inert<br />
<br />
*'''Net Bolt''': a net attached to a bolt. As an action, you may hurl this net using a crossbow or bow out to a range of 15 feet with a long range of 30 feet. This otherwise functions as a mundane {{5e|Net|net}}. A creature can avoid the net with a successful Dexterity check against your Gadgeteer save DC or be restrained. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net<br />
<br />
*'''Smoke Bomb''': as an action, you may throw this metal canister at a point within 40 feet of you, creating a 15-foot-radius cloud of smoke centered on a point within range. This gadget counts as two handed. The smoke spreads around corners, and its area is heavily obscured. It lasts for one minute or until a moderate wind (at least 10 miles per hour) disperses the cloud, taking 4 rounds, or a strong wind (at least 20 miles per hour), taking 1 round<br />
<br />
*'''Spring-boots''': a pair of old boots with some carefully tuned spring mechanisms on the bottom of them. While wearing these boots, your walking speed increases by 10 feet, and you can jump an additional 10 feet horizontally or vertically. The user has disadvantage on Stealth checks while wearing them, due to the noisiness of the springs. You can only have one pair of Spring-boots crafted at a time<br />
<br />
*'''Stink Bomb''': as an action, you may throw this heinous mixture at a point within 40 feet of you, creating a 20-foot-radius of vile gas. This gadget counts as two handed. The mist spreads around corners and lightly obscures the area. It lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it, taking 1 round. Each creature inside the radius must make a Constitution saving throw against your Gadgeteer save DC or become poisoned for one minute. A creature can make another saving throw at the beginning of it's turn, ending this effect on a success. A creature that fails three or more saving throws, takes 1d8 poison damage and becomes Stunned until the start of their next turn as they spend their actions retching. Creatures have disadvantage on subsequent saving throws while in the area of the gas<br />
<br />
*'''Tanglefoot Bag''': a small pouch full of writhing sticky tar. As an action, you may throw this at a point within 40 feet of you. This gadget counts as two handed. Upon landing, the writhing tar spurts out, covering a 5-foot-radius of ground for 1 minute before it dries out and hardens. A creature hit by this bag must make a Strength saving throw against your Gadgeteer save DC or have their speed reduced to zero. A creature may take an action to repeat the saving throw, freeing themselves from the sticky tar on a success. A creature that starts its turn in the area, or passes through it on their turn, has their speed halved until the start of their next turn<br />
<br />
*'''Umbrella Bolt''': when you (or any creature lined up with you, inside the trajectory of fire) is being targeted by a ranged attack, as a reaction you can fire this bolt provided with a front, dome-like appendage. With a successful Dexterity check against enemy's attack roll, this bolt blocks the incoming attack. You can block a critical hit using this gadget only scoring a natural 20 too. If the bolt intercepts the enemy's attack, the bolt is destroyed<br />
<br />
====Quick Setup====<br />
<br />
Beginning at 9th level, due to your incredible planning and quick hands, you may prepare and carry a total number of traps equal to half your Intelligence Modifier rounded up (minimum of 1) at the end of a short or long rest. <br />
The value of each cannot exceed 200gp. <br />
You may set these traps as an action. <br />
Additionally, any others you designate are no longer affected by your traps.<br />
During a short or long rest, you may now craft and own a total '''number of devices''' equal to '''thrice''' your '''Intelligence Modifier'''. <br />
<br />
====Elemental Modifications====<br />
<br />
At 13th level, you’ve become more curious to the extent your inventions will go. <br />
When crafting a trap, you may choose to double the base price in order to change the trap’s damage type between Fire, Ice, Lightning or Thunder. <br />
Those effects can also be added to an Explosive Bomb, without further prices. You can carry a maximum of half your Intelligence Modifier (rounded down) Elemental Explosive Bomb per time.<br />
<br />
*'''Fire''': the target takes 5 fire damage at the start of each of their turns for one minute or until it uses its action to douse the flames<br />
<br />
*'''Ice''': the target moves at half speed for one minute. A creature can make a Constitution saving throw against your Gadgeteer save DC at the beginning of each of its turns, ending the effect on a success<br />
<br />
*'''Lightning''': the target is Stunned for one minute. A creature can make a Constitution saving throw against your Gadgeteer save DC at the beginning of each of its turns, ending the effect on a success<br />
<br />
*'''Thunder''': the target is Deafened for one minute. A creature can make a Constitution saving throw against your Gadgeteer save DC at the beginning of each of its turns, ending the effect on a success. This trap emits a blast that can be heard from 500 feet away<br />
<br />
====Master Design====<br />
<br />
At 17th level, when you complete a long rest, you can create an oddly vicious trap using less parts. <br />
This trap costs half the normal cost to create and is capable of applying your Sneak Attack damage to a viable creature, if you haven't already applied it this turn. This counts as your Sneak Attack for the turn. Even if the creature succeeds it’s saving throw, it takes half damage nonetheless, regardless of whether you use Sneak Attack or not. <br />
In addition, you can manually expend a charge on any trap you create as an action if you still have any rounds on the delay and those are within 60 feet of the trap.<br />
''Example: if you have a four round delay on the initial trigger and a creature triggered the trap two turns ago, you can instead forgo the rest of the delay and expend a charge using an action, targeting that creature or all within range if you have it rigged to expend all charges.''<br />
During a short or long rest, you may now craft and own a total '''number of devices''' equal to '''four times''' your '''Intelligence Modifier'''. <br />
<br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:Rogue]]<br />
<br />
[[Category:5e]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Subclass]]</div>PunnyDM12https://www.dandwiki.com/w/index.php?title=Talk:Gadgeteer_(5e_Subclass)&diff=1332000Talk:Gadgeteer (5e Subclass)2020-05-07T12:29:28Z<p>PunnyDM12: /* Edits */</p>
<hr />
<div>== Kudos ==<br />
<br />
This page looks good. I like the name, flavor, and mechanics. Seems simple enough to play too. ~ [[User:BigShotFancyMan|BigShotFancyMan]] 08:35, 24 May 2019 (MDT)<br />
:I'm glad you like it, mate. Always thought rogues deserved a sort of scrappy archetype: kinda like a reverse trap disabler or eccentric inventor. [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 16:43, 24 May 2019 (MDT)<br />
<br />
Heck ya! ~ [[User:BigShotFancyMan|BigShotFancyMan]] 21:39, 24 May 2019 (MDT)<br />
<br />
Explosive Bomb looks dope, but shouldn't it deal at least half dmg when enemies succede on saving throw? [[User:Conclave|Conclave]]<br />
:Yes, but they've locked the page because I had some disagreements on certain class features. [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 23:56, 25 March 2020 (MDT)<br />
<br />
::And the talk page was never used to discuss those disagreements so I am not sure unlocking the page wouldn't result in more back and forth. [[User:Red Leg Leo|Red Leg Leo]] ([[User talk:Red Leg Leo|talk]]) 06:51, 1 April 2020 (MDT)<br />
<br />
Some edits I think may be cool: Hookshot myst be considered as a one-handed crossbow in term of proficiencies; Infamous Needle and Explosive Bomb should deal dmg equal to their hit dice+Int mod, not int+prof; "Gadgeteer attack modifier= Proficiency Bonus + Intelligence Modifier" should be removed, every gadget should have proficiencies as other already existing weapon; Explosive Bomb should deal half dmg if creatures pass the saving throw; Infamous Needle should be buffed a bit, it is kinda pointless atm; at level 13 maybe you should be able to add Sneak attack to one creature while using explosive bombs. [[User:Red Leg Leo|Red Leg Leo]] may you unlock the thread? --[[User:Conclave|Conclave]] ([[User talk:Conclave|talk]]) 04:24, 2 May 2020 (MDT)<br />
:I'm actually playing a level 6 Gadgeteer Rogue in Curse of Sthard and those changes are actually very good. I took Explosive Bomb as gadgeet but I never use it, as if any creature passes the saving throw they take 0 dmg and I've wasted a turn --[[User:GabberGaba|GabberGaba]] ([[User talk:GabberGaba|talk]]) 06:39, 2 May 2020 (MDT)<br />
<br />
I'll unlock the page. I hope whatever counter-edits were happening won't occur. Good Luck. [[User:Red Leg Leo|Red Leg Leo]] ([[User talk:Red Leg Leo|talk]]) 10:33, 4 May 2020 (MDT)<br />
<br />
Why are some of the gadgets considered two handed? What is that purpose for that? [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 17:34, 4 May 2020 (MDT)<br />
<br />
:For two reasons.<br />
:1) Flavor: to use a grenade in real life you have to use one hand to take it/throw it, while the other hand is used to "activate" it (like, removing the triggering pin). Also, if those were one handed gadgets, they would not require an activation and they would be kinda "dangerous". As example, let's say that those gadgets are activated by the impact with the ground: if the rogue is knocked prone/falls, the impact would activate all of them and the rogue would kinda blow up.<br />
:2) To balance them a bit. Let's make an example: if a level 5 rogue takes Crossbow expert as feat and those gadgets were not 2 handed, he could use his action to use Explosive Bomb he would be able to deal 4d4+Int to a maximum of 4 creatures (as the explosion is basically a 2x2), dealing on average 2.5*4=10 dmg to all the 4 creatures (if they fail the save) so 40 dmg in a round, or 20 dmg if they all pass the saving throw. At that point, the rogue could use his bonus action to hit any creature with his hand-crossbow and deal an additional 16d*Dex+3d6 of sneak attack. And it seems a bit overpowered <br />
:--[[User:Conclave|Conclave]] ([[User talk:Conclave|talk]]) 01:02, 5 May 2020 (MDT)<br />
<br />
::Flavorwise, you could pull a pin with your teeth even as seen in pop culture or have a different mechanism, such as striking a blunt surface (in the case of thrown mortars). I would assume activating it and throwing it would use the same action much like the bombs on pg. 267 of the DMG. Additionally, Crossbow Expert only triggers when you take the Attack action. Throwing an explosive does not require an attack roll nor is it treated as a ranged weapon attack (improvised of otherwise). It's honestly more akin to the Cast a Spell action, like a worse version of fireball. Assuming it did trigger CE though -utilizing rules on pg. 190 of the PHB under "Other Activity on your Turn"- even if it was a two-handed weapon, you could throw your grenade and reposition while simultaneously drawing your crossbow for a sneak attack anyway. [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 15:46, 6 May 2020 (MDT)<br />
<br />
== Edits ==<br />
<br />
Should we remove the "If the enemy used an arrow, a crossbow bot or similar, your arrow continues its trajectory and functions as a mundane arrow, dealing damage with a successful attack roll. If possible, you can strike your Sneak Attack" part in the 2 spinning ammos? It looks kinda overpowered to me. I'm very cool with allowing to stop a throwable weapon/arrow/crossbow bolt, but dealing damage after having done so is kinda too much in my opinion --[[User:Conclave|Conclave]] ([[User talk:Conclave|talk]]) 01:24, 5 May 2020 (MDT)<br />
<br />
:I honestly don't care for it as a gadget. Flavor-wise, how would you load an entirely new bolt as a reaction, or are all of your bolts this specific kind? Additionally, it's almost too niche, needing a Dexterity check (and excellent positioning if you're blocking someone else) to even possibly work. And I agree that allowing the sneak attack is a bit much. [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 15:18, 6 May 2020 (MDT)<br />
<br />
::That's a good point too. Should we remove those gadget at all? --[[User:Conclave|Conclave]] ([[User talk:Conclave|talk]]) 04:42, 7 May 2020 (MDT)<br />
<br />
:::I'm not opposed to it, but if we do keep them, there shouldn't be one for bolts and one for arrows. Just call it one or the other and have it be an umbrella term for ammunition. [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 06:29, 7 May 2020 (MDT)<br />
<br />
== Locked ==<br />
<br />
I've locked this it appears there is vandalism but I want to review things before making that decision. [[User:Red Leg Leo|Red Leg Leo]] ([[User talk:Red Leg Leo|talk]]) 07:23, 4 March 2020 (MST)</div>PunnyDM12https://www.dandwiki.com/w/index.php?title=Hallownest_Knight_(5e_Class)&diff=1331762Hallownest Knight (5e Class)2020-05-06T21:52:10Z<p>PunnyDM12: Quick Focus charm allows for healing as a bonus action. The feature otherwise functions as the Paladin's Lay on Hands feature with some other limitations.</p>
<hr />
<div>{{Copyright Disclaimer|owner=Team Cherry|franchise=Hollow Knight}}<br />
<br />
==Hallownest Knight==<br />
The fallen kingdom of Hallownest has produced many adventurers and warriors even in it's current ruined state. Whether you were once a knight under the command of the Pale King or an adventurer of the wastelands called to the depths below, you fearlessly trek into the unknown to find... something.<br />
<br />
It's possible you were a potential vessel who made it out of the abyss. Perhaps with no memory. Or maybe you've lived in Hallownest your whole life, fighting for sport in the Colosseum of Fools.<br />
<br />
===Hallownest Knight===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|https://hollowknight.com/wp-content/uploads/2018/09/cp_thumbs__0001_Life.jpg|https://hollowknight.com/}}</div><br />
<br />
What is your calling in life? What do you hope to find in your travels? Do you feel some sort of resolve to protect the little guy or is geo your only motivation? Do you believe in a cause whether good or evil? Why? Ask yourself these questions to better get an understanding of your knight. <br />
<br />
;Quick Build<br />
You can make a Hallownest Knight quickly by following these suggestions. First, Strength or Dexterity should be your highest ability scores, followed by Charisma. Second, choose the Soldier background. Alternative backgrounds might include Entertainer, Sage, or Outlander.<br />
<br />
{{5e Class Features<br />
|name=Hallownest Knight<br />
|summary=A class based around the Hollow Knight lore.<br />
|hd=10<br />
|spellcasting=<br />
|armor=Light armor, Medium armor, Shields<br />
|weapons=Simple weapons, Martial weapons<br />
|tools=One tool of your choice<br />
|saves=Dexterity, Charisma<br />
|skills=Choose two from Athletics, Acrobatics, History, Insight, Intimidation, Investigation, Religion, Stealth, and Survival<br />
|item1a=leather armor<br />
|item1b=Scale Mail<br />
|item2a=two martial weapons<br />
|item2b=a martial weapon and a shield<br />
|item2c=a martial weapon and any simple weapon<br />
|item3a=any simple weapon<br />
|item3b=a tool of your choice<br />
|item4a=a dungeoneer's pack<br />
|item4b=an explorer's pack<br />
|wealth=2d4x10<br />
|classfeatures1={{inpage|Fighting Style}}, {{inpage|Soul}}<br />
|classfeatures2={{inpage|Charms}}<br />
|classfeatures3={{inpage|Knightly Path}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Extra Attack}}, {{inpage|Soul Recovery}}<br />
|classfeatures6={{inpage|Soulbound}}<br />
|classfeatures7={{inpage|Knightly Path Feature}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Refined Nail}}<br />
|classfeatures10={{inpage|Soul Recovery Improvement}}<br />
|classfeatures11={{inpage|Dream Nail}}<br />
|classfeatures12=<br />
|classfeatures13={{Inpage| Extra Attack (2)}}<br />
|classfeatures14={{inpage|Dreamgate}}<br />
|classfeatures15={{inpage|Knightly Path Feature}}<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18={{inpage|Refined Nail Improvement}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Knightly Path Feature}}<br />
<br />
|extra1_name=Notches<br />
|extra1_1=0<br />
|extra1_2=3<br />
|extra1_3=3<br />
|extra1_4=3<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=5<br />
|extra1_8=5<br />
|extra1_9=6<br />
|extra1_10=6<br />
|extra1_11=7<br />
|extra1_12=7<br />
|extra1_13=8<br />
|extra1_14=8<br />
|extra1_15=9<br />
|extra1_16=9<br />
|extra1_17=10<br />
|extra1_18=10<br />
|extra1_19=11<br />
|extra1_20=11<br />
<br />
|extra2_name=Charms<br />
|extra2_1=0<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=3<br />
|extra2_5=3<br />
|extra2_6=4<br />
|extra2_7=4<br />
|extra2_8=5<br />
|extra2_9=5<br />
|extra2_10=6<br />
|extra2_11=6<br />
|extra2_12=7<br />
|extra2_13=7<br />
|extra2_14=8<br />
|extra2_15=8<br />
|extra2_16=9<br />
|extra2_17=9<br />
|extra2_18=10<br />
|extra2_19=10<br />
|extra2_20=11<br />
<br />
|extra3_name=Soul<br />
|extra3_1=5<br />
|extra3_2=10<br />
|extra3_3=15<br />
|extra3_4=20<br />
|extra3_5=25<br />
|extra3_6=30<br />
|extra3_7=35<br />
|extra3_8=40<br />
|extra3_9=45<br />
|extra3_10=50<br />
|extra3_11=55<br />
|extra3_12=60<br />
|extra3_13=65<br />
|extra3_14=70<br />
|extra3_15=75<br />
|extra3_16=80<br />
|extra3_17=85<br />
|extra3_18=90<br />
|extra3_19=95<br />
|extra3_20=100<br />
}}<br />
<br />
====Fighting Style====<br />
At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. <br />
*Defense- While you are wearing armor, you gain a +1 bonus to AC.<br />
*Dueling- When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.<br />
*Great Weapon Fighting- When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.<br />
*Protection- When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.<br />
*Two-Weapon Fighting- When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.<br />
<br />
====Soul====<br />
Starting at 1st level, you have a pool of soul points that replenishes when you take a long rest. The total number of Soul points you possess equals your Hallownest Knight level x 5. You can use an action on your turn to draw power from the pool and restore a number of hit points to yourself up to your Hallownest Knight level. The amount healed equals the amount of soul used.<br />
<br />
====Charms====<br />
Charms are mystical artifacts that grant a variety of boons to whoever wields them. Starting at 2nd level, you have three notches located under the Notches column of the Hallownest Knight table. You gain additional notches at higher levels. A charm will have a notch requirement and fills the appropriate amount stated in the charm’s description. Whenever you gain a level in this class you can replace a charm you have with another from the list assuming you meet its prerequisites. <br />
<br />
;Charms at 2nd level<br />
At 2nd level, you possess 2 charms located under the Charms column of the Hallownest Knight table. You gain additional charms at higher levels. Over the course of a short or long rest, you can swap out one charm filling your notches for another or remove a charm entirely.<br />
<br />
;Overcharm<br />
You can choose to overcharm yourself by applying a charm that exceeds your available notches. By doing so, you gain the benefits of the charm, but any attack made against you is automatically a critical hit. If you remove a charm and no longer exceed your available notches, you are no longer considered overcharmed.<br />
<br />
====Knightly Path====<br />
At 3rd level, you choose a Knightly Path. Choose between Path of the Nail Master, Path of the Pale Knight, Path of the Shaman, Path of the Troupe, Path of the Vessel, Path of the Wanderer, or Path of the Weaver. detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th levels.<br />
<br />
====Ability Score Increase====<br />
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.<br />
<br />
====Extra Attack====<br />
Beginning at 5th level, you may attack twice whenever you take the attack action on your turn.<br />
<br />
====Soul Recovery====<br />
At 5th level, whenever you strike an enemy with a melee weapon attack, you regain 2 soul points. This increases to 3 at 10th level. (You cannot exceed your maximum number of soul points.)<br />
<br />
====Soulbound====<br />
At 6th level, you can bind yourself to up to two weapons you are proficient with over the course of a short or long rest. While bound to this weapon, you gain the following benefits: <br />
*You cannot be disarmed of your chosen weapon. <br />
*You gain a +1 bonus to attack rolls your chosen weapon. This increases to +2 at 11th level. If the weapon already provides a bonus, use the higher of the two values.<br />
*Attacks made with your chosen weapon are considered magic for the purpose of overcoming immunities and resistances to nonmagical attacks. <br />
*You can’t be disarmed of your weapon unless you are incapacitated. <br />
<br />
You become unbound to a weapon if you bind yourself to a third weapon.<br />
<br />
====Refined Nail====<br />
At 9th level, any weapon benefiting from your Soulbound feature deals a critical hit on a roll of 19-20. This range increases to 18-20 at 18th level.<br />
<br />
====Dream Nail====<br />
Beginning at 11th level, when you strike a creature with your bound weapon, you can expend 5 soul points to deal no damage and cast the [[5e SRD:Detect Thoughts|''detect thoughts'']] spell. Alternatively, you can expend 5 soul points to touch a corpse with this weapon and cast the [[5e SRD:Speak With Dead|''speak with dead'']] spell. Charisma is your spellcasting ability for these spells.<br />
<br />
====Extra Attack (2)====<br />
Beginning at 13th level, you may attack three times whenever you take the attack action on your turn.<br />
<br />
====Dreamgate====<br />
At 14th level, you can use your action to transport you and a number of creatures equal to your Charisma modifier to the last place you completed a long rest. You must complete a long rest before you can use this feature again.<br />
<br />
=== Path of the Fool ===<br />
Fools are warriors at heart, fighting for glory rather than some ideal.<br />
<br />
;Bonus Proficiency<br />
At 3rd level, you get proficiency in all armor and the Animal Handling skill.<br />
<br />
;Fool's Resilience<br />
At 3rd level, your maximum hit points are increased by 6, and further increased by 2 whenever you gain a level in this class.<br />
<br />
;Fragile Charms<br />
At 7th level, you can choose to equip the Unbreakable Heart charm as though it costs 0 notches. If you do, when you fall to 0 hit points, the charm breaks and you cannot use it again until you complete a 1 day long ritual and pay 25 GP worth of materials, as well as finish a long rest. This feature extends to the Unbreakable Strength charm at level 8.<br />
<br />
;Powerful Focus<br />
At 15th level, whenever you recover hit points using your Soul feature, you can expend an additional 10 soul points to have all your weapon attacks deal maximum damage until the end of your next turn.<br />
<br />
;Infection Resistance<br />
At 20th level, you are immune to the effects of poisons and curses, unless the DM rules otherwise. Additionally, you have advantage on saving throws against being charmed or frightened.<br />
<br />
===Path of the Nail Master===<br />
The Nail Master is a true artist with a nail. Using ancient techniques, they flash about the battlefield rending flesh and bone alike. Whether you have trained under the old masters or bested all opponents in the Colosseum, your skills with a nail are the stuff of legend.<br />
<br />
;Bonus Proficiencies<br />
At 3rd level, you become proficient with all martial weapons.<br />
<br />
;Nail Arts<br />
When you take this archetype at 3rd level, you learn two Nail Arts.<br />
*Great Slash: As a bonus action, you can expend 10 soul points to charge your weapon. Your weapon remains charged until the end of your next turn. Using your action, you can attack with a charged weapon. On a hit, your weapon deals an additional 2d10 radiant damage. You may deal this damage once per turn and you do not recover soul points with your Soul Recovery feature when you use this nail art.<br />
*Dash Slash- As a bonus action, you can expend 10 soul points to charge your weapon. Your weapon remains charged until the end of your next turn. Using your action with a charged weapon, you move up to 15 feet forward and make one attack against the first creature in your path. This movement does not incur attacks of opportunity. On a hit, you deal an additional 1d10 radiant damage to the targets. You may deal this damage once per turn and you do not recover soul points with your Soul Recovery feature when you use this nail art.<br />
<br />
;Improved Technique<br />
Starting at 7th level, when you use your Great Slash and Dash Slash features you can expend an additional 5 soul points to deal an additional 1d10 radiant damage on a hit. This extra damage increases by 1d10 at 15th, and 20th levels.<br />
<br />
;Cyclone Slash<br />
At 15th level, as a bonus action, you can expend 20 soul points to charge your weapon. Your weapon remains charged until the end of your next turn. As an action, you can attack all creatures within 5 feet of you. Your weapon deals an extra 5d10 radiant damage to all creatures hit by your weapon while using this feature. You can only apply this damage to each creature once per turn and you do not recover soul points with your Soul Recovery feature when you use this nail art.<br />
<br />
;Masterful Technique<br />
Upon reaching 20th level, features from this path are no longer restricted to once per turn. Additionally, any time you would roll below a 5 for radiant damage with these features, treat the damage as a 5.<br />
<br />
===Path of the Pale Knight===<br />
You may have molded yourself after the Pale King's knights, or maybe you've decided to pick up the mantle after the fall of Hallownest. No matter your reasons, you have trained yourself in the ways of combat and speech alike in order to further your goals.<br />
<br />
;Bonus Proficiencies<br />
At 3rd level, you become proficient with Heavy armor and the Persuasion skill.<br />
<br />
;Defensive Focus<br />
Beginning at 3rd level, when you are hit by a melee attack, you can expend 5 soul and use your reaction to parry. By doing do, you reduce the damage by 1d10 + your Dexterity modifier. If you expend 10 soul points, you can use this feature when you are hit by a ranged weapon attack, destroying the projectile if you reduce the damage to 0. <br />
<br />
;Inspiring Soul<br />
At 7th level, whenever you use soul points to heal yourself, all friendly creatures within 30 feet of you that you choose that aren't unconscious gain temporary hit points equal to half that which you healed. (Minimum of 0)<br />
<br />
;Pale Courtier<br />
Starting at 15th level, whenever you roll a Charisma check, you can expend a number of soul points equal to half your Hallownest Knight level and add it to the roll.<br />
<br />
;Steel Soul<br />
Upon reaching 20th level, whenever you successfully reduce a melee attack to 0 using your Defensive Focus feature, you may make a melee attack against the attacker as part of the same reaction. Additionally, when you use your Defensive Focus feature, you can expend 10 soul points to add an additional 1d10 to the damage reduction. You may expend extra soul points to add a number of extra dice equal to your Charisma modifier.<br />
<br />
===Path of the Shaman===<br />
You have learned how to harness Soul as pure energy which you can use to fight your foes. Some who follow this path delve deep into the reaches of the earth and are driven mad by their discovery.<br />
<br />
Use this DC when using features granted by this path. Spell Save DC = 8 + proficiency bonus + Charisma modifier.<br />
<br />
;Bonus Proficiencies<br />
At 3rd level, you become proficient in the Arcana and Insight skills.<br />
<br />
;Vengeful Spirit<br />
At 3rd level, as an action when a creature damages you, you can expend 10 soul points to send forth a burst of pure soul. The soul travels in a line 60 feet long and 5 feet wide in a direction you choose. Each creature in the line must make a Dexterity saving throw against your spell save DC. A creature takes 2d6 radiant damage on a failed save, or half as much damage on a successful one.<br />
<br />
;Desolate Dive<br />
Starting at 7th level, as an action, you can expend 15 soul points and strike the ground, sending out a burst of soul. All creatures within 10 feet of you must make a Dexterity saving throw against your spell save DC. A creature takes 5d8 radiant damage on a failed save and half as much on a successful one. If you use this feature from a greater height, you take no fall damage, and the damage of this ability increases by 1d8 for every 10 feet fallen (to a maximum of an additional 3d8).<br />
<br />
;Howling Wraiths<br />
At 15th level, as an action, you can expend 20 soul points to erupt with raw soul. All creatures within a 20 foot sphere must make a Constitution saving throw against your spell save DC. A creature takes 10d10 radiant damage on a failed save and half as much on a successful one. <br />
<br />
;Shade Mage<br />
Upon reaching 20th level, you can deal necrotic or radiant damage when using features granted by this archetype, and all features granted by this archetype apply half your Hallownest Knight level to their damage rolls. Additionally, whenever you use your action to use a feature granted by this archetype, you may use your bonus action to use your Vengeful Spirit feature.<br />
<br />
===Path of the Troupe===<br />
You may have been chosen by the Nightmare Heart, or perhaps you simply serve it as some form of deity. Either way, the path of the troupe is one that feeds off the very essence of fear and fire.<br />
<br />
Use this DC when using features granted by this path. Spell Save DC = 8 + proficiency bonus + Charisma modifier.<br />
<br />
;Bonus Proficiencies<br />
At 3rd level, you gain proficiency with one Instrument and either the Intimidation or Performance skill.<br />
<br />
;Burning Passion<br />
At 3rd level, you gain resistance to fire damage. Upon reaching 15th level, this resistance becomes immunity.<br />
<br />
;Nightmare Performer<br />
Starting at 7th level, as an action, you can begin a performance that lasts until the start of your next turn. All creatures of your choice within 30 feet of you must make a Wisdom saving throw against your spell save DC. On a failed save, the creatures become charmed by you until the start of your next turn or until they take damage. A creature charmed in this way uses all of their movement on their turn to attempt to move within 5 feet of you. On your following turn, you can expend 15 soul points to erupt with flame. All creatures within 5 feet of you must make a Dexterity saving throw against your spell save DC. Creatures charmed by this feature have disadvantage on the save. On a failed save, the creatures take 5d6 fire damage, or half as much on a successful save. After using this feature, all creatures previously charmed by this feature have advantage on saves to resist the charmed condition imposed by this feature for 24 hours.<br />
<br />
;Menacing Presence<br />
Beginning at 15th level, when a creature makes an attack roll against you, you can expend 10 soul points to have them make it with disadvantage. Additionally, you can expend 10 soul points to target a creature you have spoken to for at least 1 minute. The creature must make a Wisdom saving throw against your spell save DC or become frightened of you. The target is frightened in this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged. After using this feature to frighten a creature, you must wait 24 hours before you can use this feature on the same creature again. <br />
<br />
;Nightmare King<br />
At 20th level, creatures have disadvantage on Wisdom saving throws made to resist your Nightmare Performer and Menacing Presence features. Additionally, when you use soul points to heal yourself, all creatures you choose within 5 feet of you take fire damage equal to the number of soul points spent + your Charisma modifier.<br />
<br />
===Path of the Vessel===<br />
You were forged in the abyss, or perhaps you suffered a tragedy that scarred you to your very core. Having no voice or will leaves you fortified against the influence of other deities.<br />
<br />
;Bonus Proficiencies<br />
At 3rd level, you gain proficiency with all martial weapons.<br />
<br />
;Forged in the Abyss<br />
At 3rd level, you gain resistance to necrotic damage. Upon reaching 15th level, this resistance becomes immunity, and your hit point maximum cannot be reduced in any way.<br />
<br />
;Unwavering<br />
At 7th level, you become immune to the charmed and frightened conditions.<br />
<br />
;Shade<br />
Starting at 15th level, when you die, you return to life in the place you last completed a long rest. Your soul points are reduced by half along with your soul point maximum. A shade manifests in the place of your death. The shade shares all the same statistics and features as you but has half your hit points and a hover speed of 30 feet. Only you can harm your shade and your shade is only hostile toward you. If you fall to 0 hit points before slaying your shade, you do not make death saving throws and instead die outright. After killing the shade, your soul points return to normal and you may use this feature again upon being slain. If you are unable to reach your shade, you can perform a ritual that lasts 1 hour and uses 150gp worth of ingredients to summon your shade in an unoccupied space within 10 feet of you.<br />
<br />
;Hollow Knight<br />
Upon reaching 20th level, you gain immunity to radiant damage, and when you return to life as a result of using your Shade feature. The shade produced is no longer hostile towards you, its AC is reduced to 10, and the shade’s hit points and hit point maximum are reduced to 1. Additionally, your mind cannot be read, and those who try take 3d4+ your Charisma modifier psychic damage (this damage cannot be reduced in any way).<br />
<br />
===Path of the Wanderer===<br />
You've scoured the wastes and the ruins of fallen kingdoms. You observe every detail and take precautions to save your shell. You've unearthed artifacts that assist you in your endeavors: searching for secrets lost to history.<br />
<br />
;Bonus Proficiencies<br />
At 3rd level, you gain proficiency with two skills of your choice.<br />
<br />
;Moth Wing<br />
At 3rd level, as a bonus action, you gain a fly speed of 15 feet until the end of your turn. You fall if nothing holds you aloft at the end of your turn. You cannot take the dash action while aloft.<br />
<br />
;Always Vigilant<br />
At 7th level, you have advantage on Dexterity saving throws against effects that you can see, such as traps or spells. You do not gain this benefit if you are blinded, deafened, or incapacitated. Additionally, you can expend 5 soul points when you roll for initiative to apply your Wisdom modifier to your initiative roll.<br />
<br />
;Charm Seeker<br />
Starting at 15th level, you gain two additional charm slots. Additionally, when you take damage while overcharmed, it is no longer automatically critical if you are only overcharmed by 1 notch. <br />
<br />
;Ancient Explorer<br />
Upon reaching 20th level, you can speak, read, and write all languages. Additionally, you no longer set off traps and can expend 20 soul as an action to gain {{5e|truesight}} out to a range of 120 feet for 10 minutes.<br />
<br />
===Path of the Weaver===<br />
You've endured the Deepnest and studied the tactics of the Weavers that live there. You may have grown up in the darkness or perhaps took a perilous pilgrimage to learn their ways.<br />
<br />
Use this DC when using features granted by this path. Spell Save DC = 8 + proficiency bonus + Charisma modifier.<br />
<br />
;Bonus Proficiencies<br />
At 3rd level, you gain proficiency with Weaver's Tools and weapons that deal piercing damage.<br />
<br />
;Graceful Focus<br />
Beginning at 3rd level, you can expend 10 soul points to triple your jump distance for one minute.<br />
<br />
;Needle and Thread<br />
At 7th level, all weapons you are proficient with that lack the heavy and two-handed properties gain the thrown (30/60) property. After throwing a weapon with the thrown property, you can use a bonus action to return it to your hand it is within 30 feet of you and you can see it. If you hit an object or creature of your size or larger, you may use your bonus action to pull yourself up to 15 feet in a straight line toward it, returning your weapon to your hand in the process.<br />
<br />
;Nimble Fighter<br />
At 15th level, when you jump, you can expend 10 soul points to jump once more before you land using the same action. Additionally you ignore difficult terrain, and opportunity attacks made against you are made with disadvantage.<br />
<br />
;Webspinner<br />
Upon reaching 20th level, as an action you can expend 10 soul points to cast the [[5e SRD:Web|''web'']] spell. Any creature that enters this area or begins it’s turn in this area must make a Dexterity saving throw against your spell save DC or take 5d6 piercing damage due to hidden spikes located within. You ignore movement restrictions caused by webbing.<br />
<br />
===Charms===<br />
If a charm has prerequisites, you must meet them to learn it. You can learn the charm at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class. Charms are organized alphabetically by the amount of notches they occupy. (Some charms have been tweaked from their original function -notably Hiveblood- to better fit D&D.)<br />
<br />
====1 Notch====<br />
<br />
;Defender's Crest<br />
You have disadvantage on all Charisma(Persuasion) checks. At the start of your turn, creatures within 5 feet of you of your choice takes 1 poison damage.<br />
<br />
;Dream Wielder (Prerequisite- 11th level)<br />
The Dream Nail feature no longer consumes soul points.<br />
<br />
;Gathering Swarm<br />
As a bonus action after you slay a creature within 30 feet of you, any item or currency (but not weapons) on their person with a value of 1gp or higher is moved within 5 feet of you, landing at your feet. <br />
<br />
;Grubsong (Prerequisite- 10th level)<br />
Whenever you take damage, you gain 2 soul points.<br />
<br />
;Nailmaster’s Glory (Prerequisite- 17th level, Path of the Nail Master)<br />
You no longer need to use your bonus action to charge your weapon when using features granted by the Path of the Nail Master archetype.<br />
<br />
;Spore Shroom (Prerequisite- 6th level)<br />
Whenever you use soul points to heal yourself, all creatures of your choice within 10 feet of you take poison damage equal to your Charisma modifier (minimum of 1).<br />
<br />
;Sprintmaster<br />
Your walking speed increases by 10 feet.<br />
<br />
;Steady Body<br />
You have advantage on Strength checks and saves made against being pushed back.<br />
<br />
;Thorns of Agony (Prerequisite- 4th level)<br />
Whenever you take damage, all creatures you choose within 5 feet of you take piercing damage equal to your Charisma modifier (minimum of 1).<br />
<br />
;Wayward Compass<br />
You have advantage on Wisdom(Survival) checks made to determine your location and direction.<br />
<br />
====2 Notches====<br />
<br />
;Baldur Shell<br />
After using soul points to heal yourself, you gain a +2 bonus to AC until the start of your next turn.<br />
<br />
;Dashmaster (Prerequisite- Path of the Wanderer)<br />
When you use your Moth Wing feature, you can take the dash action while aloft.<br />
<br />
;Fury of the Fallen (Prerequisite- 10th level)<br />
When your hit points are reduced below an amount equal to your Hallownest Knight level, attacks and abilities that deal damage deal an additional 4d6 force damage.<br />
<br />
;Glowing Womb (Prerequisite- 10th level)<br />
As a bonus action, you can expend 5 soul points to summon a small hatchling to defend you. You may have up to 4 hatchlings present at a time, and all hatchlings are slain when you complete a long rest. These hatchlings share your ability scores, have a flying speed of 20 feet, and move on your initiative to attack the closest hostile creature within range (use your Charisma modifier for the attack roll) dealing 1d6 fire damage on a hit and dying in the process. If the hatchling misses its attack, it does not die.<br />
<br />
;Grimmchild (Prerequisite- 9th level, Path of the Troupe)<br />
While this charm is active, you are followed by the Grimmchild. (Use statistics for [[5e SRD:Imp|Imp]]) The Grimmchild moves on your initiative and can only use its action to attack the closest hostile creature to them. Should the Grimmchild die, it is replaced when you complete a short or long rest.<br />
<br />
;Heavy Blow<br />
When you strike a medium or smaller creature with a melee weapon attack, you can choose to push them back up to 10 feet.<br />
<br />
;Lifeblood Heart<br />
Every time you complete a long rest, you gain temporary hit points equal to half your Hallownest Knight level (minimum of 1).<br />
<br />
;Longnail<br />
Melee weapons you wield that don't possess the reach property gain 5 feet additional reach.<br />
<br />
;Shape of Uun (Prerequisite- 15th level)<br />
When you use focus to heal yourself, you can move an extra 10 feet as part of the same action.<br />
<br />
;Sharp Shadow (Prerequisite- 12th level, Path of the Wanderer)<br />
When you use your Moth Wing feature, you can make one melee attack against a creature within range as part of the same action. At the start of each of your turns, roll a d6. On a roll of 6, you may use this feature again.<br />
<br />
;Soul Catcher (Prerequisite- 5th level)<br />
You gain 1 additional soul point when you use your Soul Recovery feature.<br />
<br />
;Spelltwister (Prerequisite- Path of the Shaman)<br />
Path of the Shaman features require 5 less soul points to use.<br />
<br />
;Stalwart Shell (Prerequisite- 7th level)<br />
When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.<br />
<br />
;Unbreakable Heart<br />
Your hit point maximum increases by an amount equal to twice your Hallownest Knight level when you choose this charm. Whenever you gain a level thereafter with this charm active, your hit point maximum increases by an additional 2 hit points.<br />
<br />
;Weaversong (Prerequisite- 9th level, Path of the Weaver)<br />
While this charm is active, you are followed by 3 weaverlings. (Use statistics for [[5e SRD:Giant Wolf Spider|Giant Wolf Spider]].) These weaverlings move on your initiative and can only use their action to attack the closest hostile creature to them. Should a weaverling die, it is replaced when you complete a short or long rest.<br />
<br />
====3 Notches====<br />
<br />
;Carefree Melody (Prerequisite- 18th level)<br />
This charm begins with a 0% chance to negate damage and gains a cumulative 10% chance upon being hit to instead take no damage. If you are hit by an attack, roll a d100. If you roll below the percentage chance, you instead take no damage. When an attack is negated in this way, the charm is reset to 0% and resumes its function.<br />
<br />
;Dream Shield (Prerequisite- 16th level)<br />
You gain +2 to AC, resistance to force damage, and immunity to the [[5e SRD:Magic Missile|''magic missile'']] spell.<br />
<br />
;Flukenest (Prerequisite- 15th level, Path of the Shaman)<br />
Your Vengeful spirit range becomes a 30 feet cone which is full of wriggling flukes that remain until the start of your next turn. The area becomes difficult terrain, and any creature that begins its turn in the area or enters the area for the first time on their turn takes 2d6 radiant damage. <br />
<br />
;Grubberfly’s Elegy<br />
While you have more than half your maximum number of hit points, your melee weapon can attack creatures out to a range of 30 feet Any melee attack made past 5 feet deals half damage.<br />
<br />
;Lifeblood Core (Prerequisite- 8th level)<br />
Every time you complete a long rest, you gain temporary hit points equal to your Hallownest Knight level. <br />
<br />
;Mark of Pride (Prerequisite- 15th level)<br />
Melee weapons you wield that don't possess the reach property gain 10 feet additional reach.<br />
<br />
;Quick Focus (6th level)<br />
You can heal yourself with soul points as a bonus action on your turn.<br />
<br />
;Quick Slash (Prerequisite- 12th level)<br />
You can make one melee attack as a bonus action on each of your turns.<br />
<br />
;Shaman Stone (Prerequisite- 8th level, Path of the Shaman)<br />
You can apply your Charisma modifier to the damage rolls of features gained from the Path of the Shaman.<br />
<br />
;Unbreakable Strength (Prerequisites- 8th level)<br />
Attacks you make that use Strength apply twice your Strength modifier to the damage roll.<br />
<br />
====4 Notches====<br />
<br />
;Deep Focus<br />
When you use soul points to regain health, you must use your action and bonus action, but you can restore a total number of hit points on your turn equal to twice your Hallownest Knight Level.<br />
<br />
;Hiveblood (Prerequisite- 18th level)<br />
While below half your hit point maximum, you heal for 1d8 + your Charisma modifier every round on your turn up to half your hit point maximum. You do not gain this benefit at 0 hit points.<br />
<br />
;Joni’s Blessing (Prerequisite- 17th level)<br />
All of your hit points become temporary hit points and you gain an additional number of temporary hit points equal to twice your Hallownest Knight level. Any lost temporary hit points are restored upon completing a long rest.<br />
<br />
;Soul Eater (Prerequisite- 16th level)<br />
You gain 2 additional soul points when you use your Soul Recovery feature.<br />
<br />
====5 Notches====<br />
<br />
;Kingsoul (Prerequisites- 20th level, Cannot equip Voidheart)<br />
When you complete a short rest, you regain all spent soul points.<br />
<br />
;Void Heart (Prerequisites- 20th level, Cannot equip Kingsoul)<br />
All of your attacks with your bonded weapon deal an additional extra 4d8 necrotic damage.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Hallownest Knight class, you must meet these prerequisites: Dexterity 13, Charisma 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Hallownest Knight class, you gain the following proficiencies: Martial Weapons that deal Slashing damage.<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>PunnyDM12https://www.dandwiki.com/w/index.php?title=Talk:Gadgeteer_(5e_Subclass)&diff=1331758Talk:Gadgeteer (5e Subclass)2020-05-06T21:47:09Z<p>PunnyDM12: /* Kudos */</p>
<hr />
<div>== Kudos ==<br />
<br />
This page looks good. I like the name, flavor, and mechanics. Seems simple enough to play too. ~ [[User:BigShotFancyMan|BigShotFancyMan]] 08:35, 24 May 2019 (MDT)<br />
:I'm glad you like it, mate. Always thought rogues deserved a sort of scrappy archetype: kinda like a reverse trap disabler or eccentric inventor. [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 16:43, 24 May 2019 (MDT)<br />
<br />
Heck ya! ~ [[User:BigShotFancyMan|BigShotFancyMan]] 21:39, 24 May 2019 (MDT)<br />
<br />
Explosive Bomb looks dope, but shouldn't it deal at least half dmg when enemies succede on saving throw? [[User:Conclave|Conclave]]<br />
:Yes, but they've locked the page because I had some disagreements on certain class features. [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 23:56, 25 March 2020 (MDT)<br />
<br />
::And the talk page was never used to discuss those disagreements so I am not sure unlocking the page wouldn't result in more back and forth. [[User:Red Leg Leo|Red Leg Leo]] ([[User talk:Red Leg Leo|talk]]) 06:51, 1 April 2020 (MDT)<br />
<br />
Some edits I think may be cool: Hookshot myst be considered as a one-handed crossbow in term of proficiencies; Infamous Needle and Explosive Bomb should deal dmg equal to their hit dice+Int mod, not int+prof; "Gadgeteer attack modifier= Proficiency Bonus + Intelligence Modifier" should be removed, every gadget should have proficiencies as other already existing weapon; Explosive Bomb should deal half dmg if creatures pass the saving throw; Infamous Needle should be buffed a bit, it is kinda pointless atm; at level 13 maybe you should be able to add Sneak attack to one creature while using explosive bombs. [[User:Red Leg Leo|Red Leg Leo]] may you unlock the thread? --[[User:Conclave|Conclave]] ([[User talk:Conclave|talk]]) 04:24, 2 May 2020 (MDT)<br />
:I'm actually playing a level 6 Gadgeteer Rogue in Curse of Sthard and those changes are actually very good. I took Explosive Bomb as gadgeet but I never use it, as if any creature passes the saving throw they take 0 dmg and I've wasted a turn --[[User:GabberGaba|GabberGaba]] ([[User talk:GabberGaba|talk]]) 06:39, 2 May 2020 (MDT)<br />
<br />
I'll unlock the page. I hope whatever counter-edits were happening won't occur. Good Luck. [[User:Red Leg Leo|Red Leg Leo]] ([[User talk:Red Leg Leo|talk]]) 10:33, 4 May 2020 (MDT)<br />
<br />
Why are some of the gadgets considered two handed? What is that purpose for that? [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 17:34, 4 May 2020 (MDT)<br />
<br />
:For two reasons.<br />
:1) Flavor: to use a grenade in real life you have to use one hand to take it/throw it, while the other hand is used to "activate" it (like, removing the triggering pin). Also, if those were one handed gadgets, they would not require an activation and they would be kinda "dangerous". As example, let's say that those gadgets are activated by the impact with the ground: if the rogue is knocked prone/falls, the impact would activate all of them and the rogue would kinda blow up.<br />
:2) To balance them a bit. Let's make an example: if a level 5 rogue takes Crossbow expert as feat and those gadgets were not 2 handed, he could use his action to use Explosive Bomb he would be able to deal 4d4+Int to a maximum of 4 creatures (as the explosion is basically a 2x2), dealing on average 2.5*4=10 dmg to all the 4 creatures (if they fail the save) so 40 dmg in a round, or 20 dmg if they all pass the saving throw. At that point, the rogue could use his bonus action to hit any creature with his hand-crossbow and deal an additional 16d*Dex+3d6 of sneak attack. And it seems a bit overpowered <br />
:--[[User:Conclave|Conclave]] ([[User talk:Conclave|talk]]) 01:02, 5 May 2020 (MDT)<br />
<br />
::Flavorwise, you could pull a pin with your teeth even as seen in pop culture or have a different mechanism, such as striking a blunt surface (in the case of thrown mortars). I would assume activating it and throwing it would use the same action much like the bombs on pg. 267 of the DMG. Additionally, Crossbow Expert only triggers when you take the Attack action. Throwing an explosive does not require an attack roll nor is it treated as a ranged weapon attack (improvised of otherwise). It's honestly more akin to the Cast a Spell action, like a worse version of fireball. Assuming it did trigger CE though -utilizing rules on pg. 190 of the PHB under "Other Activity on your Turn"- even if it was a two-handed weapon, you could throw your grenade and reposition while simultaneously drawing your crossbow for a sneak attack anyway. [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 15:46, 6 May 2020 (MDT)<br />
<br />
== Edits ==<br />
<br />
Should we remove the "If the enemy used an arrow, a crossbow bot or similar, your arrow continues its trajectory and functions as a mundane arrow, dealing damage with a successful attack roll. If possible, you can strike your Sneak Attack" part in the 2 spinning ammos? It looks kinda overpowered to me. I'm very cool with allowing to stop a throwable weapon/arrow/crossbow bolt, but dealing damage after having done so is kinda too much in my opinion --[[User:Conclave|Conclave]] ([[User talk:Conclave|talk]]) 01:24, 5 May 2020 (MDT)<br />
:I honestly don't care for it as a gadget. Flavor-wise, how would you load an entirely new bolt as a reaction, or are all of your bolts this specific kind? Additionally, it's almost too niche, needing a Dexterity check (and excellent positioning if you're blocking someone else) to even possibly work. And I agree that allowing the sneak attack is a bit much. [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 15:18, 6 May 2020 (MDT)<br />
<br />
== Locked ==<br />
<br />
I've locked this it appears there is vandalism but I want to review things before making that decision. [[User:Red Leg Leo|Red Leg Leo]] ([[User talk:Red Leg Leo|talk]]) 07:23, 4 March 2020 (MST)</div>PunnyDM12https://www.dandwiki.com/w/index.php?title=Talk:Gadgeteer_(5e_Subclass)&diff=1331751Talk:Gadgeteer (5e Subclass)2020-05-06T21:18:41Z<p>PunnyDM12: /* Edits */</p>
<hr />
<div>== Kudos ==<br />
<br />
This page looks good. I like the name, flavor, and mechanics. Seems simple enough to play too. ~ [[User:BigShotFancyMan|BigShotFancyMan]] 08:35, 24 May 2019 (MDT)<br />
:I'm glad you like it, mate. Always thought rogues deserved a sort of scrappy archetype: kinda like a reverse trap disabler or eccentric inventor. [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 16:43, 24 May 2019 (MDT)<br />
<br />
Heck ya! ~ [[User:BigShotFancyMan|BigShotFancyMan]] 21:39, 24 May 2019 (MDT)<br />
<br />
Explosive Bomb looks dope, but shouldn't it deal at least half dmg when enemies succede on saving throw? [[User:Conclave|Conclave]]<br />
:Yes, but they've locked the page because I had some disagreements on certain class features. [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 23:56, 25 March 2020 (MDT)<br />
<br />
::And the talk page was never used to discuss those disagreements so I am not sure unlocking the page wouldn't result in more back and forth. [[User:Red Leg Leo|Red Leg Leo]] ([[User talk:Red Leg Leo|talk]]) 06:51, 1 April 2020 (MDT)<br />
<br />
Some edits I think may be cool: Hookshot myst be considered as a one-handed crossbow in term of proficiencies; Infamous Needle and Explosive Bomb should deal dmg equal to their hit dice+Int mod, not int+prof; "Gadgeteer attack modifier= Proficiency Bonus + Intelligence Modifier" should be removed, every gadget should have proficiencies as other already existing weapon; Explosive Bomb should deal half dmg if creatures pass the saving throw; Infamous Needle should be buffed a bit, it is kinda pointless atm; at level 13 maybe you should be able to add Sneak attack to one creature while using explosive bombs. [[User:Red Leg Leo|Red Leg Leo]] may you unlock the thread? --[[User:Conclave|Conclave]] ([[User talk:Conclave|talk]]) 04:24, 2 May 2020 (MDT)<br />
:I'm actually playing a level 6 Gadgeteer Rogue in Curse of Sthard and those changes are actually very good. I took Explosive Bomb as gadgeet but I never use it, as if any creature passes the saving throw they take 0 dmg and I've wasted a turn --[[User:GabberGaba|GabberGaba]] ([[User talk:GabberGaba|talk]]) 06:39, 2 May 2020 (MDT)<br />
<br />
I'll unlock the page. I hope whatever counter-edits were happening won't occur. Good Luck. [[User:Red Leg Leo|Red Leg Leo]] ([[User talk:Red Leg Leo|talk]]) 10:33, 4 May 2020 (MDT)<br />
<br />
Why are some of the gadgets considered two handed? What is that purpose for that? [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 17:34, 4 May 2020 (MDT)<br />
<br />
:For two reasons.<br />
:1) Flavor: to use a grenade in real life you have to use one hand to take it/throw it, while the other hand is used to "activate" it (like, removing the triggering pin). Also, if those were one handed gadgets, they would not require an activation and they would be kinda "dangerous". As example, let's say that those gadgets are activated by the impact with the ground: if the rogue is knocked prone/falls, the impact would activate all of them and the rogue would kinda blow up.<br />
:2) To balance them a bit. Let's make an example: if a level 5 rogue takes Crossbow expert as feat and those gadgets were not 2 handed, he could use his action to use Explosive Bomb he would be able to deal 4d4+Int to a maximum of 4 creatures (as the explosion is basically a 2x2), dealing on average 2.5*4=10 dmg to all the 4 creatures (if they fail the save) so 40 dmg in a round, or 20 dmg if they all pass the saving throw. At that point, the rogue could use his bonus action to hit any creature with his hand-crossbow and deal an additional 16d*Dex+3d6 of sneak attack. And it seems a bit overpowered <br />
:--[[User:Conclave|Conclave]] ([[User talk:Conclave|talk]]) 01:02, 5 May 2020 (MDT)<br />
<br />
== Edits ==<br />
<br />
Should we remove the "If the enemy used an arrow, a crossbow bot or similar, your arrow continues its trajectory and functions as a mundane arrow, dealing damage with a successful attack roll. If possible, you can strike your Sneak Attack" part in the 2 spinning ammos? It looks kinda overpowered to me. I'm very cool with allowing to stop a throwable weapon/arrow/crossbow bolt, but dealing damage after having done so is kinda too much in my opinion --[[User:Conclave|Conclave]] ([[User talk:Conclave|talk]]) 01:24, 5 May 2020 (MDT)<br />
:I honestly don't care for it as a gadget. Flavor-wise, how would you load an entirely new bolt as a reaction, or are all of your bolts this specific kind? Additionally, it's almost too niche, needing a Dexterity check (and excellent positioning if you're blocking someone else) to even possibly work. And I agree that allowing the sneak attack is a bit much. [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 15:18, 6 May 2020 (MDT)<br />
<br />
== Locked ==<br />
<br />
I've locked this it appears there is vandalism but I want to review things before making that decision. [[User:Red Leg Leo|Red Leg Leo]] ([[User talk:Red Leg Leo|talk]]) 07:23, 4 March 2020 (MST)</div>PunnyDM12https://www.dandwiki.com/w/index.php?title=Talk:Alchemist_(5e_Class)&diff=1331749Talk:Alchemist (5e Class)2020-05-06T21:09:34Z<p>PunnyDM12: /* Spell List */</p>
<hr />
<div>I’m preemptively starting off this discussion page by saying I’ll gladly take constructive criticism. If you can justify your reasoning for offering changes or offer suggestions, that’s perfectly fine. I don’t claim to be the master of game balance, so any legitimate help is appreciated.<br />
[[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 10:45, 19 November 2018 (MST)<br />
<br />
The School of the Great Work is a new archetype and is likely subject to change at some point. <br />
[[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 00:34, 4 December 2018 (MST)<br />
<br />
==Question==<br />
In the "Create Elixirs" feature it says "If the spell has a casting time of one action or one bonus action, you use whichever action you used to drink the elixir to cast the spell effect."<br />
What I don't understand is does it take an action to drink the elixir? Do you get to choose action or bonus action to drink an elixir? or do you use whichever action the spell would use to drink the elixir?<br />
Love what of read of this class so far btw. Might add it to my homebrew :) --[[User:Tiero|Tiero]] ([[User talk:Tiero|talk]]) 18:01, 24 September 2019 (MDT)<br />
<br />
:It uses an action to drink an elixir like with any potion, class feature or not. But under the Brewer archetype it allows an elixir to be imbibed with a bonus action. I suppose I should have been more clear, and it's my mistake for making the assumption that the elixirs function like drinking a potion in terms of action economy. [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 23:29, 1 October 2019 (MDT)<br />
<br />
==Spell List==<br />
This class has a spell list but does not explicitly say how to use it. I want to add the ''assay'' spell I just created to its spell list but I can find a feature focused on the spell list. What spells does the alchemist use? What can they do with them? Is it the same list as the standard alchemist spell list? [[User:Arquebus|Arquebus]] ([[User talk:Arquebus|talk]]) 12:39, 5 May 2020 (MDT)<br />
<br />
:There is an "Alchemical Formulae List" at the end of the class description. Those are the spell effects they can use when creating elixirs using the Create Elixirs feature. [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 15:09, 6 May 2020 (MDT)</div>PunnyDM12https://www.dandwiki.com/w/index.php?title=Talk:Clothier_(5e_Class)&diff=1330727Talk:Clothier (5e Class)2020-05-05T05:02:50Z<p>PunnyDM12: </p>
<hr />
<div>To avoid another war, I'm going to leave this here: The feature already states ALL class features are added to an attuned clothing. The list of "stackable features" is arbitrary. Additionally, an exploit for selling clothing by simply wearing it and applying the features for little to no cost is being pushed but should not be included in a class feature. As for the extra time to attune, that would make the feature fairly niche as you'd need to wait 5 hours for the feature to take effect at high levels. [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 23:01, 4 May 2020 (MDT)</div>PunnyDM12https://www.dandwiki.com/w/index.php?title=Talk:Clothier_(5e_Class)&diff=1330726Talk:Clothier (5e Class)2020-05-05T05:02:00Z<p>PunnyDM12: Created page with "To avoid another war, I'm going to leave this here: The feature already states ALL class features are added to an attuned clothing. The list of "stackable features" is arbitra..."</p>
<hr />
<div>To avoid another war, I'm going to leave this here: The feature already states ALL class features are added to an attuned clothing. The list of "stackable features" is arbitrary. Additionally, an exploit for selling clothing by simply wearing it is being pushed but should not be included in a class feature. As for the extra time to attune, that would make the feature fairly niche as you'd need to wait 5 hours for the feature to take effect at high levels. [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 23:01, 4 May 2020 (MDT)</div>PunnyDM12https://www.dandwiki.com/w/index.php?title=Clothier_(5e_Class)&diff=1330723Clothier (5e Class)2020-05-05T05:00:55Z<p>PunnyDM12: Once more, the feature already states ALL class features are added to an attuned clothing. The list of "stackable features" is arbitrary. Additionally, an exploit for selling clothing by simply wearing it has been added and should not be included in a class feature. As for the extra time to attune, that would make the feature fairly niche as you'd need to wait 5 hours for the feature to take effect at high levels.</p>
<hr />
<div>==Clothier==<br />
<br />
An elf finishes the final touches on a cloak. The deep green and dashing yellow fabric glows with a golden light, then fades. As the seamstress dons it, she leaps from her tower. The ground soon approaching, she quickly spreads her arms, and the cloak glides her to safety.<br />
<br />
A dwarf wanders the mountainside in search of goblins. Snickering can be heard from a nearby rock. The dwarf mutters a few words under his breath and with a beastly transformation, rips the gang of goblins to pieces with his new bear form.<br />
<br />
A human diplomat, enters the court. She approaches the head of a rival family, isolated in the corner and with a flick of the wrist, drives a knife into his stomach. There is a scream, and then mild confusion. It would seem, the nobleman had stabbed himself.<br />
<br />
<br />
=== Creating a Clothier===<br />
Think about your character and how they associate themselves with clothing. Are they a wizard who simply likes to enchant garments? A noble who desires the most fabulous clothes in the city? Or a shopkeeper who has been working on their magnum opus by infusing their very magic with their creations? <br />
<br />
;Quick Build<br />
You can make a Clothier quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity. Second, choose the Guild Artisan background. Other backgrounds that might fit a character would be Charlatan, Entertainer, Noble, or Sage.<br />
<br />
{{5e Class Features<br />
|name=Clothier<br />
|summary=A garment-maker that infuses magic into their creations.<br />
|hd=8<br />
|spellcasting=<br />
|armor=Light armor<br />
|weapons=Simple weapons, Rapiers, and Shortswords<br />
|tools=Weaver's Tools<br />
|saves=Dexterity, Intelligence<br />
|skills=Choose 2 from Arcana, Deception, Insight, Intimidation, Investigation, Persuasion, Sleight of Hand, Stealth<br />
|item1a= any simple weapon<br />
|item1b= a Rapier<br />
|item1c= a Shortsword<br />
|item2a= any simple weapon<br />
|item2b= a Shortbow and quiver of 20 arrows<br />
|item2c= a Shortsword<br />
|item3a= a Diplomat's pack<br />
|item3b= an Explorer's pack<br />
|item4a= Fine clothes<br />
|item4b= Padded armor<br />
|item5a= Weaver's tools<br />
|item5b=<br />
|wealth=5d4 x 10<br />
|classfeatures1={{inpage|Eldritch Infusion}}, {{inpage|Arcane Patchwork}}, {{inpage|Reinforced Weave}} <br />
|classfeatures2={{inpage|Kept in Style}}, {{inpage|Needlepoint}}, {{inpage|Nothing up my Sleeve}} <br />
|classfeatures3={{inpage|Clothier Techniques}} <br />
|classfeatures4=<br />
|classfeatures5={{inpage|Enchanting Embroidery}}, {{inpage|Temperate}} <br />
|classfeatures6={{inpage|Eldritch Spool}} <br />
|classfeatures7={{inpage|Ethereal Strands}}, {{inpage|Muffled Layers}} <br />
|classfeatures8= <br />
|classfeatures9={{inpage|Clothier Technique Feature}} <br />
|classfeatures10={{inpage|Pincushion}} <br />
|classfeatures11={{inpage|Thread the Needle}} <br />
|classfeatures12=<br />
|classfeatures13={{inpage|Clothier Technique Feature}} <br />
|classfeatures14={{inpage|Tailor-Made}} <br />
|classfeatures15={{inpage|Runic Patches}} <br />
|classfeatures16=<br />
|classfeatures17={{inpage|Clothier Technique Feature}} <br />
|classfeatures18={{inpage|Astral Thread}} <br />
|classfeatures19=<br />
|classfeatures20={{inpage|Cloth Maestro}} <br />
}}<br />
<br />
====Eldritch Infusion====<br />
For a set of clothing with a value of 1gp or higher or padded armor to gain any benefits, you must spend 30 minutes wearing it outside of combat. After this time has passed, the clothing can benefit from all class features that involve clothing or padded armor. This clothing retains its benefits even if you remove them unless you infuse another set of clothes. These clothes are not affected by ''dispel magic'' but are suppressed by an antimagic field. (Only you can attune to these clothes in this way.)<br />
<br />
====Arcane Patchwork====<br />
Beginning at 1st level, you learn the ''mending'' cantrip if you don’t already know it. Additionally, you can repair three times the size of any rip in a fabric when using this cantrip. Intelligence is your spellcasting modifier for this spell.<br />
<br />
====Reinforced Weave====<br />
At 1st level, while wearing any set of clothes with a value of 1gp or higher or padded armor you gain a +1 bonus to AC. This bonus increases to +2 at 10th level and +3 at 15th level. (This effect is not compatible with the Unarmored Defense feature.)<br />
<br />
====Kept in Style====<br />
You're always on top of the latest fashion trends whether they be society's or your own. Beginning at 2nd level, after you complete a short or long rest, you can change your clothing into a different style. The style of clothing cannot imitate one of a higher value, but the overall shape and colors are up to you otherwise. (For instance, you cannot change common work clothes to a form of fine noble attire.) Any attempt to imitate clothing of a higher quality will be seen as made of cheap materials under close inspection. You require Weaver's Tools to alter your clothes in this way.<br />
<br />
====Needlepoint====<br />
At 2nd level, you gain a +2 bonus to damage rolls with weapons that deal piercing damage.<br />
<br />
====Nothing up my Sleeve====<br />
You've crafted several pockets and compartments hidden in your clothing. Starting at 2nd level, you have advantage on Dexterity(Sleight of Hand) checks made to conceal a number of tiny items equal to your Intelligence modifier on your person. Additionally, you can produce the items hidden on your person without using your action (maximum of 2 per turn) even if they’ve been discovered.<br />
<br />
====Clothier Techniques====<br />
At 3rd level level, you chose a Clothier Technique. Choose between the Leatherworker, Masque, Seamstress, or Spellweaver techniques detailed at the end of the class description. Your choice grants you features at 3rd level and again at 9th, 13th, and 17th levels.<br />
<br />
==== Ability Score Increase ====<br />
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.<br />
<br />
====Enchanting Style====<br />
You tend to let your clothes do the talking. Beginning at 5th level, whenever you make a Charisma ability check while wearing a set of clothes with a value of 1gp or higher or padded armor, you can use your proficiency in Weaver’s Tools if you don’t have proficiency in the skill. If you already have proficiency in the skill, you receive expertise in that skill.<br />
<br />
====Temperate====<br />
At 5th level, while wearing any set of clothes or padded armor you can survive comfortably in temperatures as low as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.<br />
<br />
====Eldritch Spool====<br />
You have learned how to create threads of magic that you can use to pull things. Starting at 6th level, whenever you miss an attack with a thrown weapon, you can expend your bonus action to return it to your hand, assuming you can see it, you have a free hand available, and you're within 30ft. of it. You can also target an object no bigger than medium size and weighing no more than 10lbs. using your bonus action to pull it to your hand, assuming it can be held in one hand, and it isn't being held by another creature. Additionally, you can target a fixed surface within 30ft. of yourself that you can see as an action and pull yourself up to 30ft. in a straight line towards it (you need a free hand to do this). This movement does not incur attacks of opportunity. You can use this feature to move in this way a number of times equal to your Intelligence modifier, regaining all expended uses after completing a long rest.<br />
<br />
====Ethereal Strands====<br />
Beginning at 7th level, while wearing clothing with a value of 1gp or higher or padded armor if a hostile creature attempts to hit you with an attack you can expend your reaction to alter the magical properties of your clothing. If the attack hits, you instead take no damage and become ethereal until the start of your next turn. An attack that can attack creatures on the ethereal plane is unaffected. If the attack misses, your use of this feature is not expended. You must complete a short or long rest before you can use this feature again.<br />
<br />
====Muffled Layers====<br />
At 7th level, you gain proficiency in the Stealth skill if you don't already have it while wearing clothing with a value of 1gp or higher or padded armor. Additionally, you no longer receive disadvantage on Dexterity(Stealth) checks when wearing padded armor.<br />
<br />
====Pincushion====<br />
Beginning at 10th level, whenever you make an attack with a weapon that deals piercing damage, you can make another attack as a bonus action against the same target.<br />
<br />
====Thread the Needle====<br />
You've learned how to maximize the gaps in armor and take risks other's probably wouldn't dare to. At 11th level, whenever you hit a creature with a weapon attack, you deal an extra amount of damage equal to your Intelligence modifier.<br />
<br />
====Tailor-Made====<br />
Your clothes fit extremely well at all times and never get in the way of your daily life. At 14th level, you are always considered to be under the effects of the ''freedom of movement'' spell while wearing any set of clothes with a value of 1gp or higher or padded armor. Additionally, all clothing and padded armor weigh nothing while you wear them.<br />
<br />
====Runic Patches====<br />
You've learned how to infuse your magic into small patches that you can distribute to your allies. At 15th level, after completing a long rest, you can grant a number of creatures equal to your Intelligence modifier wearing any set of clothes worth 1gp or more or padded armor the benefits of your Reinforced Weave or Temperate features until you complete your next long rest. A creature can only benefit from one of these features at a time.<br />
<br />
====Astral Thread====<br />
You know how to manipulate the silver threads of the soul. Beginning at 18th level, as a bonus action, you can spiritually link two creatures within 30ft. of each other for one minute. Whenever either creature takes damage, the other takes damage equal to half the amount dealt (this damage cannot be reduced in any way). Additionally, each creature cannot move more than 120ft. from each other. This effect ends when one of the creatures dies, one of the creatures travels to a different plane of existence, or a minute has passed. You must complete a long rest before you can use this feature again.<br />
<br />
====Cloth Maestro====<br />
At 20th level, your mastery of the craft has granted you several benefits while wearing clothes with a value of 1gp or higher or padded armor.<br />
<br />
You gain resistance to Fire and Cold damage<br />
<br />
Your AC increases by 2 in addition to the bonuses granted by your Reinforced Weave feature.<br />
<br />
You can use your Intelligence modifier rather than your Dexterity modifier for determining your AC.<br />
<br />
Whenever you succeed on a Charisma ability check against a creature that isn't hostile toward you or your allies, they become charmed by you for one minute. You can only apply this feature to one creature at a time and can end this effect on your turn (no action required).<br />
<br />
===Leatherworker===<br />
For a leatherworker, you like to work with much heavier materials. You use thicker needles and craft with the hides of beasts. By doing so, your magic is more akin to that of a druid or ranger. Many of these clothiers can be found in druidic circles or ranger camps as quartermasters.<br />
<br />
;Bonus Proficiencies<br />
When you learn this technique at 3rd level, you gain proficiency in Leatherworking Tools and Medium Armor.<br />
<br />
;Alternative Medium<br />
You’ve taken to working your craft with animal hides, rather than cloths. When you choose this technique at 3rd level, all class features that apply to clothing and padded armor also apply to leather and hide armor.<br />
<br />
;Extra Attack<br />
At 9th level, you can attack twice when you take the attack action on your turn.<br />
<br />
;Beasthide<br />
At 13th level, you can cast the ‘’polymorph’’ spell targeting yourself without needing to expend material components or a spell slot. You must complete a short or long rest before you can use this feature again. Intelligence is your spellcasting modifier for this spell.<br />
<br />
;Layered Pelts<br />
At 17th level, while wearing leather or hide armor, you gain resistance to nonmagical bludgeoning, piercing, and slashing damage.<br />
<br />
===Masque===<br />
Those who use this technique are often charlatans and assassins. They utilize magic to operate in the shadows and strike from the unseen, sometimes even muddling the minds of others. <br />
<br />
;Bonus Proficiencies<br />
You gain proficiency with a Disguise Kit.<br />
<br />
;Tear-Away Clothes<br />
When you choose this archetype at 3rd level, you can remove any visual disguise as an action, leaving behind a set of clothes worn underneath if you choose.<br />
<br />
;Concealed Strike<br />
At 3rd level, in the first round of combat, if you attack an unsuspecting creature with a weapon you are proficient with that lacks the heavy property or produce a weapon you are proficient with that lacks the heavy property using your Nothing Up My Sleeve feature, the next attack roll you make is made with advantage and deals an additional 1d10 damage on a hit. (Creatures that cannot be surprised take 1d6 additional damage.) All subsequent attacks deal 1d6 extra damage as long as you have advantage on the attack roll and the weapon lacks the heavy property.<br />
<br />
;Backstitch<br />
Starting at 9th level, you can target a medium or smaller creature with your Eldritch Spool ability as an action. Make an attack roll using your spellcasting modifier (your proficiency bonus + your Intelligence modifier). On a hit, you pull the creature up to 30ft. towards you, and you can make an attack as a bonus action against them assuming they're within range. Whenever you use this feature, count it toward your number of uses as if you had used it to moved yourself.<br />
<br />
;Read 'Em Like a Book<br />
People come easy to you, and you know just how to exploit them. At 13th level you can use your Intelligence modifier in place of your Charisma modifier whenever you would make a Charisma ability check.<br />
<br />
;Faceless<br />
At 17th level, you can use a bonus action to turn invisible until the end of your next turn. All creatures of your choice within 60ft. that have been aware of your presence within the past 10 minutes must then make a Wisdom saving throw against your spell save DC (8 + your proficiency bonus + your Intelligence modifier) or forget you were ever there as if affected by the ''modify memory'' spell. Those affected by this feature rationalize any inconsistencies in favor of this feature. You must complete a long rest before you can use this feature again.<br />
<br />
===Seamstress===<br />
As a seamstress (or seamster), you favor having more enchantments placed into your clothes. You pride yourself on having both fashion and function in your work.<br />
<br />
;Lesser Garment<br />
You have found a way to infuse more powerful magics into your garments. At 3rd level, you no longer need to wear a set of clothing for 30 minutes to gain it's benefits. Additionally, you have placed a minor, yet potent enchantment on an article of clothing. (Note: These are simply for flavor. It's perfectly acceptable to have a shirt that reduces elemental damage or a cloak that lets you fall farther. These are simply here for categorizing.) Choose one affect from the list.<br />
<br />
:'''Boots'''<br />
You can fall an additional number of feet equal to twice your Clothier level before you would take damage.<br />
<br />
:'''Cloak'''<br />
Choose a damage type: Acid, Force, Lightning, Thunder, Necrotic, or Radiant. Whenever you are struck by an attack of the chosen damage type, you can reduce it’s damage by an amount equal to half your Clothier level.<br />
<br />
:'''Gloves'''<br />
You gain a climbing speed equal to your walking speed and gain proficiency in the Athletics skill.<br />
<br />
:'''Hat'''<br />
You gain darkvision out to a range of 60 ft. If you already have darkvision, the distance you can see increases by 30ft. Additionally, you can cast ‘’detect magic’’ at will.<br />
<br />
:'''Shirt'''<br />
Increase your hit point maximum by an amount equal to your Clothier level. Every subsequent level you take in this class increases your hit point maximum by 1. Additionally, you can hold your breath for twice as long.<br />
<br />
;Additional Embroidery<br />
You've placed an even more potent enchantment on your clothing. At 9th level, choose one affect from the following list. You can choose the same article of clothing you chose at 3rd level or a different one. (These effects are cumulative with Lesser Garment.)<br />
<br />
:'''Boots'''<br />
Your jump height and distance are tripled, and your base walking speed increases by 20ft.<br />
<br />
:'''Cloak'''<br />
You gain a fly speed of 30ft. when you aren’t wearing armor. (Padded armor is the exception to this rule.)<br />
<br />
:'''Gloves'''<br />
Your unarmed strikes deal 1d6 damage, and you have advantage on attempts to grapple a creature<br />
<br />
:'''Hat'''<br />
You can see clearly out to a range of 1 mile, and you have advantage on Wisdom(Perception) checks relying on sight.<br />
<br />
:'''Shirt'''<br />
You no longer need to eat or drink. Additionally, your hit point maximum increases by an amount equal to your Clothier level. Every subsequent level you take in this class increases your hit point maximum by 1 in addition to the hit points you potentially gain from your 3rd level feature.<br />
<br />
;Enchanted Outfit<br />
At 13th level, you gain two additional enchantments from the 3rd level feature of this archetype. You cannot repeat any garments. (These are cumulative with Lesser Garment and Additional Embroidery.)<br />
<br />
;Greater Garment<br />
Starting at 17th level, you have learned how to place a much more powerful enchantment on your clothing. You can only choose a garment you received from the Lesser Garment or Enchanted Outfit features. (These effects are cumulative with Lesser Garment, Additional Embroidery, and Enchanted Outfit.)<br />
<br />
:'''Boots'''<br />
You no longer take damage from falling. Whenever you take the dash action, you can run up vertical surfaces and across water.<br />
<br />
:'''Cloak'''<br />
You gain immunity to the damage type you chose at 3rd level and resistance to two other damage types you could have chosen at 3rd level.<br />
<br />
:'''Gloves'''<br />
You cannot be disarmed while you are conscious. Additionally, whenever you make an ability check to climb, treat any roll of 14 or lower as a 15.<br />
<br />
:'''Hat'''<br />
You gain truesight out to a range of 15ft. Additionally, you cannot be blinded or deafened.<br />
<br />
:'''Shirt<br />
You are immune to all diseases and poisons. Increase your hit point maximum by an amount equal to your Clothier level. Every subsequent level you take in this class increases your hit point maximum by 1 in addition to the hit points you gain from your 3rd level feature.<br />
<br />
===Spellweaver===<br />
Your technique primarily involves manipulating the Weave and splicing spell slots to replace other ones. Those who follow this technique often wish to accompany their clothing with actual spellcasting.<br />
<br />
{| class="5e"<br />
! Spellweaver Level !! Cantrips !! Spells Known !! 1st !! 2nd !! 3rd !! 4th <br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
| 3rd || 2 || 3 || 2 || - || - || -<br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
| 4th || 2 || 4 || 3 || - || - || -<br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
| 7th || 2 || 5 || 4 || 2 || - || -<br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
| 8th || 2 || 6 || 4 || 2 || - || - <br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
| 10th || 3 || 7 || 4 || 3 || - || -<br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
| 11th || 3 || 8 || 4 || 3 || - || -<br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
| 13th || 3 || 9 || 4 || 3 || 2 || - <br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
| 14th || 3 || 10 || 4 || 3 || 2 || - <br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
| 16th || 3 || 11 || 4 || 3 || 3 || - <br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
| 19th || 3 || 12 || 4 || 3 || 3 || 1 <br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
| 20th || 3 || 13 || 4 || 3 || 3 || 1 <br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
|}<br />
<br />
;Spellcasting<br />
Cantrips<br />
You start with 2 cantrips from the wizard spell list. At level 10 you gain a 3rd cantrip known.<br />
<br />
Spell Slots<br />
The Spellweaver Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.<br />
<br />
Spells Known<br />
You know three 1st level wizard spells of your choice, two must come from the enchantment and transmutation spell schools. The third spell can be from any Wizard school of magic.<br />
<br />
The Spells Known column of the Spellweaver Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an enchantment or transmutation spell of your choice, and must be of a level for which you have spell slots.<br />
<br />
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.<br />
<br />
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or transmutation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level.<br />
<br />
Spellcasting Ability<br />
Intelligence is your spellcasting ability for your wizard spells. You use your Intelligence whenever a spell refers to your spellcasting ability.<br />
<br />
Spell save DC = 8 + proficiency bonus + Intelligence modifier<br />
<br />
Spell attack mod = proficiency bonus + Intelligence modifier<br />
<br />
;Spellweaving<br />
Beginning at 3rd level, you can combine spell slots to equal higher slots you could normally cast. For example, if you’re a 13th level Spellweaver who’s expended their 3rd level spell slots, you can instead expend a 1st-level and a 2nd-level slot in place of a 3rd-level slot or three 1st-level spell slots in place of the same slot. If you exceed the necessary slot, you can cast the spell at it's base level, or whatever level the total slot equals as long as it's of a slot you could normally cast at that level. You must complete a short or long rest before you can use this feature again. <br />
<br />
;Attunement of the Craft<br />
Starting at 9th level, you can attune to one magical item of clothing (but not armor) without using an attunement slot. This amount increases by one at 10th level and again at 20th level. You can also determine the properties of any magical clothing item if you handle it for one minute.<br />
<br />
;Seamed Casting<br />
At 13th level, if you cast a spell that targets only one creature, you can have it target up to a number of creatures equal to your Intelligence modifier, assuming they’re all within 5ft. of each other. Roll separate attack rolls for each target.<br />
<br />
;Staystitch<br />
At 17th level, you can combine lesser spell slots along with some of your vitality to restore greater spell slots. For example, if you’re a 20th level caster who’s expended all of their 4th-level spell slots, you can expend one 2nd-level spell slot and 20 hit points (10 hit points for every slot level needed) in place of a 4th-level slot or one 1st-level slot and 30 hit points. When you take damage in this way, your hit point maximum also decreases by the same amount and cannot be restored until you complete a long rest.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Clothier class, you must meet these prerequisites: Dexterity 13, Intelligence 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Clothier class, you gain the following proficiencies: Weaver's Tools<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>PunnyDM12https://www.dandwiki.com/w/index.php?title=Clothier_(5e_Class)&diff=1330697Clothier (5e Class)2020-05-05T02:42:39Z<p>PunnyDM12: There was something that needed clarification on in regards to cumulative effects.</p>
<hr />
<div>==Clothier==<br />
<br />
An elf finishes the final touches on a cloak. The deep green and dashing yellow fabric glows with a golden light, then fades. As the seamstress dons it, she leaps from her tower. The ground soon approaching, she quickly spreads her arms, and the cloak glides her to safety.<br />
<br />
A dwarf wanders the mountainside in search of goblins. Snickering can be heard from a nearby rock. The dwarf mutters a few words under his breath and with a beastly transformation, rips the gang of goblins to pieces with his new bear form.<br />
<br />
A human diplomat, enters the court. She approaches the head of a rival family, isolated in the corner and with a flick of the wrist, drives a knife into his stomach. There is a scream, and then mild confusion. It would seem, the nobleman had stabbed himself.<br />
<br />
<br />
=== Creating a Clothier===<br />
Think about your character and how they associate themselves with clothing. Are they a wizard who simply likes to enchant garments? A noble who desires the most fabulous clothes in the city? Or a shopkeeper who has been working on their magnum opus by infusing their very magic with their creations? <br />
<br />
;Quick Build<br />
You can make a Clothier quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity. Second, choose the Guild Artisan background. Other backgrounds that might fit a character would be Charlatan, Entertainer, Noble, or Sage.<br />
<br />
{{5e Class Features<br />
|name=Clothier<br />
|summary=A garment-maker that infuses magic into their creations.<br />
|hd=8<br />
|spellcasting=<br />
|armor=Light armor<br />
|weapons=Simple weapons, Rapiers, and Shortswords<br />
|tools=Weaver's Tools<br />
|saves=Dexterity, Intelligence<br />
|skills=Choose 2 from Arcana, Deception, Insight, Intimidation, Investigation, Persuasion, Sleight of Hand, Stealth<br />
|item1a= any simple weapon<br />
|item1b= a Rapier<br />
|item1c= a Shortsword<br />
|item2a= any simple weapon<br />
|item2b= a Shortbow and quiver of 20 arrows<br />
|item2c= a Shortsword<br />
|item3a= a Diplomat's pack<br />
|item3b= an Explorer's pack<br />
|item4a= Fine clothes<br />
|item4b= Padded armor<br />
|item5a= Weaver's tools<br />
|item5b=<br />
|wealth=5d4 x 10<br />
|classfeatures1={{inpage|Eldritch Infusion}}, {{inpage|Arcane Patchwork}}, {{inpage|Reinforced Weave}} <br />
|classfeatures2={{inpage|Kept in Style}}, {{inpage|Needlepoint}}, {{inpage|Nothing up my Sleeve}} <br />
|classfeatures3={{inpage|Clothier Techniques}} <br />
|classfeatures4=<br />
|classfeatures5={{inpage|Enchanting Embroidery}}, {{inpage|Temperate}} <br />
|classfeatures6={{inpage|Eldritch Spool}} <br />
|classfeatures7={{inpage|Ethereal Strands}}, {{inpage|Muffled Layers}} <br />
|classfeatures8= <br />
|classfeatures9={{inpage|Clothier Technique Feature}} <br />
|classfeatures10={{inpage|Pincushion}} <br />
|classfeatures11={{inpage|Thread the Needle}} <br />
|classfeatures12=<br />
|classfeatures13={{inpage|Clothier Technique Feature}} <br />
|classfeatures14={{inpage|Tailor-Made}} <br />
|classfeatures15={{inpage|Runic Patches}} <br />
|classfeatures16=<br />
|classfeatures17={{inpage|Clothier Technique Feature}} <br />
|classfeatures18={{inpage|Astral Thread}} <br />
|classfeatures19=<br />
|classfeatures20={{inpage|Cloth Maestro}} <br />
}}<br />
<br />
====Eldritch Infusion====<br />
For a set of clothing with a value of 1gp or higher or padded armor to gain any benefits, you must spend 30 minutes wearing it outside of combat. After this time has passed, the clothing can benefit from all class features that involve clothing or padded armor. This clothing retains its benefits even if you remove them unless you infuse another set of clothes. These clothes are not affected by ''dispel magic'' but are suppressed by an antimagic field. (Only you can attune to these clothes in this way.)<br />
<br />
====Arcane Patchwork====<br />
Beginning at 1st level, you learn the ''mending'' cantrip if you don’t already know it. Additionally, you can repair three times the size of any rip in a fabric when using this cantrip. Intelligence is your spellcasting modifier for this spell.<br />
<br />
====Reinforced Weave====<br />
At 1st level, while wearing any set of clothes with a value of 1gp or higher or padded armor you gain a +1 bonus to AC. This bonus increases to +2 at 10th level and +3 at 15th level. (This effect is not compatible with the Unarmored Defense feature.)<br />
<br />
====Kept in Style====<br />
You're always on top of the latest fashion trends whether they be society's or your own. Beginning at 2nd level, after you complete a short or long rest, you can change your clothing into a different style. The style of clothing cannot imitate one of a higher value, but the overall shape and colors are up to you otherwise. (For instance, you cannot change common work clothes to a form of fine noble attire.) Any attempt to imitate clothing of a higher quality will be seen as made of cheap materials under close inspection. You require Weaver's Tools to alter your clothes in this way.<br />
<br />
====Needlepoint====<br />
At 2nd level, you gain a +2 bonus to damage rolls with weapons that deal piercing damage.<br />
<br />
====Nothing up my Sleeve====<br />
You've crafted several pockets and compartments hidden in your clothing. Starting at 2nd level, you have advantage on Dexterity(Sleight of Hand) checks made to conceal a number of tiny items equal to your Intelligence modifier on your person. Additionally, you can produce the items hidden on your person without using your action (maximum of 2 per turn) even if they’ve been discovered.<br />
<br />
====Clothier Techniques====<br />
At 3rd level level, you chose a Clothier Technique. Choose between the Leatherworker, Masque, Seamstress, or Spellweaver techniques detailed at the end of the class description. Your choice grants you features at 3rd level and again at 9th, 13th, and 17th levels.<br />
<br />
==== Ability Score Increase ====<br />
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.<br />
<br />
====Enchanting Style====<br />
You tend to let your clothes do the talking. Beginning at 5th level, whenever you make a Charisma ability check while wearing a set of clothes with a value of 1gp or higher or padded armor, you can use your proficiency in Weaver’s Tools if you don’t have proficiency in the skill. If you already have proficiency in the skill, you receive expertise in that skill.<br />
<br />
====Temperate====<br />
At 5th level, while wearing any set of clothes or padded armor you can survive comfortably in temperatures as low as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.<br />
<br />
====Eldritch Spool====<br />
You have learned how to create threads of magic that you can use to pull things. Starting at 6th level, whenever you miss an attack with a thrown weapon, you can expend your bonus action to return it to your hand, assuming you can see it, you have a free hand available, and you're within 30ft. of it. You can also target an object no bigger than medium size and weighing no more than 10lbs. using your bonus action to pull it to your hand, assuming it can be held in one hand, and it isn't being held by another creature. Additionally, you can target a fixed surface within 30ft. of yourself that you can see as an action and pull yourself up to 30ft. in a straight line towards it (you need a free hand to do this). This movement does not incur attacks of opportunity. You can use this feature to move in this way a number of times equal to your Intelligence modifier, regaining all expended uses after completing a long rest.<br />
<br />
====Ethereal Strands====<br />
Beginning at 7th level, while wearing clothing with a value of 1gp or higher or padded armor if a hostile creature attempts to hit you with an attack you can expend your reaction to alter the magical properties of your clothing. If the attack hits, you instead take no damage and become ethereal until the start of your next turn. An attack that can attack creatures on the ethereal plane is unaffected. If the attack misses, your use of this feature is not expended. You must complete a short or long rest before you can use this feature again.<br />
<br />
====Muffled Layers====<br />
At 7th level, you gain proficiency in the Stealth skill if you don't already have it while wearing clothing with a value of 1gp or higher or padded armor. Additionally, you no longer receive disadvantage on Dexterity(Stealth) checks when wearing padded armor.<br />
<br />
====Pincushion====<br />
Beginning at 10th level, whenever you make an attack with a weapon that deals piercing damage, you can make another attack as a bonus action against the same target.<br />
<br />
====Thread the Needle====<br />
You've learned how to maximize the gaps in armor and take risks other's probably wouldn't dare to. At 11th level, whenever you hit a creature with a weapon attack, you deal an extra amount of damage equal to your Intelligence modifier.<br />
<br />
====Tailor-Made====<br />
Your clothes fit extremely well at all times and never get in the way of your daily life. At 14th level, you are always considered to be under the effects of the ''freedom of movement'' spell while wearing any set of clothes with a value of 1gp or higher or padded armor. Additionally, all clothing and padded armor weigh nothing while you wear them.<br />
<br />
====Runic Patches====<br />
You've learned how to infuse your magic into small patches that you can distribute to your allies. At 15th level, after completing a long rest, you can grant a number of creatures equal to your Intelligence modifier wearing any set of clothes worth 1gp or more or padded armor the benefits of your Reinforced Weave or Temperate features until you complete your next long rest. A creature can only benefit from one of these features at a time.<br />
<br />
====Astral Thread====<br />
You know how to manipulate the silver threads of the soul. Beginning at 18th level, as a bonus action, you can spiritually link two creatures within 30ft. of each other for one minute. Whenever either creature takes damage, the other takes damage equal to half the amount dealt (this damage cannot be reduced in any way). Additionally, each creature cannot move more than 120ft. from each other. This effect ends when one of the creatures dies, one of the creatures travels to a different plane of existence, or a minute has passed. You must complete a long rest before you can use this feature again.<br />
<br />
====Cloth Maestro====<br />
At 20th level, your mastery of the craft has granted you several benefits while wearing clothes with a value of 1gp or higher or padded armor.<br />
<br />
You gain resistance to Fire and Cold damage<br />
<br />
Your AC increases by 2 in addition to the bonuses granted by your Reinforced Weave feature.<br />
<br />
You can use your Intelligence modifier rather than your Dexterity modifier for determining your AC.<br />
<br />
Whenever you succeed on a Charisma ability check against a creature that isn't hostile toward you or your allies, they become charmed by you for one minute. You can only apply this feature to one creature at a time and can end this effect on your turn (no action required).<br />
<br />
===Leatherworker===<br />
For a leatherworker, you like to work with much heavier materials. You use thicker needles and craft with the hides of beasts. By doing so, your magic is more akin to that of a druid or ranger. Many of these clothiers can be found in druidic circles or ranger camps as quartermasters.<br />
<br />
;Bonus Proficiencies<br />
When you learn this technique at 3rd level, you gain proficiency in Leatherworking Tools and Medium Armor.<br />
<br />
;Alternative Medium<br />
You’ve taken to working your craft with animal hides, rather than cloths. When you choose this technique at 3rd level, all class features that apply to clothing and padded armor also apply to leather and hide armor.<br />
<br />
;Extra Attack<br />
At 9th level, you can attack twice when you take the attack action on your turn.<br />
<br />
;Beasthide<br />
At 13th level, you can cast the ‘’polymorph’’ spell targeting yourself without needing to expend material components or a spell slot. You must complete a short or long rest before you can use this feature again. Intelligence is your spellcasting modifier for this spell.<br />
<br />
;Layered Pelts<br />
At 17th level, while wearing leather or hide armor, you gain resistance to nonmagical bludgeoning, piercing, and slashing damage.<br />
<br />
===Masque===<br />
Those who use this technique are often charlatans and assassins. They utilize magic to operate in the shadows and strike from the unseen, sometimes even muddling the minds of others. <br />
<br />
;Bonus Proficiencies<br />
You gain proficiency with a Disguise Kit.<br />
<br />
;Tear-Away Clothes<br />
When you choose this archetype at 3rd level, you can remove any visual disguise as an action, leaving behind a set of clothes worn underneath if you choose.<br />
<br />
;Concealed Strike<br />
At 3rd level, in the first round of combat, if you attack an unsuspecting creature with a weapon you are proficient with that lacks the heavy property or produce a weapon you are proficient with that lacks the heavy property using your Nothing Up My Sleeve feature, the next attack roll you make is made with advantage and deals an additional 1d10 damage on a hit. (Creatures that cannot be surprised take 1d6 additional damage.) All subsequent attacks deal 1d6 extra damage as long as you have advantage on the attack roll and the weapon lacks the heavy property.<br />
<br />
;Backstitch<br />
Starting at 9th level, you can target a medium or smaller creature with your Eldritch Spool ability as an action. Make an attack roll using your spellcasting modifier (your proficiency bonus + your Intelligence modifier). On a hit, you pull the creature up to 30ft. towards you, and you can make an attack as a bonus action against them assuming they're within range. Whenever you use this feature, count it toward your number of uses as if you had used it to moved yourself.<br />
<br />
;Read 'Em Like a Book<br />
People come easy to you, and you know just how to exploit them. At 13th level you can use your Intelligence modifier in place of your Charisma modifier whenever you would make a Charisma ability check.<br />
<br />
;Faceless<br />
At 17th level, you can use a bonus action to turn invisible until the end of your next turn. All creatures of your choice within 60ft. that have been aware of your presence within the past 10 minutes must then make a Wisdom saving throw against your spell save DC (8 + your proficiency bonus + your Intelligence modifier) or forget you were ever there as if affected by the ''modify memory'' spell. Those affected by this feature rationalize any inconsistencies in favor of this feature. You must complete a long rest before you can use this feature again.<br />
<br />
===Seamstress===<br />
As a seamstress (or seamster), you favor having more enchantments placed into your clothes. You pride yourself on having both fashion and function in your work.<br />
<br />
;Lesser Garment<br />
You have found a way to infuse more powerful magics into your garments. At 3rd level, you no longer need to wear a set of clothing for 30 minutes to gain it's benefits. Additionally, you have placed a minor, yet potent enchantment on an article of clothing. (Note: These are simply for flavor. It's perfectly acceptable to have a shirt that reduces elemental damage or a cloak that lets you fall farther. These are simply here for categorizing.) Choose one affect from the list.<br />
<br />
:'''Boots'''<br />
You can fall an additional number of feet equal to twice your Clothier level before you would take damage.<br />
<br />
:'''Cloak'''<br />
Choose a damage type: Acid, Force, Lightning, Thunder, Necrotic, or Radiant. Whenever you are struck by an attack of the chosen damage type, you can reduce it’s damage by an amount equal to half your Clothier level.<br />
<br />
:'''Gloves'''<br />
You gain a climbing speed equal to your walking speed and gain proficiency in the Athletics skill.<br />
<br />
:'''Hat'''<br />
You gain darkvision out to a range of 60 ft. If you already have darkvision, the distance you can see increases by 30ft. Additionally, you can cast ‘’detect magic’’ at will.<br />
<br />
:'''Shirt'''<br />
Increase your hit point maximum by an amount equal to your Clothier level. Every subsequent level you take in this class increases your hit point maximum by 1. Additionally, you can hold your breath for twice as long.<br />
<br />
;Additional Embroidery<br />
You've placed an even more potent enchantment on your clothing. At 9th level, choose one affect from the following list. You can choose the same article of clothing you chose at 3rd level or a different one. (These effects are cumulative with Lesser Garment.)<br />
<br />
:'''Boots'''<br />
Your jump height and distance are tripled, and your base walking speed increases by 20ft.<br />
<br />
:'''Cloak'''<br />
You gain a fly speed of 30ft. when you aren’t wearing armor. (Padded armor is the exception to this rule.)<br />
<br />
:'''Gloves'''<br />
Your unarmed strikes deal 1d6 damage, and you have advantage on attempts to grapple a creature<br />
<br />
:'''Hat'''<br />
You can see clearly out to a range of 1 mile, and you have advantage on Wisdom(Perception) checks relying on sight.<br />
<br />
:'''Shirt'''<br />
You no longer need to eat or drink. Additionally, your hit point maximum increases by an amount equal to your Clothier level. Every subsequent level you take in this class increases your hit point maximum by 1 in addition to the hit points you potentially gain from your 3rd level feature.<br />
<br />
;Enchanted Outfit<br />
At 13th level, you gain two additional enchantments from the 3rd level feature of this archetype. You cannot repeat any garments. (These are cumulative with Lesser Garment and Additional Embroidery.)<br />
<br />
;Greater Garment<br />
Starting at 17th level, you have learned how to place a much more powerful enchantment on your clothing. You can only choose a garment you received from the Lesser Garment or Enchanted Outfit features. (These effects are cumulative with Lesser Garment, Additional Embroidery, and Enchanted Outfit.)<br />
<br />
:'''Boots'''<br />
You no longer take damage from falling. Whenever you take the dash action, you can run up vertical surfaces and across water.<br />
<br />
:'''Cloak'''<br />
You gain immunity to the damage type you chose at 3rd level and resistance to two other damage types you could have chosen at 3rd level.<br />
<br />
:'''Gloves'''<br />
You cannot be disarmed while you are conscious. Additionally, whenever you make an ability check to climb, treat any roll of 14 or lower as a 15.<br />
<br />
:'''Hat'''<br />
You gain truesight out to a range of 15ft. Additionally, you cannot be blinded or deafened.<br />
<br />
:'''Shirt<br />
You are immune to all diseases and poisons. Increase your hit point maximum by an amount equal to your Clothier level. Every subsequent level you take in this class increases your hit point maximum by 1 in addition to the hit points you gain from your 3rd level feature.<br />
<br />
===Spellweaver===<br />
Your technique primarily involves manipulating the Weave and splicing spell slots to replace other ones. Those who follow this technique often wish to accompany their clothing with actual spellcasting.<br />
<br />
{| class="5e"<br />
! Spellweaver Level !! Cantrips !! Spells Known !! 1st !! 2nd !! 3rd !! 4th <br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
| 3rd || 2 || 3 || 2 || - || - || -<br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
| 4th || 2 || 4 || 3 || - || - || -<br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
| 7th || 2 || 5 || 4 || 2 || - || -<br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
| 8th || 2 || 6 || 4 || 2 || - || - <br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
| 10th || 3 || 7 || 4 || 3 || - || -<br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
| 11th || 3 || 8 || 4 || 3 || - || -<br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
| 13th || 3 || 9 || 4 || 3 || 2 || - <br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
| 14th || 3 || 10 || 4 || 3 || 2 || - <br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
| 16th || 3 || 11 || 4 || 3 || 3 || - <br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
| 19th || 3 || 12 || 4 || 3 || 3 || 1 <br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
| 20th || 3 || 13 || 4 || 3 || 3 || 1 <br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
|}<br />
<br />
;Spellcasting<br />
Cantrips<br />
You start with 2 cantrips from the wizard spell list. At level 10 you gain a 3rd cantrip known.<br />
<br />
Spell Slots<br />
The Spellweaver Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.<br />
<br />
Spells Known<br />
You know three 1st level wizard spells of your choice, two must come from the enchantment and transmutation spell schools. The third spell can be from any Wizard school of magic.<br />
<br />
The Spells Known column of the Spellweaver Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an enchantment or transmutation spell of your choice, and must be of a level for which you have spell slots.<br />
<br />
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.<br />
<br />
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or transmutation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level.<br />
<br />
Spellcasting Ability<br />
Intelligence is your spellcasting ability for your wizard spells. You use your Intelligence whenever a spell refers to your spellcasting ability.<br />
<br />
Spell save DC = 8 + proficiency bonus + Intelligence modifier<br />
<br />
Spell attack mod = proficiency bonus + Intelligence modifier<br />
<br />
;Spellweaving<br />
Beginning at 3rd level, you can combine spell slots to equal higher slots you could normally cast. For example, if you’re a 13th level Spellweaver who’s expended their 3rd level spell slots, you can instead expend a 1st-level and a 2nd-level slot in place of a 3rd-level slot or three 1st-level spell slots in place of the same slot. If you exceed the necessary slot, you can cast the spell at it's base level, or whatever level the total slot equals as long as it's of a slot you could normally cast at that level. You must complete a short or long rest before you can use this feature again. <br />
<br />
;Attunement of the Craft<br />
Starting at 9th level, you can attune to one magical item of clothing (but not armor) without using an attunement slot. This amount increases by one at 10th level and again at 20th level. You can also determine the properties of any magical clothing item if you handle it for one minute.<br />
<br />
;Seamed Casting<br />
At 13th level, if you cast a spell that targets only one creature, you can have it target up to a number of creatures equal to your Intelligence modifier, assuming they’re all within 5ft. of each other. Roll separate attack rolls for each target.<br />
<br />
;Staystitch<br />
At 17th level, you can combine lesser spell slots along with some of your vitality to restore greater spell slots. For example, if you’re a 20th level caster who’s expended all of their 4th-level spell slots, you can expend one 2nd-level spell slot and 20 hit points (10 hit points for every slot level needed) in place of a 4th-level slot or one 1st-level slot and 30 hit points. When you take damage in this way, your hit point maximum also decreases by the same amount and cannot be restored until you complete a long rest.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Clothier class, you must meet these prerequisites: Dexterity 13, Intelligence 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Clothier class, you gain the following proficiencies: Weaver's Tools<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>PunnyDM12https://www.dandwiki.com/w/index.php?title=Clothier_(5e_Class)&diff=1330695Clothier (5e Class)2020-05-05T02:34:06Z<p>PunnyDM12: /* Ethereal Strands */</p>
<hr />
<div>==Clothier==<br />
<br />
An elf finishes the final touches on a cloak. The deep green and dashing yellow fabric glows with a golden light, then fades. As the seamstress dons it, she leaps from her tower. The ground soon approaching, she quickly spreads her arms, and the cloak glides her to safety.<br />
<br />
A dwarf wanders the mountainside in search of goblins. Snickering can be heard from a nearby rock. The dwarf mutters a few words under his breath and with a beastly transformation, rips the gang of goblins to pieces with his new bear form.<br />
<br />
A human diplomat, enters the court. She approaches the head of a rival family, isolated in the corner and with a flick of the wrist, drives a knife into his stomach. There is a scream, and then mild confusion. It would seem, the nobleman had stabbed himself.<br />
<br />
<br />
=== Creating a Clothier===<br />
Think about your character and how they associate themselves with clothing. Are they a wizard who simply likes to enchant garments? A noble who desires the most fabulous clothes in the city? Or a shopkeeper who has been working on their magnum opus by infusing their very magic with their creations? <br />
<br />
;Quick Build<br />
You can make a Clothier quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity. Second, choose the Guild Artisan background. Other backgrounds that might fit a character would be Charlatan, Entertainer, Noble, or Sage.<br />
<br />
{{5e Class Features<br />
|name=Clothier<br />
|summary=A garment-maker that infuses magic into their creations.<br />
|hd=8<br />
|spellcasting=<br />
|armor=Light armor<br />
|weapons=Simple weapons, Rapiers, and Shortswords<br />
|tools=Weaver's Tools<br />
|saves=Dexterity, Intelligence<br />
|skills=Choose 2 from Arcana, Deception, Insight, Intimidation, Investigation, Persuasion, Sleight of Hand, Stealth<br />
|item1a= any simple weapon<br />
|item1b= a Rapier<br />
|item1c= a Shortsword<br />
|item2a= any simple weapon<br />
|item2b= a Shortbow and quiver of 20 arrows<br />
|item2c= a Shortsword<br />
|item3a= a Diplomat's pack<br />
|item3b= an Explorer's pack<br />
|item4a= Fine clothes<br />
|item4b= Padded armor<br />
|item5a= Weaver's tools<br />
|item5b=<br />
|wealth=5d4 x 10<br />
|classfeatures1={{inpage|Eldritch Infusion}}, {{inpage|Arcane Patchwork}}, {{inpage|Reinforced Weave}} <br />
|classfeatures2={{inpage|Kept in Style}}, {{inpage|Needlepoint}}, {{inpage|Nothing up my Sleeve}} <br />
|classfeatures3={{inpage|Clothier Techniques}} <br />
|classfeatures4=<br />
|classfeatures5={{inpage|Enchanting Embroidery}}, {{inpage|Temperate}} <br />
|classfeatures6={{inpage|Eldritch Spool}} <br />
|classfeatures7={{inpage|Ethereal Strands}}, {{inpage|Muffled Layers}} <br />
|classfeatures8= <br />
|classfeatures9={{inpage|Clothier Technique Feature}} <br />
|classfeatures10={{inpage|Pincushion}} <br />
|classfeatures11={{inpage|Thread the Needle}} <br />
|classfeatures12=<br />
|classfeatures13={{inpage|Clothier Technique Feature}} <br />
|classfeatures14={{inpage|Tailor-Made}} <br />
|classfeatures15={{inpage|Runic Patches}} <br />
|classfeatures16=<br />
|classfeatures17={{inpage|Clothier Technique Feature}} <br />
|classfeatures18={{inpage|Astral Thread}} <br />
|classfeatures19=<br />
|classfeatures20={{inpage|Cloth Maestro}} <br />
}}<br />
<br />
====Eldritch Infusion====<br />
For a set of clothing with a value of 1gp or higher or padded armor to gain any benefits, you must spend 30 minutes wearing it outside of combat. After this time has passed, the clothing can benefit from all class features that involve clothing or padded armor. This clothing retains its benefits even if you remove them unless you infuse another set of clothes. These clothes are not affected by ''dispel magic'' but are suppressed by an antimagic field. (Only you can attune to these clothes in this way.)<br />
<br />
====Arcane Patchwork====<br />
Beginning at 1st level, you learn the ''mending'' cantrip if you don’t already know it. Additionally, you can repair three times the size of any rip in a fabric when using this cantrip. Intelligence is your spellcasting modifier for this spell.<br />
<br />
====Reinforced Weave====<br />
At 1st level, while wearing any set of clothes with a value of 1gp or higher or padded armor you gain a +1 bonus to AC. This bonus increases to +2 at 10th level and +3 at 15th level. (This effect is not compatible with the Unarmored Defense feature.)<br />
<br />
====Kept in Style====<br />
You're always on top of the latest fashion trends whether they be society's or your own. Beginning at 2nd level, after you complete a short or long rest, you can change your clothing into a different style. The style of clothing cannot imitate one of a higher value, but the overall shape and colors are up to you otherwise. (For instance, you cannot change common work clothes to a form of fine noble attire.) Any attempt to imitate clothing of a higher quality will be seen as made of cheap materials under close inspection. You require Weaver's Tools to alter your clothes in this way.<br />
<br />
====Needlepoint====<br />
At 2nd level, you gain a +2 bonus to damage rolls with weapons that deal piercing damage.<br />
<br />
====Nothing up my Sleeve====<br />
You've crafted several pockets and compartments hidden in your clothing. Starting at 2nd level, you have advantage on Dexterity(Sleight of Hand) checks made to conceal a number of tiny items equal to your Intelligence modifier on your person. Additionally, you can produce the items hidden on your person without using your action (maximum of 2 per turn) even if they’ve been discovered.<br />
<br />
====Clothier Techniques====<br />
At 3rd level level, you chose a Clothier Technique. Choose between the Leatherworker, Masque, Seamstress, or Spellweaver techniques detailed at the end of the class description. Your choice grants you features at 3rd level and again at 9th, 13th, and 17th levels.<br />
<br />
==== Ability Score Increase ====<br />
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.<br />
<br />
====Enchanting Style====<br />
You tend to let your clothes do the talking. Beginning at 5th level, whenever you make a Charisma ability check while wearing a set of clothes with a value of 1gp or higher or padded armor, you can use your proficiency in Weaver’s Tools if you don’t have proficiency in the skill. If you already have proficiency in the skill, you receive expertise in that skill.<br />
<br />
====Temperate====<br />
At 5th level, while wearing any set of clothes or padded armor you can survive comfortably in temperatures as low as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.<br />
<br />
====Eldritch Spool====<br />
You have learned how to create threads of magic that you can use to pull things. Starting at 6th level, whenever you miss an attack with a thrown weapon, you can expend your bonus action to return it to your hand, assuming you can see it, you have a free hand available, and you're within 30ft. of it. You can also target an object no bigger than medium size and weighing no more than 10lbs. using your bonus action to pull it to your hand, assuming it can be held in one hand, and it isn't being held by another creature. Additionally, you can target a fixed surface within 30ft. of yourself that you can see as an action and pull yourself up to 30ft. in a straight line towards it (you need a free hand to do this). This movement does not incur attacks of opportunity. You can use this feature to move in this way a number of times equal to your Intelligence modifier, regaining all expended uses after completing a long rest.<br />
<br />
====Ethereal Strands====<br />
Beginning at 7th level, while wearing clothing with a value of 1gp or higher or padded armor if a hostile creature attempts to hit you with an attack you can expend your reaction to alter the magical properties of your clothing. If the attack hits, you instead take no damage and become ethereal until the start of your next turn. An attack that can attack creatures on the ethereal plane is unaffected. If the attack misses, your use of this feature is not expended. You must complete a short or long rest before you can use this feature again.<br />
<br />
====Muffled Layers====<br />
At 7th level, you gain proficiency in the Stealth skill if you don't already have it while wearing clothing with a value of 1gp or higher or padded armor. Additionally, you no longer receive disadvantage on Dexterity(Stealth) checks when wearing padded armor.<br />
<br />
====Pincushion====<br />
Beginning at 10th level, whenever you make an attack with a weapon that deals piercing damage, you can make another attack as a bonus action against the same target.<br />
<br />
====Thread the Needle====<br />
You've learned how to maximize the gaps in armor and take risks other's probably wouldn't dare to. At 11th level, whenever you hit a creature with a weapon attack, you deal an extra amount of damage equal to your Intelligence modifier.<br />
<br />
====Tailor-Made====<br />
Your clothes fit extremely well at all times and never get in the way of your daily life. At 14th level, you are always considered to be under the effects of the ''freedom of movement'' spell while wearing any set of clothes with a value of 1gp or higher or padded armor. Additionally, all clothing and padded armor weigh nothing while you wear them.<br />
<br />
====Runic Patches====<br />
You've learned how to infuse your magic into small patches that you can distribute to your allies. At 15th level, after completing a long rest, you can grant a number of creatures equal to your Intelligence modifier wearing any set of clothes worth 1gp or more or padded armor the benefits of your Reinforced Weave or Temperate features until you complete your next long rest. A creature can only benefit from one of these features at a time.<br />
<br />
====Astral Thread====<br />
You know how to manipulate the silver threads of the soul. Beginning at 18th level, as a bonus action, you can spiritually link two creatures within 30ft. of each other for one minute. Whenever either creature takes damage, the other takes damage equal to half the amount dealt (this damage cannot be reduced in any way). Additionally, each creature cannot move more than 120ft. from each other. This effect ends when one of the creatures dies, one of the creatures travels to a different plane of existence, or a minute has passed. You must complete a long rest before you can use this feature again.<br />
<br />
====Cloth Maestro====<br />
At 20th level, your mastery of the craft has granted you several benefits while wearing clothes with a value of 1gp or higher or padded armor.<br />
<br />
You gain resistance to Fire and Cold damage<br />
<br />
Your AC increases by 2 in addition to the bonuses granted by your Reinforced Weave feature.<br />
<br />
You can use your Intelligence modifier rather than your Dexterity modifier for determining your AC.<br />
<br />
Whenever you succeed on a Charisma ability check against a creature that isn't hostile toward you or your allies, they become charmed by you for one minute. You can only apply this feature to one creature at a time and can end this effect on your turn (no action required).<br />
<br />
===Leatherworker===<br />
For a leatherworker, you like to work with much heavier materials. You use thicker needles and craft with the hides of beasts. By doing so, your magic is more akin to that of a druid or ranger. Many of these clothiers can be found in druidic circles or ranger camps as quartermasters.<br />
<br />
;Bonus Proficiencies<br />
When you learn this technique at 3rd level, you gain proficiency in Leatherworking Tools and Medium Armor.<br />
<br />
;Alternative Medium<br />
You’ve taken to working your craft with animal hides, rather than cloths. When you choose this technique at 3rd level, all class features that apply to clothing and padded armor also apply to leather and hide armor.<br />
<br />
;Extra Attack<br />
At 9th level, you can attack twice when you take the attack action on your turn.<br />
<br />
;Beasthide<br />
At 13th level, you can cast the ‘’polymorph’’ spell targeting yourself without needing to expend material components or a spell slot. You must complete a short or long rest before you can use this feature again. Intelligence is your spellcasting modifier for this spell.<br />
<br />
;Layered Pelts<br />
At 17th level, while wearing leather or hide armor, you gain resistance to nonmagical bludgeoning, piercing, and slashing damage.<br />
<br />
===Masque===<br />
Those who use this technique are often charlatans and assassins. They utilize magic to operate in the shadows and strike from the unseen, sometimes even muddling the minds of others. <br />
<br />
;Bonus Proficiencies<br />
You gain proficiency with a Disguise Kit.<br />
<br />
;Tear-Away Clothes<br />
When you choose this archetype at 3rd level, you can remove any visual disguise as an action, leaving behind a set of clothes worn underneath if you choose.<br />
<br />
;Concealed Strike<br />
At 3rd level, in the first round of combat, if you attack an unsuspecting creature with a weapon you are proficient with that lacks the heavy property or produce a weapon you are proficient with that lacks the heavy property using your Nothing Up My Sleeve feature, the next attack roll you make is made with advantage and deals an additional 1d10 damage on a hit. (Creatures that cannot be surprised take 1d6 additional damage.) All subsequent attacks deal 1d6 extra damage as long as you have advantage on the attack roll and the weapon lacks the heavy property.<br />
<br />
;Backstitch<br />
Starting at 9th level, you can target a medium or smaller creature with your Eldritch Spool ability as an action. Make an attack roll using your spellcasting modifier (your proficiency bonus + your Intelligence modifier). On a hit, you pull the creature up to 30ft. towards you, and you can make an attack as a bonus action against them assuming they're within range. Whenever you use this feature, count it toward your number of uses as if you had used it to moved yourself.<br />
<br />
;Read 'Em Like a Book<br />
People come easy to you, and you know just how to exploit them. At 13th level you can use your Intelligence modifier in place of your Charisma modifier whenever you would make a Charisma ability check.<br />
<br />
;Faceless<br />
At 17th level, you can use a bonus action to turn invisible until the end of your next turn. All creatures of your choice within 60ft. that have been aware of your presence within the past 10 minutes must then make a Wisdom saving throw against your spell save DC (8 + your proficiency bonus + your Intelligence modifier) or forget you were ever there as if affected by the ''modify memory'' spell. Those affected by this feature rationalize any inconsistencies in favor of this feature. You must complete a long rest before you can use this feature again.<br />
<br />
===Seamstress===<br />
As a seamstress (or seamster), you favor having more enchantments placed into your clothes. You pride yourself on having both fashion and function in your work.<br />
<br />
;Lesser Garment<br />
You have found a way to infuse more powerful magics into your garments. At 3rd level, you no longer need to wear a set of clothing for 30 minutes to gain it's benefits. Additionally, you have placed a minor, yet potent enchantment on an article of clothing. (Note: These are simply for flavor. It's perfectly acceptable to have a shirt that reduces elemental damage or a cloak that lets you fall farther. These are simply here for categorizing.) Choose one affect from the list.<br />
<br />
:'''Boots'''<br />
You can fall an additional number of feet equal to twice your Clothier level before you would take damage.<br />
<br />
:'''Cloak'''<br />
Choose a damage type: Acid, Force, Lightning, Thunder, Necrotic, or Radiant. Whenever you are struck by an attack of the chosen damage type, you can reduce it’s damage by an amount equal to half your Clothier level.<br />
<br />
:'''Gloves'''<br />
You gain a climbing speed equal to your walking speed and gain proficiency in the Athletics skill.<br />
<br />
:'''Hat'''<br />
You gain darkvision out to a range of 60 ft. If you already have darkvision, the distance you can see increases by 30ft. Additionally, you can cast ‘’detect magic’’ at will.<br />
<br />
:'''Shirt'''<br />
Increase your hit point maximum by an amount equal to your Clothier level. Every subsequent level you take in this class increases your hit point maximum by 1. Additionally, you can hold your breath for twice as long.<br />
<br />
;Additional Embroidery<br />
You've placed an even more potent enchantment on your clothing. At 9th level, choose one affect from the following list. You can choose the same article of clothing you chose at 3rd level or a different one.<br />
<br />
:'''Boots'''<br />
Your jump height and distance are tripled, and your base walking speed increases by 20ft.<br />
<br />
:'''Cloak'''<br />
You gain a fly speed of 30ft. when you aren’t wearing armor. (Padded armor is the exception to this rule.)<br />
<br />
:'''Gloves'''<br />
Your unarmed strikes deal 1d6 damage, and you have advantage on attempts to grapple a creature<br />
<br />
:'''Hat'''<br />
You can see clearly out to a range of 1 mile, and you have advantage on Wisdom(Perception) checks relying on sight.<br />
<br />
:'''Shirt'''<br />
You no longer need to eat or drink. Additionally, your hit point maximum increases by an amount equal to your Clothier level. Every subsequent level you take in this class increases your hit point maximum by 1 in addition to the hit points you potentially gain from your 3rd level feature.<br />
<br />
;Enchanted Outfit<br />
At 13th level, you gain two additional enchantments from the 3rd level feature of this archetype. You cannot repeat any garments.<br />
<br />
;Greater Garment<br />
Starting at 17th level, you have learned how to place a much more powerful enchantment on your clothing. You can only choose a garment you received from the Lesser Garment or Enchanted Outfit features.<br />
<br />
:'''Boots'''<br />
You no longer take damage from falling. Whenever you take the dash action, you can run up vertical surfaces and across water.<br />
<br />
:'''Cloak'''<br />
You gain immunity to the damage type you chose at 3rd level and resistance to two other damage types you could have chosen at 3rd level.<br />
<br />
:'''Gloves'''<br />
You cannot be disarmed while you are conscious. Additionally, whenever you make an ability check to climb, treat any roll of 14 or lower as a 15.<br />
<br />
:'''Hat'''<br />
You gain truesight out to a range of 15ft. Additionally, you cannot be blinded or deafened.<br />
<br />
:'''Shirt<br />
You are immune to all diseases and poisons. Increase your hit point maximum by an amount equal to your Clothier level. Every subsequent level you take in this class increases your hit point maximum by 1 in addition to the hit points you gain from your 3rd level feature.<br />
<br />
===Spellweaver===<br />
Your technique primarily involves manipulating the Weave and splicing spell slots to replace other ones. Those who follow this technique often wish to accompany their clothing with actual spellcasting.<br />
<br />
{| class="5e"<br />
! Spellweaver Level !! Cantrips !! Spells Known !! 1st !! 2nd !! 3rd !! 4th <br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
| 3rd || 2 || 3 || 2 || - || - || -<br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
| 4th || 2 || 4 || 3 || - || - || -<br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
| 7th || 2 || 5 || 4 || 2 || - || -<br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
| 8th || 2 || 6 || 4 || 2 || - || - <br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
| 10th || 3 || 7 || 4 || 3 || - || -<br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
| 11th || 3 || 8 || 4 || 3 || - || -<br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
| 13th || 3 || 9 || 4 || 3 || 2 || - <br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
| 14th || 3 || 10 || 4 || 3 || 2 || - <br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
| 16th || 3 || 11 || 4 || 3 || 3 || - <br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
| 19th || 3 || 12 || 4 || 3 || 3 || 1 <br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
| 20th || 3 || 13 || 4 || 3 || 3 || 1 <br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
|}<br />
<br />
;Spellcasting<br />
Cantrips<br />
You start with 2 cantrips from the wizard spell list. At level 10 you gain a 3rd cantrip known.<br />
<br />
Spell Slots<br />
The Spellweaver Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.<br />
<br />
Spells Known<br />
You know three 1st level wizard spells of your choice, two must come from the enchantment and transmutation spell schools. The third spell can be from any Wizard school of magic.<br />
<br />
The Spells Known column of the Spellweaver Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an enchantment or transmutation spell of your choice, and must be of a level for which you have spell slots.<br />
<br />
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.<br />
<br />
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or transmutation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level.<br />
<br />
Spellcasting Ability<br />
Intelligence is your spellcasting ability for your wizard spells. You use your Intelligence whenever a spell refers to your spellcasting ability.<br />
<br />
Spell save DC = 8 + proficiency bonus + Intelligence modifier<br />
<br />
Spell attack mod = proficiency bonus + Intelligence modifier<br />
<br />
;Spellweaving<br />
Beginning at 3rd level, you can combine spell slots to equal higher slots you could normally cast. For example, if you’re a 13th level Spellweaver who’s expended their 3rd level spell slots, you can instead expend a 1st-level and a 2nd-level slot in place of a 3rd-level slot or three 1st-level spell slots in place of the same slot. If you exceed the necessary slot, you can cast the spell at it's base level, or whatever level the total slot equals as long as it's of a slot you could normally cast at that level. You must complete a short or long rest before you can use this feature again. <br />
<br />
;Attunement of the Craft<br />
Starting at 9th level, you can attune to one magical item of clothing (but not armor) without using an attunement slot. This amount increases by one at 10th level and again at 20th level. You can also determine the properties of any magical clothing item if you handle it for one minute.<br />
<br />
;Seamed Casting<br />
At 13th level, if you cast a spell that targets only one creature, you can have it target up to a number of creatures equal to your Intelligence modifier, assuming they’re all within 5ft. of each other. Roll separate attack rolls for each target.<br />
<br />
;Staystitch<br />
At 17th level, you can combine lesser spell slots along with some of your vitality to restore greater spell slots. For example, if you’re a 20th level caster who’s expended all of their 4th-level spell slots, you can expend one 2nd-level spell slot and 20 hit points (10 hit points for every slot level needed) in place of a 4th-level slot or one 1st-level slot and 30 hit points. When you take damage in this way, your hit point maximum also decreases by the same amount and cannot be restored until you complete a long rest.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Clothier class, you must meet these prerequisites: Dexterity 13, Intelligence 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Clothier class, you gain the following proficiencies: Weaver's Tools<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>PunnyDM12https://www.dandwiki.com/w/index.php?title=Clothier_(5e_Class)&diff=1330694Clothier (5e Class)2020-05-05T02:27:46Z<p>PunnyDM12: Removed list of "stackable" features due to Eldritch Infusion applying all class features (of appropriate level and technique) to a garment anyway. Removed exploit that would allow for selling of enchanted clothing with little to no cost (buying or making clothing for 1gp and then wearing it for 30 minutes).</p>
<hr />
<div>==Clothier==<br />
<br />
An elf finishes the final touches on a cloak. The deep green and dashing yellow fabric glows with a golden light, then fades. As the seamstress dons it, she leaps from her tower. The ground soon approaching, she quickly spreads her arms, and the cloak glides her to safety.<br />
<br />
A dwarf wanders the mountainside in search of goblins. Snickering can be heard from a nearby rock. The dwarf mutters a few words under his breath and with a beastly transformation, rips the gang of goblins to pieces with his new bear form.<br />
<br />
A human diplomat, enters the court. She approaches the head of a rival family, isolated in the corner and with a flick of the wrist, drives a knife into his stomach. There is a scream, and then mild confusion. It would seem, the nobleman had stabbed himself.<br />
<br />
<br />
=== Creating a Clothier===<br />
Think about your character and how they associate themselves with clothing. Are they a wizard who simply likes to enchant garments? A noble who desires the most fabulous clothes in the city? Or a shopkeeper who has been working on their magnum opus by infusing their very magic with their creations? <br />
<br />
;Quick Build<br />
You can make a Clothier quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity. Second, choose the Guild Artisan background. Other backgrounds that might fit a character would be Charlatan, Entertainer, Noble, or Sage.<br />
<br />
{{5e Class Features<br />
|name=Clothier<br />
|summary=A garment-maker that infuses magic into their creations.<br />
|hd=8<br />
|spellcasting=<br />
|armor=Light armor<br />
|weapons=Simple weapons, Rapiers, and Shortswords<br />
|tools=Weaver's Tools<br />
|saves=Dexterity, Intelligence<br />
|skills=Choose 2 from Arcana, Deception, Insight, Intimidation, Investigation, Persuasion, Sleight of Hand, Stealth<br />
|item1a= any simple weapon<br />
|item1b= a Rapier<br />
|item1c= a Shortsword<br />
|item2a= any simple weapon<br />
|item2b= a Shortbow and quiver of 20 arrows<br />
|item2c= a Shortsword<br />
|item3a= a Diplomat's pack<br />
|item3b= an Explorer's pack<br />
|item4a= Fine clothes<br />
|item4b= Padded armor<br />
|item5a= Weaver's tools<br />
|item5b=<br />
|wealth=5d4 x 10<br />
|classfeatures1={{inpage|Eldritch Infusion}}, {{inpage|Arcane Patchwork}}, {{inpage|Reinforced Weave}} <br />
|classfeatures2={{inpage|Kept in Style}}, {{inpage|Needlepoint}}, {{inpage|Nothing up my Sleeve}} <br />
|classfeatures3={{inpage|Clothier Techniques}} <br />
|classfeatures4=<br />
|classfeatures5={{inpage|Enchanting Embroidery}}, {{inpage|Temperate}} <br />
|classfeatures6={{inpage|Eldritch Spool}} <br />
|classfeatures7={{inpage|Ethereal Strands}}, {{inpage|Muffled Layers}} <br />
|classfeatures8= <br />
|classfeatures9={{inpage|Clothier Technique Feature}} <br />
|classfeatures10={{inpage|Pincushion}} <br />
|classfeatures11={{inpage|Thread the Needle}} <br />
|classfeatures12=<br />
|classfeatures13={{inpage|Clothier Technique Feature}} <br />
|classfeatures14={{inpage|Tailor-Made}} <br />
|classfeatures15={{inpage|Runic Patches}} <br />
|classfeatures16=<br />
|classfeatures17={{inpage|Clothier Technique Feature}} <br />
|classfeatures18={{inpage|Astral Thread}} <br />
|classfeatures19=<br />
|classfeatures20={{inpage|Cloth Maestro}} <br />
}}<br />
<br />
====Eldritch Infusion====<br />
For a set of clothing with a value of 1gp or higher or padded armor to gain any benefits, you must spend 30 minutes wearing it outside of combat. After this time has passed, the clothing can benefit from all class features that involve clothing or padded armor. This clothing retains its benefits even if you remove them unless you infuse another set of clothes. These clothes are not affected by ''dispel magic'' but are suppressed by an antimagic field. (Only you can attune to these clothes in this way.)<br />
<br />
====Arcane Patchwork====<br />
Beginning at 1st level, you learn the ''mending'' cantrip if you don’t already know it. Additionally, you can repair three times the size of any rip in a fabric when using this cantrip. Intelligence is your spellcasting modifier for this spell.<br />
<br />
====Reinforced Weave====<br />
At 1st level, while wearing any set of clothes with a value of 1gp or higher or padded armor you gain a +1 bonus to AC. This bonus increases to +2 at 10th level and +3 at 15th level. (This effect is not compatible with the Unarmored Defense feature.)<br />
<br />
====Kept in Style====<br />
You're always on top of the latest fashion trends whether they be society's or your own. Beginning at 2nd level, after you complete a short or long rest, you can change your clothing into a different style. The style of clothing cannot imitate one of a higher value, but the overall shape and colors are up to you otherwise. (For instance, you cannot change common work clothes to a form of fine noble attire.) Any attempt to imitate clothing of a higher quality will be seen as made of cheap materials under close inspection. You require Weaver's Tools to alter your clothes in this way.<br />
<br />
====Needlepoint====<br />
At 2nd level, you gain a +2 bonus to damage rolls with weapons that deal piercing damage.<br />
<br />
====Nothing up my Sleeve====<br />
You've crafted several pockets and compartments hidden in your clothing. Starting at 2nd level, you have advantage on Dexterity(Sleight of Hand) checks made to conceal a number of tiny items equal to your Intelligence modifier on your person. Additionally, you can produce the items hidden on your person without using your action (maximum of 2 per turn) even if they’ve been discovered.<br />
<br />
====Clothier Techniques====<br />
At 3rd level level, you chose a Clothier Technique. Choose between the Leatherworker, Masque, Seamstress, or Spellweaver techniques detailed at the end of the class description. Your choice grants you features at 3rd level and again at 9th, 13th, and 17th levels.<br />
<br />
==== Ability Score Increase ====<br />
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.<br />
<br />
====Enchanting Style====<br />
You tend to let your clothes do the talking. Beginning at 5th level, whenever you make a Charisma ability check while wearing a set of clothes with a value of 1gp or higher or padded armor, you can use your proficiency in Weaver’s Tools if you don’t have proficiency in the skill. If you already have proficiency in the skill, you receive expertise in that skill.<br />
<br />
====Temperate====<br />
At 5th level, while wearing any set of clothes or padded armor you can survive comfortably in temperatures as low as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.<br />
<br />
====Eldritch Spool====<br />
You have learned how to create threads of magic that you can use to pull things. Starting at 6th level, whenever you miss an attack with a thrown weapon, you can expend your bonus action to return it to your hand, assuming you can see it, you have a free hand available, and you're within 30ft. of it. You can also target an object no bigger than medium size and weighing no more than 10lbs. using your bonus action to pull it to your hand, assuming it can be held in one hand, and it isn't being held by another creature. Additionally, you can target a fixed surface within 30ft. of yourself that you can see as an action and pull yourself up to 30ft. in a straight line towards it (you need a free hand to do this). This movement does not incur attacks of opportunity. You can use this feature to move in this way a number of times equal to your Intelligence modifier, regaining all expended uses after completing a long rest.<br />
<br />
====Ethereal Strands====<br />
Beginning at 7th level, while wearing clothing with a value of 1gp or higher or padded armor if a hostile creature attempts to hit you with an attack you can expend your reaction to alter the magical properties of your clothing. If the attack hits, you instead take no damage and become ethereal until the start of your next turn. If the attack misses, your use of this feature is not expended. You must complete a short or long rest before you can use this feature again.<br />
<br />
====Muffled Layers====<br />
At 7th level, you gain proficiency in the Stealth skill if you don't already have it while wearing clothing with a value of 1gp or higher or padded armor. Additionally, you no longer receive disadvantage on Dexterity(Stealth) checks when wearing padded armor.<br />
<br />
====Pincushion====<br />
Beginning at 10th level, whenever you make an attack with a weapon that deals piercing damage, you can make another attack as a bonus action against the same target.<br />
<br />
====Thread the Needle====<br />
You've learned how to maximize the gaps in armor and take risks other's probably wouldn't dare to. At 11th level, whenever you hit a creature with a weapon attack, you deal an extra amount of damage equal to your Intelligence modifier.<br />
<br />
====Tailor-Made====<br />
Your clothes fit extremely well at all times and never get in the way of your daily life. At 14th level, you are always considered to be under the effects of the ''freedom of movement'' spell while wearing any set of clothes with a value of 1gp or higher or padded armor. Additionally, all clothing and padded armor weigh nothing while you wear them.<br />
<br />
====Runic Patches====<br />
You've learned how to infuse your magic into small patches that you can distribute to your allies. At 15th level, after completing a long rest, you can grant a number of creatures equal to your Intelligence modifier wearing any set of clothes worth 1gp or more or padded armor the benefits of your Reinforced Weave or Temperate features until you complete your next long rest. A creature can only benefit from one of these features at a time.<br />
<br />
====Astral Thread====<br />
You know how to manipulate the silver threads of the soul. Beginning at 18th level, as a bonus action, you can spiritually link two creatures within 30ft. of each other for one minute. Whenever either creature takes damage, the other takes damage equal to half the amount dealt (this damage cannot be reduced in any way). Additionally, each creature cannot move more than 120ft. from each other. This effect ends when one of the creatures dies, one of the creatures travels to a different plane of existence, or a minute has passed. You must complete a long rest before you can use this feature again.<br />
<br />
====Cloth Maestro====<br />
At 20th level, your mastery of the craft has granted you several benefits while wearing clothes with a value of 1gp or higher or padded armor.<br />
<br />
You gain resistance to Fire and Cold damage<br />
<br />
Your AC increases by 2 in addition to the bonuses granted by your Reinforced Weave feature.<br />
<br />
You can use your Intelligence modifier rather than your Dexterity modifier for determining your AC.<br />
<br />
Whenever you succeed on a Charisma ability check against a creature that isn't hostile toward you or your allies, they become charmed by you for one minute. You can only apply this feature to one creature at a time and can end this effect on your turn (no action required).<br />
<br />
===Leatherworker===<br />
For a leatherworker, you like to work with much heavier materials. You use thicker needles and craft with the hides of beasts. By doing so, your magic is more akin to that of a druid or ranger. Many of these clothiers can be found in druidic circles or ranger camps as quartermasters.<br />
<br />
;Bonus Proficiencies<br />
When you learn this technique at 3rd level, you gain proficiency in Leatherworking Tools and Medium Armor.<br />
<br />
;Alternative Medium<br />
You’ve taken to working your craft with animal hides, rather than cloths. When you choose this technique at 3rd level, all class features that apply to clothing and padded armor also apply to leather and hide armor.<br />
<br />
;Extra Attack<br />
At 9th level, you can attack twice when you take the attack action on your turn.<br />
<br />
;Beasthide<br />
At 13th level, you can cast the ‘’polymorph’’ spell targeting yourself without needing to expend material components or a spell slot. You must complete a short or long rest before you can use this feature again. Intelligence is your spellcasting modifier for this spell.<br />
<br />
;Layered Pelts<br />
At 17th level, while wearing leather or hide armor, you gain resistance to nonmagical bludgeoning, piercing, and slashing damage.<br />
<br />
===Masque===<br />
Those who use this technique are often charlatans and assassins. They utilize magic to operate in the shadows and strike from the unseen, sometimes even muddling the minds of others. <br />
<br />
;Bonus Proficiencies<br />
You gain proficiency with a Disguise Kit.<br />
<br />
;Tear-Away Clothes<br />
When you choose this archetype at 3rd level, you can remove any visual disguise as an action, leaving behind a set of clothes worn underneath if you choose.<br />
<br />
;Concealed Strike<br />
At 3rd level, in the first round of combat, if you attack an unsuspecting creature with a weapon you are proficient with that lacks the heavy property or produce a weapon you are proficient with that lacks the heavy property using your Nothing Up My Sleeve feature, the next attack roll you make is made with advantage and deals an additional 1d10 damage on a hit. (Creatures that cannot be surprised take 1d6 additional damage.) All subsequent attacks deal 1d6 extra damage as long as you have advantage on the attack roll and the weapon lacks the heavy property.<br />
<br />
;Backstitch<br />
Starting at 9th level, you can target a medium or smaller creature with your Eldritch Spool ability as an action. Make an attack roll using your spellcasting modifier (your proficiency bonus + your Intelligence modifier). On a hit, you pull the creature up to 30ft. towards you, and you can make an attack as a bonus action against them assuming they're within range. Whenever you use this feature, count it toward your number of uses as if you had used it to moved yourself.<br />
<br />
;Read 'Em Like a Book<br />
People come easy to you, and you know just how to exploit them. At 13th level you can use your Intelligence modifier in place of your Charisma modifier whenever you would make a Charisma ability check.<br />
<br />
;Faceless<br />
At 17th level, you can use a bonus action to turn invisible until the end of your next turn. All creatures of your choice within 60ft. that have been aware of your presence within the past 10 minutes must then make a Wisdom saving throw against your spell save DC (8 + your proficiency bonus + your Intelligence modifier) or forget you were ever there as if affected by the ''modify memory'' spell. Those affected by this feature rationalize any inconsistencies in favor of this feature. You must complete a long rest before you can use this feature again.<br />
<br />
===Seamstress===<br />
As a seamstress (or seamster), you favor having more enchantments placed into your clothes. You pride yourself on having both fashion and function in your work.<br />
<br />
;Lesser Garment<br />
You have found a way to infuse more powerful magics into your garments. At 3rd level, you no longer need to wear a set of clothing for 30 minutes to gain it's benefits. Additionally, you have placed a minor, yet potent enchantment on an article of clothing. (Note: These are simply for flavor. It's perfectly acceptable to have a shirt that reduces elemental damage or a cloak that lets you fall farther. These are simply here for categorizing.) Choose one affect from the list.<br />
<br />
:'''Boots'''<br />
You can fall an additional number of feet equal to twice your Clothier level before you would take damage.<br />
<br />
:'''Cloak'''<br />
Choose a damage type: Acid, Force, Lightning, Thunder, Necrotic, or Radiant. Whenever you are struck by an attack of the chosen damage type, you can reduce it’s damage by an amount equal to half your Clothier level.<br />
<br />
:'''Gloves'''<br />
You gain a climbing speed equal to your walking speed and gain proficiency in the Athletics skill.<br />
<br />
:'''Hat'''<br />
You gain darkvision out to a range of 60 ft. If you already have darkvision, the distance you can see increases by 30ft. Additionally, you can cast ‘’detect magic’’ at will.<br />
<br />
:'''Shirt'''<br />
Increase your hit point maximum by an amount equal to your Clothier level. Every subsequent level you take in this class increases your hit point maximum by 1. Additionally, you can hold your breath for twice as long.<br />
<br />
;Additional Embroidery<br />
You've placed an even more potent enchantment on your clothing. At 9th level, choose one affect from the following list. You can choose the same article of clothing you chose at 3rd level or a different one.<br />
<br />
:'''Boots'''<br />
Your jump height and distance are tripled, and your base walking speed increases by 20ft.<br />
<br />
:'''Cloak'''<br />
You gain a fly speed of 30ft. when you aren’t wearing armor. (Padded armor is the exception to this rule.)<br />
<br />
:'''Gloves'''<br />
Your unarmed strikes deal 1d6 damage, and you have advantage on attempts to grapple a creature<br />
<br />
:'''Hat'''<br />
You can see clearly out to a range of 1 mile, and you have advantage on Wisdom(Perception) checks relying on sight.<br />
<br />
:'''Shirt'''<br />
You no longer need to eat or drink. Additionally, your hit point maximum increases by an amount equal to your Clothier level. Every subsequent level you take in this class increases your hit point maximum by 1 in addition to the hit points you potentially gain from your 3rd level feature.<br />
<br />
;Enchanted Outfit<br />
At 13th level, you gain two additional enchantments from the 3rd level feature of this archetype. You cannot repeat any garments.<br />
<br />
;Greater Garment<br />
Starting at 17th level, you have learned how to place a much more powerful enchantment on your clothing. You can only choose a garment you received from the Lesser Garment or Enchanted Outfit features.<br />
<br />
:'''Boots'''<br />
You no longer take damage from falling. Whenever you take the dash action, you can run up vertical surfaces and across water.<br />
<br />
:'''Cloak'''<br />
You gain immunity to the damage type you chose at 3rd level and resistance to two other damage types you could have chosen at 3rd level.<br />
<br />
:'''Gloves'''<br />
You cannot be disarmed while you are conscious. Additionally, whenever you make an ability check to climb, treat any roll of 14 or lower as a 15.<br />
<br />
:'''Hat'''<br />
You gain truesight out to a range of 15ft. Additionally, you cannot be blinded or deafened.<br />
<br />
:'''Shirt<br />
You are immune to all diseases and poisons. Increase your hit point maximum by an amount equal to your Clothier level. Every subsequent level you take in this class increases your hit point maximum by 1 in addition to the hit points you gain from your 3rd level feature.<br />
<br />
===Spellweaver===<br />
Your technique primarily involves manipulating the Weave and splicing spell slots to replace other ones. Those who follow this technique often wish to accompany their clothing with actual spellcasting.<br />
<br />
{| class="5e"<br />
! Spellweaver Level !! Cantrips !! Spells Known !! 1st !! 2nd !! 3rd !! 4th <br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
| 3rd || 2 || 3 || 2 || - || - || -<br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
| 4th || 2 || 4 || 3 || - || - || -<br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
| 7th || 2 || 5 || 4 || 2 || - || -<br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
| 8th || 2 || 6 || 4 || 2 || - || - <br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
| 10th || 3 || 7 || 4 || 3 || - || -<br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
| 11th || 3 || 8 || 4 || 3 || - || -<br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
| 13th || 3 || 9 || 4 || 3 || 2 || - <br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
| 14th || 3 || 10 || 4 || 3 || 2 || - <br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
| 16th || 3 || 11 || 4 || 3 || 3 || - <br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
| 19th || 3 || 12 || 4 || 3 || 3 || 1 <br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
| 20th || 3 || 13 || 4 || 3 || 3 || 1 <br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
|}<br />
<br />
;Spellcasting<br />
Cantrips<br />
You start with 2 cantrips from the wizard spell list. At level 10 you gain a 3rd cantrip known.<br />
<br />
Spell Slots<br />
The Spellweaver Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.<br />
<br />
Spells Known<br />
You know three 1st level wizard spells of your choice, two must come from the enchantment and transmutation spell schools. The third spell can be from any Wizard school of magic.<br />
<br />
The Spells Known column of the Spellweaver Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an enchantment or transmutation spell of your choice, and must be of a level for which you have spell slots.<br />
<br />
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.<br />
<br />
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or transmutation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level.<br />
<br />
Spellcasting Ability<br />
Intelligence is your spellcasting ability for your wizard spells. You use your Intelligence whenever a spell refers to your spellcasting ability.<br />
<br />
Spell save DC = 8 + proficiency bonus + Intelligence modifier<br />
<br />
Spell attack mod = proficiency bonus + Intelligence modifier<br />
<br />
;Spellweaving<br />
Beginning at 3rd level, you can combine spell slots to equal higher slots you could normally cast. For example, if you’re a 13th level Spellweaver who’s expended their 3rd level spell slots, you can instead expend a 1st-level and a 2nd-level slot in place of a 3rd-level slot or three 1st-level spell slots in place of the same slot. If you exceed the necessary slot, you can cast the spell at it's base level, or whatever level the total slot equals as long as it's of a slot you could normally cast at that level. You must complete a short or long rest before you can use this feature again. <br />
<br />
;Attunement of the Craft<br />
Starting at 9th level, you can attune to one magical item of clothing (but not armor) without using an attunement slot. This amount increases by one at 10th level and again at 20th level. You can also determine the properties of any magical clothing item if you handle it for one minute.<br />
<br />
;Seamed Casting<br />
At 13th level, if you cast a spell that targets only one creature, you can have it target up to a number of creatures equal to your Intelligence modifier, assuming they’re all within 5ft. of each other. Roll separate attack rolls for each target.<br />
<br />
;Staystitch<br />
At 17th level, you can combine lesser spell slots along with some of your vitality to restore greater spell slots. For example, if you’re a 20th level caster who’s expended all of their 4th-level spell slots, you can expend one 2nd-level spell slot and 20 hit points (10 hit points for every slot level needed) in place of a 4th-level slot or one 1st-level slot and 30 hit points. When you take damage in this way, your hit point maximum also decreases by the same amount and cannot be restored until you complete a long rest.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Clothier class, you must meet these prerequisites: Dexterity 13, Intelligence 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Clothier class, you gain the following proficiencies: Weaver's Tools<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>PunnyDM12https://www.dandwiki.com/w/index.php?title=Gadgeteer_(5e_Subclass)&diff=1330585Gadgeteer (5e Subclass)2020-05-04T23:36:42Z<p>PunnyDM12: No such thing as a free action in 5e.</p>
<hr />
<div>[[Category:5e]][[Category:User]][[Category:Subclass]][[Category:Rogue]]<br />
<br />
===Gadgeteer===<br />
<br />
Utilizing traps and inventions, the Gadgeteer controls the battlefield. Whether a retired inventor or a thief who simply put his trap disabling skills to better use, Gadgeteers invent many oddities which assist them in their endeavors. Perhaps they act as a highwayman who causes "accidents" on the side of the road or maybe they're a thief with a few tricks up their sleeve. One thing is for certain, you'd best keep your eyes open around these folk.<br />
<br />
'''Gadgeteer save DC= 8 + Proficiency Bonus + Intelligence Modifier'''<br />
<br />
====Trapsmith====<br />
<br />
Using your knack for mechanics and technology, you are skilled at using them to ambush unsuspecting enemies. <br />
Beginning at 3rd level, you gain '''proficiency in Tinker’s Tools'''. <br />
You also keep a bag of trap supplies on your person '''beginning with 30gp worth of components'''. If you have Thieves’ tools and the requisite gp amount of supplies, you can spend one minute preparing and laying a trap. This trap fits within a 5 feet square, has a number of hit points equal to your Rogue level, and has a DC equal to your Gadgeteer save DC.<br />
When an unsuspecting creature enters the trap’s range or starts its turn within range, it must make a Dexterity save against your Gadgeteer DC or take '''damage as shown in the table + Intelligence Modifier''' Bludgeoning, Piercing or Slashing damage (the creature can only be targeted once by the same trap per round). <br />
If a creature succedes, it notices your trap and they have to move at half their walking speed to avoid setting it off. A successful Thieves' Tools check against your Gadgeteer DC disables the trap altogether. <br />
The trap is destroyed if it has no more charges. <br />
When setting the trap, you can choose to have all charges be expended at once within range or have one charge expend at the closest target when applicable. <br />
If any (but not all) charges are expended, as an action, you can salvage it for half the cost in parts (rounded down) used to make it and enough parts to cover the base price of it. If no charges have been expended, you regain all parts used to create it. If all charges are expended, you may salvage enough parts to cover the base price of it. You do not set off your own traps if you don't wish to. <br />
<br />
{| class="{{d20}}"<br />
|+ Trap Upgrades<br />
! Minimum Level !! Damage (base price) !! Maximum Radius !! Charges !! Delay After Trigger !! Silvered<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3|| 2d6 (30gp) || 5ft. (+0gp) || 1 (x1) || 1 Round || ---<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || 2d8 (40gp) || 10ft. (+5gp) || 2 (x1.5) || 2 Rounds || ---<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9 || 2d10 (50gp) || 20ft. (+10gp) || 3 (x2) || 3 Rounds || +50gp<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13 || 3d8 (60gp) || 25ft. (+15gp) || 4 (x2.5) || 4 Rounds || +50gp<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17 || 3d10 (70gp) || 30ft. (+20gp) || 5 (x3) || 5 Rounds || +50gp<br />
|-<br />
| class="skill" colspan="3" |<br />
# ''When upgrading traps, be sure to move from left to right when figuring out gold amounts.''<br />
# ''All traps begin with a 0 round delay unless crafted otherwise.''<br />
|}<br />
<br />
====Device Maker====<br />
<br />
In addition to traps, a Gadgeteer can also utilize other items at a moment’s notice. <br />
Beginning at 3rd level you may craft gadgets during your downtime. Choose three from the list provided. You learn how to craft an additional gadget of your choice at levels 6, 9, 12, 15, and 18. <br />
During a short or long rest, you may craft and own a total '''number of devices''' equal to '''twice''' your '''Intelligence Modifier'''. <br />
Crafting devices doesn't require supplies, as they are for the most part made from spare parts. Being made of these scraps, all items you create over the course of a short or long rest become inert after you complete your next short or long rest.<br />
<br />
*'''Auto Pick''': this item can be used to open locks. The DC it can pick is equal to your Intelligence score. It takes at least five times as long to open the lock, plus one minute for every DC lower it is. After it is used, it becomes inert<br />
<br />
*'''Breathing Kit''': this small device increases the amount of time a medium creature can hold its breath by one minute. For small creatures, this time is increased by two minutes. After it is used, it becomes inert<br />
<br />
*'''Concealable Item''': ''this item does not become inert, nor does it have a limit to craft, but it costs gp equal to the base price of the item +100gp and follows normal crafting rules.'' You may create a shield or light weapon that folds in on itself. As a bonus action, you may deploy this item or collapse it. When folded, you have advantage on Dexterity (Sleight of Hand) checks made to hide this item on your person<br />
<br />
*'''Explosive Bomb''': as an action, you may throw this metal sphere at a point within 40 feet of you. This gadget counts as two handed. All creatures within 5 feet of that point must make a Dexterity saving throw against your Gadgeteer save DC or take '''3d4 + Intelligence Modifier''' Piercing damage. On a successful saving throw, the creatures take half as much damage. At levels 6, 9, 12, 15, and 18 the damage is increased by 1d4. ''See Elemental Modifications for bonuses obtained at level 13''<br />
<br />
*'''Flare''': as an action, you may throw this pyrotechnic that produces a bright light and an intense heat at a point within 40 feet of you, creating a 30-foot-radius light centered on a point within range. Its light lasts 1 minute and lights up dim light to bright light or darkness to dim light. Once the flare is extinguished it becomes inert. Water can extinguish it too<br />
<br />
*'''Flash Bomb''': as an action, you may throw this metal cylinder at a point within 40 feet of you. This gadget counts as two handed. All creatures within 5 feet of that point must make a Constitution saving throw against your Gadgeteer save DC or be Blinded for one minute. On the beginning turn thereafter the target may attempt another Constitution saving throw against your Gadgeteer save DC, ending this effect on a successful save<br />
<br />
*'''Hookshot''': as an action, you may launch this claw-like device at walls or ceilings within 40 feet of you and have the rope pull you up via a spring powered winch. This gadget counts as a hand-crossbow for purposes of proficiency. The winch automatically pulls you 10 feet at the beginning of every round. You can remove the attached hook as a bonus action or continue to hang from ceilings or walls indefinitely after being pulled the full length of the rope. While you are hanging or being pulled by this gadget you can't use your movement action. At any moment, you can let go this device (no action required). Every minute spent hanging you have to make a Constitution saving throw against a DC save of 10. On a failed save, you let it go the device. Note: some surfaces may not allow the hook to stick (such as metal or hard stone). You can only have one Hookshot crafted at a time. The winch can't lift more weight than 1 medium, 2 small, or 4 tiny creatures at a time<br />
<br />
*'''Infamous Needle''': as an action, make an attack roll against a creature within 5 feet of you with this friction-electified needle. This gadget counts as a dagger for purposes of proficiency and Sneak Attack. This attack has advantage against creatures wearing metal armor. On a hit, the creature takes '''1d2 + Intelligence Modifier''' lightning damage and can't take reactions until the start of your next turn<br />
<br />
*'''Image Caster''': one sheet of paper may be inserted into this small box at a time. As an action, you may press a small button on the side of this device, which releases a flash of light in a 30 feet cone, and after one hour the paper is shaded with coal, graphite, or other materials to create an image of what the Image Caster was facing. The image comes only in shades of grey, unless dyes worth 50gp are used<br />
<br />
*'''Improved Reload''': this device increases the amount of times one can fire a hand crossbow or light crossbow before needing to reload. When applied, the crossbow can fire three bolts before requiring an action to load three more<br />
<br />
*'''Noise Maker''': as an action, you may set up this small device which can imitate sounds such as footsteps, a door closing or opening, an item crashing to the ground or other simple noises within 40 feet of it that might obtain the attention of nearby creatures. A creature can determine the noise is fake with a successful Intelligence (Investigation) check against your Gadgeteer save DC. This item functions for one minute and then becomes inert<br />
<br />
*'''Net Arrow''': a net attached to an arrow. As an action, you may hurl this net using a bow out to a range of 15 feet with a long range of 30 feet. This otherwise functions as a mundane {{5e|Net|net}}. A creature can avoid the net or free himself with a successful Strenght check against your Gadgeteer save DC<br />
<br />
*'''Net Crossbow Bolt''': a net attached to a crossbow bolt. As an action, you may hurl this net using a crossbow out to a range of 15 feet with a long range of 30 feet. This otherwise functions as a mundane {{5e|Net|net}}. A creature can avoid the net or free himself with a successful Strenght check against your Gadgeteer save DC<br />
<br />
*'''Smoke Bomb''': as an action, you may throw this metal canister at a point within 40 feet of you, creating a 15-foot-radius cloud of smoke centered on a point within range. This gadget counts as two handed. The smoke spreads around corners, and its area is heavily obscured. It lasts for one minute or until a moderate wind (at least 10 miles per hour) disperses the cloud, taking 4 rounds, or a strong wind (at least 20 miles per hour), taking 1 round<br />
<br />
*'''Spinning Arrow''': when you (or any creature lined up with you, inside the trajectory of fire) is being targeted by a ranged attack, as a reaction you can fire this arrow provided with a wooden appendix, which starts spinning once fired. With a successful Dexterity check against enemy's attack roll, this arrow blocks the incoming attack. You can block a critical hit using this gadget only scoring a natural 20 too. If the enemy used a throwable weapon, your arrow is destroyed. If the enemy used an arrow, a crossbow bot or similar, your arrow continues its trajectory and functions as a mundane arrow, dealing damage with a successful attack roll. If possible, you can strike your Sneak Attack<br />
<br />
*'''Spinning Crossbow Bolt''': when you (or any creature lined up with you, inside the trajectory of fire) is being targeted by a ranged attack, as a reaction you can fire this crossbow bolt provided with a wooden appendix, which starts spinning once fired. With a successful Dexterity check against enemy's attack roll, this bolt blocks the incoming attack. You can block a critical hit using this gadget only scoring a natural 20 too. If the enemy used a throwable weapon, your bolt is destroyed. If the enemy used an arrow, a crossbow bolt or similar, your bolt continues its trajectory and functions as a mundane crossbow bolt, dealing damage with a successful attack roll. If possible, you can strike your Sneak Attack <br />
<br />
*'''Spring-boots''': a pair of old boots with some carefully tuned spring mechanisms on the bottom of them. While wearing these boots, your walking speed increases by 10 feet, and you can jump an additional 10 feet horizontally or vertically. The user has disadvantage on Stealth checks while wearing them, due to the noisiness of the springs. You can only have one pair of Spring-boots crafted at a time<br />
<br />
*'''Stink Bomb''': as an action, you may throw this heinous mixture at a point within 40 feet of you, creating a 20-foot-radius of vile gas. This gadget counts as two handed. The mist spreads around corners and lightly obscures the area. It lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it, taking 1 round. Each creature inside the radius must make a Constitution saving throw against your Gadgeteer save DC or become poisoned for one minute. A creature can make another saving throw at the beginning of it's turn, ending this effect on a success. A creature that fails three or more saving throws, takes 1d8 poison damage and becomes Stunned until the start of their next turn as they spend their actions retching. Creatures have disadvantage on subsequent saving throws while in the area of the gas<br />
<br />
*'''Tanglefoot Bag''': a small pouch full of writhing sticky tar. As an action, you may throw this at a point within 40 feet of you. This gadget counts as two handed. Upon landing, the writhing tar spurts out, covering a 5-foot-radius of ground for 1 minute before it dries out and hardens. A creature hit by this bag must make a Strength saving throw against your Gadgeteer save DC or have their speed reduced to zero. A creature may take an action to repeat the saving throw, freeing themselves from the sticky tar on a success. A creature that starts its turn in the area, or passes through it on their turn, has their speed halved until the start of their next turn<br />
<br />
====Quick Setup====<br />
<br />
Beginning at 9th level, due to your incredible planning and quick hands, you may prepare and carry a total number of traps equal to half your Intelligence Modifier rounded up (minimum of 1) at the end of a short or long rest. <br />
The value of each cannot exceed 200gp. <br />
You may set these traps as an action. <br />
Additionally, any others you designate are no longer affected by your traps.<br />
During a short or long rest, you may now craft and own a total '''number of devices''' equal to '''thrice''' your '''Intelligence Modifier'''. <br />
<br />
====Elemental Modifications====<br />
<br />
At 13th level, you’ve become more curious to the extent your inventions will go. <br />
When crafting a trap, you may choose to double the base price in order to change the trap’s damage type between Fire, Ice, Lightning or Thunder. <br />
Those effects can also be added to an Explosive Bomb, without further prices. You can carry only one Elemental Explosive Bomb per time.<br />
<br />
*'''Fire''': the target takes 1d6 fire damage at the start of each of their turns for one minute or until it uses its action to douse the flames<br />
<br />
*'''Ice''': the target moves at half speed for one minute. A creature can make a Constitution saving throw against your Gadgeteer save DC at the beginning of each of its turns, ending the effect on a success<br />
<br />
*'''Lightning''': the target is Stunned for one minute. A creature can make a Constitution saving throw against your Gadgeteer save DC at the beginning of each of its turns, ending the effect on a success<br />
<br />
*'''Thunder''': the target is Deafened for one minute. A creature can make a Constitution saving throw against your Gadgeteer save DC at the beginning of each of its turns, ending the effect on a success. This trap emits a blast that can be heard from 500 feet away<br />
<br />
====Master Design====<br />
<br />
At 17th level, when you complete a long rest, you can create an oddly vicious trap using less parts. <br />
This trap costs half the normal cost to create and is capable of applying your Sneak Attack damage to a viable creature, if you haven't already applied it this turn. This counts as your Sneak Attack for the turn. Even if the creature succeeds it’s saving throw, it takes half damage nonetheless, regardless of whether you use Sneak Attack or not. <br />
In addition, you can manually expend a charge on any trap you create as an action if you still have any rounds on the delay and those are within 60 feet of the trap.<br />
''Example: if you have a four round delay on the initial trigger and a creature triggered the trap two turns ago, you can instead forgo the rest of the delay and expend a charge using an action, targeting that creature or all within range if you have it rigged to expend all charges.''<br />
During a short or long rest, you may now craft and own a total '''number of devices''' equal to '''four times''' your '''Intelligence Modifier'''. <br />
<br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:Rogue]]<br />
<br />
[[Category:5e]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Subclass]]</div>PunnyDM12https://www.dandwiki.com/w/index.php?title=Talk:Gadgeteer_(5e_Subclass)&diff=1330583Talk:Gadgeteer (5e Subclass)2020-05-04T23:34:17Z<p>PunnyDM12: </p>
<hr />
<div>== Kudos ==<br />
<br />
This page looks good. I like the name, flavor, and mechanics. Seems simple enough to play too. ~ [[User:BigShotFancyMan|BigShotFancyMan]] 08:35, 24 May 2019 (MDT)<br />
:I'm glad you like it, mate. Always thought rogues deserved a sort of scrappy archetype: kinda like a reverse trap disabler or eccentric inventor. [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 16:43, 24 May 2019 (MDT)<br />
<br />
Heck ya! ~ [[User:BigShotFancyMan|BigShotFancyMan]] 21:39, 24 May 2019 (MDT)<br />
<br />
Explosive Bomb looks dope, but shouldn't it deal at least half dmg when enemies succede on saving throw? [[User:Conclave|Conclave]]<br />
:Yes, but they've locked the page because I had some disagreements on certain class features. [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 23:56, 25 March 2020 (MDT)<br />
<br />
::And the talk page was never used to discuss those disagreements so I am not sure unlocking the page wouldn't result in more back and forth. [[User:Red Leg Leo|Red Leg Leo]] ([[User talk:Red Leg Leo|talk]]) 06:51, 1 April 2020 (MDT)<br />
<br />
Some edits I think may be cool: Hookshot myst be considered as a one-handed crossbow in term of proficiencies; Infamous Needle and Explosive Bomb should deal dmg equal to their hit dice+Int mod, not int+prof; "Gadgeteer attack modifier= Proficiency Bonus + Intelligence Modifier" should be removed, every gadget should have proficiencies as other already existing weapon; Explosive Bomb should deal half dmg if creatures pass the saving throw; Infamous Needle should be buffed a bit, it is kinda pointless atm; at level 13 maybe you should be able to add Sneak attack to one creature while using explosive bombs. [[User:Red Leg Leo|Red Leg Leo]] may you unlock the thread? --[[User:Conclave|Conclave]] ([[User talk:Conclave|talk]]) 04:24, 2 May 2020 (MDT)<br />
:I'm actually playing a level 6 Gadgeteer Rogue in Curse of Sthard and those changes are actually very good. I took Explosive Bomb as gadgeet but I never use it, as if any creature passes the saving throw they take 0 dmg and I've wasted a turn --[[User:GabberGaba|GabberGaba]] ([[User talk:GabberGaba|talk]]) 06:39, 2 May 2020 (MDT)<br />
<br />
I'll unlock the page. I hope whatever counter-edits were happening won't occur. Good Luck. [[User:Red Leg Leo|Red Leg Leo]] ([[User talk:Red Leg Leo|talk]]) 10:33, 4 May 2020 (MDT)<br />
<br />
Why are some of the gadgets considered two handed? What is that purpose for that? [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 17:34, 4 May 2020 (MDT)<br />
<br />
== Locked ==<br />
<br />
I've locked this it appears there is vandalism but I want to review things before making that decision. [[User:Red Leg Leo|Red Leg Leo]] ([[User talk:Red Leg Leo|talk]]) 07:23, 4 March 2020 (MST)</div>PunnyDM12https://www.dandwiki.com/w/index.php?title=Alchemist_(5e_Class)&diff=1328310Alchemist (5e Class)2020-05-01T20:41:44Z<p>PunnyDM12: /* Discoveries */</p>
<hr />
<div>==Alchemist==<br />
<br />
Reaching into her satchel, an elf quickly downs a flask of glowing blue liquid. The bitter taste of the concoctions makes her shudder. Her fingers begin to tremble as energy builds into a streak of lightning that arcs forth from her, surprising the attacking orc horde.<br />
<br />
A gnome giggles to himself as he pulls the string on a small sphere. A faint ticking can be heard before he shouts, “FIRE IN THE HOLE!” A bang and a fizzle. A few moments later, and the goblin troupe is no more than ash.<br />
<br />
The dwarf tosses his broken axe aside to produce a bottle of syrupy liquid. Uncorking the potion, he guzzles it down as the minotaur charges. As the beast would come to clash with him, the dwarf is moved nary an inch. <br />
<br />
A halfling walks up the side of an estate, striding with confidence. Peering through the open window, she examines her sleeping target: the baron of a nearby town. Vaulting over the windowsill, she produces a dagger and a vial of green liquid. The nobleman wouldn’t be waking up in the morning.<br />
<br />
<br />
“This class was created using the Alchemist class from Pathfinder as a reference with a few other ideas sprinkled in.” [https://www.d20pfsrd.com/classes/base-classes/alchemist/ Alchemist]<br />
<br />
<br />
===Creating an Alchemist===<br />
Think about why your character became an alchemist. Do they wish to help or harm people? Were they always seeking adventure? Who taught them the trade, or are they self taught: driven by trial and error? Is alchemy a noble profession in your world, or is it considered “almost magic” and not really worth practicing compared to real magic. Discuss these with your DM to determine the function of your alchemist and their role in society.<br />
<br />
;Quick Build<br />
You can make an Alchemist by quickly following these suggestions. First put your highest ability score into Intelligence followed by Constitution. If you plan on following the School of the Venomist or the School of the Grenadier, put your second highest ability score into Strength or Dexterity as you will likely be using weapons or explosives very often. Secondly, choose the Guild Artisan or Sage background. Other potentially good backgrounds would be Criminal (particularly if you plan of following the School of the Venomist), or Hermit.<br />
<br />
{{5e Class Features<br />
|name=Alchemist<br />
|summary=One who places spell effects into elixirs and creates volatile explosives.<br />
|hd=8<br />
|spellcasting=half<br />
|armor= Light Armor, Medium Armor<br />
|weapons=Simple weapons, Blowguns, Hand Crossbows, and Scimitars.<br />
|tools=Alchemy Supplies<br />
|saves=Constitution, Intelligence<br />
|skills=Choose 3 from Acrobatics, Arcana, Insight, Investigation, Medicine, Nature, Perception, Persuasion, Sleight of Hand, and Survival<br />
|item1a=any simple weapon<br />
|item1b=a scimitar<br />
|item2a=any simple weapon<br />
|item2b=a light crossbow and 20 bolts<br />
|item3a=a Dungeoneer's Pack<br />
|item3b=an Explorer's Pack<br />
|item4a= Alchemy supplies, leather armor, and a dagger<br />
|item4b=<br />
|item4c=<br />
|wealth=4d4 x 10gp<br />
|classfeatures1={{inpage|Basic Alchemy}}, {{inpage|Everfull Bag}}, {{inpage|Volatile Mixture}}<br />
|classfeatures2={{inpage|Create Elixirs}}, {{inpage|Discovery}}<br />
|classfeatures3={{inpage|Alchemical School}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Arcane Explosives}}<br />
|classfeatures6=<br />
|classfeatures7={{inpage|Evasion}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Alchemical School Feature}}<br />
|classfeatures10=<br />
|classfeatures11={{inpage|Fire in the Hole}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Alchemical School Feature}}<br />
|classfeatures14=<br />
|classfeatures15={{inpage|Product Testing}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Alchemical School Feature}}<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Eclectic Alchemist}}<br />
<br />
|extra1_name=Discoveries Known<br />
|extra1_1=-<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=2<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=3<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=4<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=6<br />
|extra1_17=6<br />
|extra1_18=7<br />
|extra1_19=7<br />
|extra1_20=8<br />
<br />
|extra2_name=Formulae Known<br />
|extra2_1=-<br />
|extra2_2=4<br />
|extra2_3=5<br />
|extra2_4=6<br />
|extra2_5=7<br />
|extra2_6=8<br />
|extra2_7=9<br />
|extra2_8=10<br />
|extra2_9=11<br />
|extra2_10=12<br />
|extra2_11=13<br />
|extra2_12=14<br />
|extra2_13=15<br />
|extra2_14=16<br />
|extra2_15=17<br />
|extra2_16=18<br />
|extra2_17=19<br />
|extra2_18=20<br />
|extra2_19=21<br />
|extra2_20=22<br />
}}<br />
<br />
====Basic Alchemy====<br />
You gain proficiency with your choice from an herbalism kit or a poisoners kit.<br />
<br />
====Everfull Bag====<br />
You have a magic bag used to cart around your alchemy lab. When you reach into the bag to produce any alchemical supplies you create (elixirs, explosives, mutagens, and toxins) you pull them out with ease (no action required) otherwise the bag functions like an empty backpack that you can fill with other items. You do not run out of reagents used to create your alchemical supplies if those reagents are not consumed or have a negligible cost while this bag is on your person. Additionally, the weight of your alchemy supplies are reduced to 1lb. If this bag is ever lost or destroyed you can spend 50gp to purchase a new one or half as much in material costs to craft one over the course of three days.<br />
<br />
====Volatile Mixture====<br />
Occasionally your experiments go awry. You’ve learned to harness this ability in the form of explosives. Upon completing a long rest, an alchemist can create a number of explosives equal to their Intelligence modifier plus their alchemist level. These explosives can be thrown as an action to a range of 20ft. and deal 1d8 fire damage to a target it comes into contact with. Use your proficiency bonus + your Dexterity modifier for the attack roll. All creatures within 5ft. of the impacted target are subject to the explosive’s splash damage and must make a Dexterity saving throw against your spell save DC or take fire damage equal to your Intelligence modifier (minimum of 1). All prepared explosives become inert as soon as you complete your next long rest. You need alchemy supplies to prepare explosives<br />
<br />
====Create Elixirs====<br />
After many hours of practice and study, you are able to duplicate spells by infusing a small amount of magic into your creations. When an alchemist mixes an elixir, they infuse the chemicals and reagents in the extract with magic siphoned from their own magical aura. To “cast” these spell effects, the alchemist must imbibe the potion as an action. If the spell has a casting time of one action or one bonus action, you use whichever action you used to drink the elixir to cast the spell effect. Spell effects found on the formulae list with a casting time of 1 reaction can be withheld for a number of minutes equal to your Intelligence modifier after the elixir is imbibed or until the appropriate trigger occurs at which point you may expend your reaction and the actual duration starts. All spell effects provided by elixirs can be dispelled by spells such as ''dispel magic'' and ''counterspell''. Any elixirs removed from the alchemist’s possession become inert until returned. If a spell effect calls for a material component with a cost or one that is consumed, the cost or ingredient must be included in the making of the elixir.<br />
<br />
;;;Your Formulae List<br />
At 2nd level you have a book with a formulae list containing four 1st-level alchemical formulae of your choice. Your formulae list is the repository of the formulae you know and is to an alchemist what a spellbook is to a wizard.<br />
<br />
;;;Adding New Formulae<br />
When you find an alchemical formula of first level or higher, you can add it to your formulae list if it is of a level which you can prepare and if you can spare the time to decipher and copy it. An alchemist can study a wizard’s spellbook, potion, or a spell scroll to learn any formula that is equivalent to a spell the spellbook, potion, or scroll contains. Wizards cannot learn spells from your formulae list.<br />
<br />
For each level of the formula, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the formula to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the formula just like your other formulae.<br />
<br />
;;;Replacing Your Formulae List<br />
You can copy a formula from your own formulae list into another book. This is just like copying a new formula into your formulae list, but faster and easier, since you understand your own notation and already know how to craft the elixir. You need spend only 1 hour and 10 gp for each level of the copied spell.<br />
<br />
If you lose your formulae list, you can use the same procedure to transcribe the elixirs that you have prepared into a new formulae list. Filling out the remainder of your formulae list requires you to find new formulae to do so, as normal.<br />
<br />
;;;Preparing and Crafting Elixirs<br />
The Alchemist table shows how many elixir slots (spell slots) you have to craft your Alchemist elixirs of 1st level and higher. When an alchemist prepares an elixir, they must designate what spell effect from their formulae list goes into the elixir and at what level the effect will be used at. An alchemist prepares a number of elixirs as they have slots. An alchemist can change any spell effects in any number of their remaining elixirs to another they have written in their formulae list when they complete a short rest. The level of the changed formula must equal the level of it's current effect. For example, a prepared ''alter self'' elixir can be changed to a ''barkskin'' elixir or a 2nd-level cure wounds elixir if the alchemist chooses. Alchemy supplies are required to prepare your elixirs. All previously prepared elixirs become inert after taking a long rest.<br />
<br />
You regain all expended elixir slots when you complete a long rest.<br />
<br />
;;;Spellcasting Ability<br />
Intelligence is your spellcasting ability for your Alchemist elixirs. You use your Intelligence whenever a spell or feature refers to your spellcasting modifier.<br />
<br />
In addition, you use your Intelligence modifier and proficiency bonus for the spell save DC of an Alchemist elixir or Alchemist features you use unless explicitly stated.<br />
<br />
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier.<br />
<br />
Spellcasting modifier = your proficiency bonus + your Intelligence modifier.<br />
<br />
;;;Learning Formulae of 1st Level and Higher<br />
You begin with four formulae on your formulae list. Each time you gain an Alchemist level, you can add one alchemical formula of your choice from the Alchemical Formulae list located later in the class description. Each of these formulae must be of a level which you have elixir slots as shown on the Alchemist table. On your adventures. you might find other formulae that you can add to your formulae list.<br />
<br />
====Discovery====<br />
Your research into the alchemical arts has led you to some very interesting information. At 2nd level you learn two discoveries located at the end of the class description. You learn additional discoveries at 6th, 10th, 14th, 16th, 18th, and 20th levels. <br />
<br />
====Alchemical School====<br />
At 3rd level you decide to devote yourself to a refined school of study: School of the Brewer, School of the Great Work, School of the Grenadier, School of the Mutator, or School of the Venomist. Choose a school of alchemy to follow detailed later in the class description. Your choice grants you features at 3rd level and again at 9th, 13th, and 17th levels.<br />
<br />
==== Ability Score Increase ====<br />
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.<br />
<br />
====Arcane Explosives====<br />
You infuse a small string of warding magic into your bombs. Beginning at 5th level any creatures you designate are unaffected by your explosive’s splash damage. Additionally, your bombs are considered magic for the purpose of overcoming resistances and immunities to nonmagical weapons.<br />
<br />
====Evasion====<br />
Beginning at 7th level, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
====Fire in the Hole====<br />
Starting at 10th level, after throwing one of your explosives or drinking an elixir, you can make a weapon attack as a bonus action. <br />
<br />
====Product Testing====<br />
After ingesting various reagents and breathing less-than-savory fumes, you have some measure of protection from toxins. At 15th level you gain resistance to acid and poison damage and have advantage on saving throws against poisons. Upon reaching 18th level you gain immunity to poison damage and the poisoned condition.<br />
<br />
====Eclectic Alchemist====<br />
At level 20 you’ve completed most of your schooling, so you branch into the knowledge of another school. Choose another Alchemic School. You gain the benefits of that school’s 3rd and 9th level features. (You are considered to be a 9th level Alchemist of that school for the purposes of discovery prerequisites and class features.)<br />
<br />
===School of the Brewer===<br />
Although the most common school of alchemy, alchemists enrolled in the School of the Brewer are experts at both making and drinking potions with a plethora of effect and potencies.<br />
<br />
;Heterogeneous Mixture<br />
Starting at 3rd level, you can change the spell effects of one of your elixirs as a bonus action following the rules of changing elixir effects located under ''Preparing and Crafting Elixirs''. You may do this a number of times equal to your Intelligence modifier. You regain all expended uses of this feature after completing a long rest.<br />
<br />
;Arcane Tether<br />
You connect yourself to your elixirs through intangible arcane channels. Starting at 9th level, any elixirs you prepare can leave your possession while retaining their magical benefits, allowing a creature you designate to use the elixir’s effects. The effects of the elixir still use your spellcasting modifier and spell save DC.<br />
<br />
;Swift Quaff<br />
After drinking many concoctions, you find they go down easier most of the time. Beginning at 13th level, you may drink one of your elixirs as a bonus action (but only one elixir per turn) a number of times equal to your Constitution modifier. You regain all expended uses of this feature after completing a long rest.<br />
<br />
;Expert Brewer<br />
You’ve become an expert at crafting elixirs. At 17th level, you can prepare an extra powerful elixir. Choose a 6th level formula and a 7th level formula from the Alchemical Formulae list located at the end of this class’s description. You learn those formulae and can prepare one elixir of each formula when you prepare the rest of your elixirs. These formulae don't count against your prepared elixirs. (These formulae cannot benefit from your Arcane Tether or Swift Quaff features.)<br />
<br />
===School of the Great Work===<br />
Although not technically a formal school, those who follow the beliefs of this school seek out the cure for all ailments and the power to transmute base metals into silver and gold. Although many alchemists would wish to discover such treasures, those who follow this school seek it above all else.<br />
<br />
;Crystalized Aether<br />
Through diligent research, you’ve learned to harness cosmic energy into a small, saffron-colored shard. This energy can be used to fuel some of your elixir effects. When you take this school at 3rd level you no longer require material components with a total value of 10gp when you prepare your elixirs.<br />
<br />
;Thorough Research<br />
At 9th level, you learn two additional discoveries in addition to the ones you know, assuming you meet the prerequisites.<br />
<br />
;Anima Mundi<br />
You have discovered that all things are connected in some way, and you are capable of tapping into such forces. Beginning at 13th level, when a creature damages you with an attack, you can expend your reaction to halve the damage against you. The attacking creature is then subject to the other half. This damage cannot be reduced in any way. You must complete a short or long rest before you can use this feature again.<br />
<br />
;Materia Prima<br />
You’ve made a major breakthrough with your research toward your Magnum Opus and discovered a slightly unstable yet potent form of reddish liquid material. Starting at 17th level, you no longer age and do not suffer the frailty of old age. Additionally, whenever you prepare your elixirs, you can perform one of the following effects.<br />
<br />
''Azoth''<br />
<br />
You can end all diseases, and poisons affecting a creature. Additionally, the creature loses all levels of exhaustion if they have any and regains all hit points.<br />
<br />
''Chaos''<br />
<br />
You increase the damage of one of your explosives to 4d10.<br />
<br />
''Chrysopoeia''<br />
<br />
You can transmute any amount of base metals (iron, lead, tin, or zinc for example) with a maximum value of 500cp into an equal number of copper pieces or bars of the same value. Additionally, you may transmute a number of copper bars or pieces with a maximum value of 500cp into an equal number of silver pieces or silver bars. You may transmute a number of silver bars or pieces with a value of up to 500sp into an equal number of gold pieces or gold bars. (Once you use this feature to transmute any metals in this way, you must wait 7 days before you can use any of your Materia Prima again.)<br />
<br />
''Elixir of Life''<br />
<br />
You can cast the ‘’raise dead’’ spell on a body within 5ft. of you.<br />
<br />
''Genesis''<br />
<br />
You do not need to provide material components when preparing your elixirs.<br />
<br />
===School of the Grenadier===<br />
Fanatic demolition experts, those who follow the School of the Grenadier excel at making bombs and grenades. Those who follow this school look to make more powerful explosives and even apply elemental effects to them.<br />
<br />
;Hurl Anything<br />
When you choose this archetype at 3rd level you apply your proficiency bonus to improvised weapons when you throw them at a target.<br />
<br />
;Good Arm<br />
You’ve become adept at throwing your explosives at distant enemies. At 3rd level the distance you can throw your explosives is doubled. Additionally, you can throw one of your explosives as a bonus action (but only one per turn). (This feature applies to flasks of acid, alchemist’s fire, and holy water as well.)<br />
<br />
;Demolitionist<br />
Starting at 9th level, when preparing elixirs, you may choose to prepare a number of explosives in their place. The number of explosives you can create with this feature equals half your Alchemist level. Additionally, regardless of the elixir slot it occupies (if any) the damage of all your explosives increase to 2d8. This damage increases to 3d8 at 17th level.<br />
<br />
;Elemental Affinity<br />
When you throw one of your explosives, you can channel a small amount of your magic into it, altering its properties. Beginning at 13th level, an explosive you throw deals your choice of acid, cold, fire, or lightning damage on a hit.<br />
<br />
;Arcane Shrapnel<br />
Beginning at 17th level all creatures within 5ft. of the target of one of your explosives must succeed on a Dexterity saving throw or take damage equal to half your Alchemist level. Additionally, the actual target of the explosive is affected by additional condition if it can apply to the target.<br />
<br />
''Acid''<br />
<br />
The target takes additional acid damage at the start of its next turn equal to half your Alchemist level.<br />
<br />
''Cold''<br />
<br />
The target’s movement speed is reduced by half until the start of your next turn.<br />
<br />
''Fire''<br />
<br />
The target takes fire damage equal to your Intelligence modifier for one minute or until they succeed on a Dexterity saving throw against your spell save DC to put out the flames. <br />
<br />
''Lightning''<br />
<br />
The target cannot take reactions until the start of your next turn.<br />
<br />
===School of the Mutator===<br />
The reclusive School of the Mutator holds an old form of alchemy thought to be more pure than the other forms. This school focuses on creating special elixirs that change the very nature of one’s body.<br />
<br />
;Mutagen<br />
Your alchemical study involves change, but there must always be a trade off. Beginning at 3rd level, upon completing a short or long rest, you can create one mutagen. When you drink this mutagen as an action you gain a +1 bonus to your AC and gain advantage on all Strength, Dexterity, and Constitution ability checks for 10 minutes. You also gain disadvantage on all Intelligence, Wisdom, and Charisma ability checks for the duration as well. You can create two mutagens upon reaching 9th level and three upon reaching 13th level. You can only be under the effects of one mutagen at a time. Attempting to drink a second mutagen cancels out both mutagens and gives you two levels of exhaustion. You require alchemy supplies to create mutagens.<br />
<br />
;Flush Mutagen<br />
Beginning at 9th level you can choose to end any mutagen affecting you as a bonus action. You may use this feature up to two times before you must complete a long rest. At 13th level you gain two more uses of this feature until you must complete a long rest; and at 17th level, you may use this feature a number of times equal to half your Alchemist level until you must complete a long rest.<br />
<br />
;Unflinching Mutagen<br />
At 13th level, while under the effects of a mutagen you cannot be charmed, and you are immune to the frightened condition.<br />
<br />
;Master Mutagen<br />
You’ve learned the secret to a perfect mutation. Starting at 17th level you can create one special mutagen in addition to the other mutagens you can create. When you drink this mutagen, its benefits last for one hour. Additionally, its benefits apply to the relevant saving throws as well. You do not receive the detriments of a normal mutagen when you use a master mutagen. You must complete a long rest before you can make any more master mutagens. (If you have the Cognatogen Discovery, this feature applies to those mutagens as well. This feature does not apply to the Beast Transformation, Combat Prowess, or Feral Mutagen discoveries.)<br />
<br />
===School of the Venomist===<br />
Perhaps the most obscure school of alchemy, the School of the Venomist focuses on creating deadly poisons with a variety of debilitating effects.<br />
<br />
====Quick Slather====<br />
When you choose this archetype at 3rd level, you can apply poisons and toxins you create to a melee weapon or 10 pieces of ammunition as a bonus action. When a toxin is applied to a weapon, it retains potency for one minute or until you land an attack against a creature.<br />
<br />
====Toxin Maker====<br />
Instead of pursuing conventional alchemy, you’ve decided to delve into the realm of virulent poisons. Beginning at 3rd level, when preparing elixirs, you may choose to prepare a number of toxins in their place. The number of toxins you can create equals your Intelligence modifier. The toxins you create and apply to weapons deal poison damage equal to 1d4 per level of the elixir it replaces + your Intelligence modifier. On a hit, the target of your toxin must then make a Constitution saving throw against your spell save DC or become poisoned for one minute. The target can make a saving throw at the beginning of one of it’s turns, ending this condition early on a success. You require alchemy supplies to prepare toxins.<br />
<br />
====Secondary Effects====<br />
Instead of sickening your opponent, your toxins can take on a variety of other effects. Beginning at level 9, you know two of these effects and gain additional effects at 13th and 17th levels. These effects replace the poisoned condition that your toxins would normally do.<br />
<br />
''Clouded Mind''<br />
<br />
The target must make an Intelligence saving throw against your spell save DC. On a failed save, roll a d6 at the start of each of the target’s turns. On a roll of 1-4 the target takes its turn as normal. On a roll of 5-6, the target wastes it’s turn doing nothing. The target can repeat the saving throw at the beginning of each of their turns, ending this condition early on a success. <br />
<br />
''Darkness'' <br />
<br />
The target must make a Wisdom saving throw against your spell save DC or become blinded for one minute. The target can repeat the saving throw at the beginning of each of their turns, ending this condition early on a success.<br />
<br />
''Drowsy'' <br />
<br />
The target must make a Constitution saving throw against your spell save DC or fall asleep for one minute, until the sleeper takes damage, or until someone uses their action to jostle the target awake.<br />
<br />
''Feeble'' <br />
<br />
The target must make a Constitution saving throw against your spell save DC or become incredibly feeble. The target deals only half damage from weapon attacks that use Strength for one minute. The target can repeat the saving throw at the beginning of each of their turns, ending this condition early on a success.<br />
<br />
''Locked Joints'' <br />
<br />
The target must make a Strength saving throw equal to your spell save DC or become paralyzed for one minute. The target can repeat the saving throw at the beginning of each of their turns, ending this condition early on a success.<br />
<br />
====Incapacitation====<br />
You can prepare your poisons in such a way so as to incapacitate rather than kill. At 13th level, when you prepare a toxin in this way, it does no damage, but the target has disadvantage their initial saving throw against the poisoned condition of your toxins or conditions applied from your Secondary Effects feature.<br />
<br />
====Potent Toxins====<br />
Starting at 17th level the number of toxins you can prepare equals half your Alchemist level. Additionally, you can apply two effects granted by your Secondary Effects feature or one effect and the poisoned condition to a number of toxins equal to your Intelligence modifier (separate saves are required for each effect). Toxins prepared in this way deal no damage.<br />
<br />
===Discoveries===<br />
As an alchemist, you gain bouts of inspiration and focus. These pursuits often lead to discoveries that you might work towards or abandon halfway through. You can learn a discovery at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class. Additionally, when you gain a level in this class, you can choose one of the discoveries you know and replace it with another discovery that you could learn at that level unless stated otherwise. (Upon obtaining the Eclectic Alchemist feature, you are considered to be a 9th level character in whatever school you chose.)<br />
<br />
;Aether Bomb: ''Prerequisite- School of the Great Work''<br />
When you throw one of your explosives, you can choose to have it deal necrotic damage on a hit.<br />
<br />
;Additional Master Mutagen: ''Prerequisite- 20th Level, School of the Mutator'' <br />
You can prepare an additional Master Mutagen for the cost of two normal mutagens.<br />
<br />
;Adept Arcane Studies: ''Prerequisites- 12th Level, Arcane Studies, Extra Arcane Studies'' <br />
You may cast the spells you chose from your ''Extra Arcane Studies'' discovery more frequently. These spells are now restored after completing a short or long rest. (This discovery is permanent. Additionally, your ''Extra Arcane Studies'' discovery becomes permanent when you learn this discovery.)<br />
<br />
;Adept Esoteric Studies: ''Prerequisite- 15th Level, Esoteric Studies, School of the Great Work''<br />
You may cast the spells you chose from your ''Esoteric Studies'' discovery more frequently. These spells are now restored after completing a short or long rest. (This discovery is permanent. Additionally, your ''Esoteric Studies'' discovery becomes permanent when you learn this discovery.)<br />
<br />
;Alchemical Makeup<br />
You gain proficiency in the Deception and Persuasion skills.<br />
<br />
;Alchemic Mine: ''Prerequisite- 5th Level, School of the Grenadier''<br />
You can prepare one special explosive in place of an explosive you could normally prepare to explode when a creature approaches. You can set this explosive against a flat surface as an action. A creature can make a Wisdom(Perception) check against your spell save DC to notice the mine. If you spend one round burying the mine under a small layer of dirt or similarly light cover, the creature has disadvantage on the check. When a small or larger creature unaware of the mine's presence enters the mine's space, they set it off unless they are flying or otherwise aloft. The creature must make a Dexterity saving throw against your spell save DC or take damage equal to one of your explosives or half as much on a successful save. (This particular kind of explosive does not have splash damage) A creature aware of the mine can choose to move half its speed on its turn to move through the mine's space without setting it off.<br />
<br />
;Alchemy Practice <br />
You gain proficiency in either an Herbalism Kit or a Poisoner’s Kit. Alternatively, you can choose to double your proficiency in Alchemy Supplies, Herbalism Kits, or Poisoner’s Kits that you're proficient with. (Alchemists of the School of the Venomist immediately doubles their proficiency with Poisoner's Kits in addition to another affect of this discovery.)<br />
<br />
;Alkahest: ''Prerequisite- 10th Level, School of the Great Work''<br />
You can prepare an additional concoction of sorts when you prepare your elixirs in addition to any other elixirs you can prepare. As an action, you can choose to throw this item as if it were an explosive. This particular explosive deals 3d10 acid damage on a hit and deals half your Alchemist level with it’s splash damage. Alternatively, you can pour this concoction onto a substance covering no more than 1 square foot. This concoction dissolves any material it comes into contact with including ''sovereign glue''.<br />
<br />
;Arcane Studies<br />
You learn three cantrips from the Wizard spell list. (This discovery is permanent. An alchemist of the School of the Great Work learns an additional cantrip from the druid spell list when they learn this discovery.)<br />
<br />
;Assassin's Blade: ''Prerequisite- 6th Level'' <br />
Any weapon attack you make that doesn't already apply poison damage deals an extra 1d4 poison damage. (Alchemists of the School of the Venomist deals 1d6 extra damage when they use this discovery.)<br />
<br />
;Augmented Anatomy: ''Prerequisite- 20th Level, Enhanced Anatomy'' <br />
One ability score of your choice increases by 4 and the maximum of that score increases to 24. (This discovery is permanent. This ability score increase need not be the one you chose for your ''Enhanced Anatomy'' discovery.)<br />
<br />
;Axiomatic Bomb: ''Prerequisite- 15th Level, Flashbang, School of the Grenadier'' <br />
Your bombs are now capable of dealing radiant damage when you use your Elemental Affinity feature. All creatures affected by this explosive must make a Constitution saving throw against your spell save DC or become blinded for one minute and deafened until the start of your next turn. A creature can repeat this saving throw at the start of subsequent turns, ending these effects early on a success.<br />
<br />
;Beast Transformation: ''Prerequisite- 10th Level, School of the Mutator'' <br />
You have learned how to change in a more bestial way. You can prepare this mutagen in the place of another you could prepare. When you drink this mutagen, you take on the effects of the ''polymorph'' spell, targeting only yourself. Your mental ability scores stay the same (though you cannot speak in this form) and your hit points equal your Alchemist level unless the beast’s are higher. <br />
<br />
;Breaching Charge: ''Prerequisite- 6th Level''<br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare to blow through solid objects. The damage type of these bombs changes to thunder, and they deal double damage to solid objects and siege engines not being worn or carried. (If you have the ''Delayed Bomb'' discovery, you can stick these explosives to solid objects before using your action (or possible bonus action) to detonate them.)<br />
<br />
;Brewmaster <br />
You gain proficiency with Brewing Supplies. (Alchemists of the School of the Brewer receive expertise in Brewing Supplies.)<br />
<br />
;Caustic Blood<br />
Whenever a creature within 5 feet of you hits you with an attack, that creature takes acid damage equal to your Constitution modifier (minimum of 1). (Alchemists of the School of the Mutator deals damage equal to half their Alchemist level or their Constitution modifier (whichever is higher) when using this discovery.)<br />
<br />
;Celestial Poison: ''Prerequisite- School of the Venomist'' <br />
Your toxins now affect undead.<br />
<br />
;Chameleon: ''Prerequisite- School of the Mutator'' <br />
You gain proficiency in stealth. Additionally, you double your proficiency bonus with this skill.<br />
<br />
;Choking Gas: ''Prerequisite- School of the Venomist'' <br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare to produce a thick plume of greenish, toxic smoke. Instead of dealing instant damage, the explosive fills a 15 feet sphere with smoke, heavily obscuring the area for one minute. A creature that enters the smoke or starts its turn in the smoke takes poison damage equal to your Intelligence modifier. A creature that doesn’t need to breathe is unaffected. A wind of at least 10 miles per hour disperses the smoke in one round.<br />
<br />
;Cluster Bomb: ''Prerequisite- 20th Level, School of the Grenadier'' <br />
You can throw two explosives at once as an action provided they are the same damage type. Additionally, you can throw an explosive using a bonus action and still use other explosives using your action on that turn.<br />
<br />
;Cognatogen: ''Prerequisite- School of the Mutator'' <br />
You’ve learned how to flip the basic mutagen benefits to allow for more versatility. You can prepare a special mutagen in place of a normal one. Upon drinking this mutagen, you gain a +1 bonus to all Intelligence, Wisdom, and Charisma saving throws and gain advantage on all Intelligence, Wisdom, and Charisma ability checks for 10 minutes. You also gain disadvantage on all Strength, Dexterity, and Constitution ability checks for the duration as well.<br />
<br />
;Combat Prowess: ''Prerequisite- 5th Level, School of the Mutator'' <br />
You’ve learned how to bolster your combat effectiveness with mutagens. You can prepare a special mutagen in place of a normal one, and for a number of minutes equal to your Intelligence modifier you can attack twice instead of once when you take the attack option on your turn. Additionally, if you are wearing light or no armor, your armor class becomes 10 + your Dexterity Modifier + your Intelligence modifier. While under the effects of this mutagen, you cannot drink any of your elixirs. Treat elixirs as a mutagen for purposes of drinking multiple mutagens.<br />
<br />
;Concussion Grenade: ''Prerequisite- School of the Grenadier'' <br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare to deliver a disorienting assault. Instead of dealing damage, any creature within the explosion's splash damage radius must make a Constitution saving throw or become stunned for a number of rounds equal to your Intelligence modifier and be blinded until the start of your next turn. A creature can repeat this saving throw at the start of subsequent turns, ending these effects early on a success. <br />
<br />
;Cosmic Shard: ''Prerequisite- School of the Great Work''<br />
Your Crystalized Aether feature replaces material components with a value of 25gp or less.<br />
<br />
;Darkness Bomb: ''Prerequisite- 10th Level'' <br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare to remove all light from an area. After you throw this bomb a 15-foot sphere of magical darkness springs forth for one minute. The darkness spreads around corners, and a creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If any of this explosive’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled. (If the alchemist is at least 9th level and follows the School of the Grenadier, the level of the ''darkness'' effect equals the appropriate slot (if any) the explosive occupies assuming the slot is 3rd-level or higher. Otherwise it's cast at it's lowest level.)<br />
<br />
;Delayed Bomb <br />
You can delay the detonation of an explosive you’ve thrown within 30 feet of you for a number of rounds equal to your Intelligence modifier. As an action, you can detonate this explosive, otherwise is explodes after all rounds are expended. (Alchemists of the School of the Grenadier can detonate their explosive as a bonus action.) <br />
<br />
;Directed Bomb: ''Prerequisite- School of the Grenadier'' <br />
You can prepare any number of special explosive in place of any explosives you could normally prepare to explode in a 15-foot cone rather than a sphere. When you throw the explosive, you choose the direction of the cone.<br />
<br />
;Dispelling Bomb: ''Prerequisite- 8th Level'' <br />
You can prepare up to two special explosives in place of up to two explosives you could normally prepare to mimic the effects of the ''dispel magic'' spell within a 15-foot sphere as if cast at its lowest level. This explosive utilizes your spellcasting modifier. (If the alchemist is at least 9th level and follows the School of the Grenadier, the level of the ''dispel magic'' effect equals the appropriate slot (if any) the explosive occupies assuming the slot is 4th-level or higher. Otherwise it's cast at it's lowest level.)<br />
<br />
;Draught of Mutation: ''Prerequisite 15th Level''<br />
You can prepare one mutagen upon completing a long rest. (Alchemists of the School of the Mutator can prepare an additional mutagen whenever they prepare mutagens during a short or long rest.)<br />
<br />
;Duck and Cover: ''Prerequisite- 3rd Level.'' <br />
You gain proficiency in Dexterity saving throws.<br />
<br />
;Eldritch Transmutation: ''Prerequisite- 12th Level''<br />
You learn the ''fabricate'' spell and can cast it as a wizard does without expending an elixir slot. You must complete a long rest before you can cast this spell again. (An alchemist of the School of the Great Work can cast this spell again after completing a short or long rest.)<br />
<br />
;Elixir Adept: ''Prerequisite- School of the Brewer'' <br />
You can prepare an additional two 1st-level elixirs.<br />
<br />
;Elixir of Recovery: ''Prerequisite- 10th Level, School of the Brewer'' <br />
When you prepare your elixirs, you can prepare one Elixir of Recovery. This elixir does not count against the number of elixirs you can prepare. If this item is poured on a corpse that has died within the past minute, it returns to life with 1 hit point. You can prepare one Elixir of Recovery after completing a long rest.<br />
<br />
;Elixir of Unlife: ''Prerequisite- 10th Level'' <br />
When you prepare your elixirs, you can prepare an Elixir of Unlife. This elixir does not count against the number of elixirs you can prepare. This item is poured onto a corpse or pile of bones, granting the semblance of the ''animate undead'' spell targeting only one target. You can prepare one Elixir of Unlife after completing a long rest.<br />
<br />
;Enhanced Anatomy <br />
One ability score of your choice increases by 2 to a maximum of 20. (You may select this discovery multiple times, each time choosing a different ability score. You cannot choose the same ability score more than once. This discovery is permanent.)<br />
<br />
;Enhanced Keen Sight: ''Prerequisite- Keen Sight'' <br />
You can see normally in darkness, both magical and nonmagical, to a distance of 60 feet. Additionally, the distance your ''Keen Sight'' discovery covers is increased by 30 feet. (This discovery is permanent. Additionally, when you choose this discovery, your ''Keen Sight'' discovery becomes permanent as well.)<br />
<br />
;Esoteric Studies: ''Prerequisite- 5th Level, School of the Great Work''<br />
Choose one 1st-level spell and one 2nd-level spell from the druid spell list. You can cast those spells in the way a druid does without expending an elixir slot. You must complete a long rest before you can cast either of these spells again.<br />
<br />
;Explosive Ammunition: ''Prerequisite- 10th Level, School of the Grenadier'' <br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare and attach them to a form of ammunition. If the ammunition hits when fired, the bomb explodes as if you threw it. If the attack misses, the explosive does not go off. (If the ammunition is destroyed upon impact, the explosive is destroyed as well.)<br />
<br />
;Extra Arcane Studies: ''Prerequisite- 8th Level, Arcane Studies'' <br />
Choose one 1st-level and one 2nd-level formulae that you know. You can cast those spells in the way a wizard does without expending an elixir slot. You must complete a long rest before you can cast either of these spells in this way again.<br />
<br />
;Eyes of Arcana <br />
You can sense the presence of magic within 30 feet of you. (An alchemist of the School of the Great Work can sense the presence of magic within 60 feet of themself at 10th level if they learn this discovery.)<br />
<br />
;Eyes of Detection: ''Prerequisite- 15th Level'' <br />
You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight. (A 17th level alchemist of the School of the Mutator gains truesight out to a range of 30 feet when they choose this discovery.)<br />
<br />
;Featherweight Tonic: ''Prerequisite- 9th Level'' <br />
When you prepare your elixirs, you can prepare an elixir of ''levitate''. A creature that drinks this tonic can only target themself, otherwise this functions as a normal elixir. This elixir does not count against the number of elixirs you can prepare.<br />
<br />
;Feral Mutation: ''Prerequisite- 15th Level, School of the Mutator'' <br />
When you prepare your mutagens you can choose to prepare a special one in place of a normal one. When you drink this mutagen you grow wings, granting you a flying speed of 30 feet while wearing light or no armor; and you grow sharp claws, fangs, or horns granting yourself natural weapons that deal 2d10 + your Strength modifier slashing or piercing damage. These weapons count as magical for the purposes of overcoming resistances and immunities to nonmagical weapons and use your proficiency bonus + your Strength modifier for the attack rolls. Additionally, you gain a +2 bonus to attack rolls. This mutagen lasts for a number of minutes equal to your Intelligence modifier. While under the effects of this mutagen if you use your action to perform anything other than the Attack action, you take 2d6 psychic damage. This damage cannot be reduced in any way. If you attempt to end your turn within 5 feet. of a creature and still have your action, you must use it to attack that creature. If a creature provokes an attack of opportunity as a result of leaving your reach, you must attempt to attack that creature.<br />
<br />
;Flashbang <br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare to deliver a burst of light. Instead of dealing damage, any creature within the explosion's splash damage radius must make a Constitution saving throw or become blinded for a number of rounds equal to your Intelligence modifier and deafened until the start of your next turn. A creature can repeat this saving throw at the start of subsequent turns, ending these effects early on a success.<br />
<br />
;Forceful Bomb <br />
You can prepare any number of special explosive in place of any explosives you could normally prepare to deliver a burst of force. Instead of dealing damage, any creature within the explosive's splash damage radius must make a Strength saving throw or be pushed 20 feet away from the center of the explosion and be knocked prone, or be pushed half as much and stay standing on a successful save.<br />
<br />
;Hasty Mixture: ''Prerequisite- 5th Level'' <br />
You can prepare a number of explosives equal to half your Intelligence modifier (minimum of 1) during a short rest. These explosives aren’t as powerful and only deal 1d4 fire damage on a hit and half your Intelligence modifier (minimum of 1) to all creatures affected by the explosive's splash damage. (Alchemists of the School of the Grenadier do not receive this damage reduction upon reaching 9th level.)<br />
<br />
;Homing Grenade: ''Prerequisites- 5th Level'' <br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare with magic to track an enemy. This special grenade has been fitted with magics akin to the ''magic missile'' spell. When you throw this explosive at a creature in range, you strike the target for 2d4 Force damage. All creatures within 5 feet of the target must make a Dexterity saving throw against your spell save DC or take force damage equal to your Intelligence modifier.<br />
<br />
;Improved Quaff: ''Prerequisite- 15th Level, School of the Brewer'' <br />
You are not restricted to drinking one elixir per turn when using your Swift Quaff feature, but one of the elixirs cannot exceed 1st level.<br />
<br />
;Keen Sight <br />
You gain darkvision out to a range of 60 feet If you already possess darkvision, increase the range you can see by 30 feet. (Alchemists of the School of Mutation, double the range of this discovery.) <br />
<br />
;Luminescence<br />
You can create two small, clear flasks of glowing liquid over the course of a short rest. This liquid sheds bright light out to a range of 15 feet and dim light 15 feet beyond that for 8 hours. A creature can also choose to fill a lamp or lantern with Luminescence, doubling the range of the bright and dim light produced by the lamp or lantern, but the Luminescence can only burn for 1 hour. You must complete a short or long rest before you can create any more Luminescence. (An alchemist of the School of the Great Work can burn Luminescence in a lamp or lantern for a number of hours equal to their Intelligence modifier.)<br />
<br />
;Master Elixir: ''Prerequisite- 20th Level, School of the Brewer'' <br />
You can prepare another 6th level elixir when you prepare your elixirs.<br />
<br />
;Masterful Arcane Studies: ''Prerequisite- 18th Level, Adept Arcane Studies, Arcane Studies, Extra Arcane Studies'' <br />
You may cast the spells you chose from your Extra Arcane Studies at will without expending an elixir slot. (This discovery is permanent.)<br />
<br />
;Net Bomb:<br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare to entangle your enemies. These explosives do not deal damage, and anyone within the explosive's splash damage radius must make a Dexterity saving throw against your spell save DC or become restrained for one minute. A creature can attempt to make a Strength saving throw at the beginning of each of their turns, freeing themselves on a success.<br />
<br />
;Packed Explosives: ''Prerequisite- 12th Level'' <br />
Your explosive deal additional damage to its struck target equal to your Intelligence modifier.You may also use your intelligence instead of your dexterity on attack rolls made with your bombs. Additionally, the explosive's splash damage increases to 10 feet. (This discovery does not apply to other discoveries that have an explicit explosive splash damage radius or the ''Explosive Ammunition'' discovery.)<br />
<br />
;Phantom Elixir: ''Prerequisite- 12th Level'' <br />
When preparing your elixirs, you can prepare a Phantom elixir. When you drink this elixir, you become incorporeal for one minute. While incorporeal, you can walk through walls and creatures as if they were difficult terrain. If this effect ends while you're inside a creature or object, you are shunted to the nearest unoccupied space and take force damage equal to the number of feet you were pushed. This elixir does not count against the number of elixirs you can prepare. (A 17th level alchemist of the School of the Brewer can prepare an additional Phantom Elixir in the place of one of their 6th or 7th level formulae.)<br />
<br />
;Philosopher's Stone: ''Prerequisite- 20th Level, School of the Great Work''<br />
You can use your Materia Prima feature twice when you prepare your elixirs.<br />
<br />
;Potions Expert: ''Prerequisite- School of the Brewer'' <br />
You can identify the properties of any potion assuming you handle it for one minute.<br />
<br />
;Powder Bomb<br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare to explode with a white dust. The explosive deals no damage, but dust fills a 30-foot sphere and reveals the location of any tangible invisible creatures in its area. (Upon reaching 5th level, this discovery applies to invisible incorporeal creatures as well.)<br />
<br />
;Quicksilver Coating<br />
You can prepare two special coatings in the place of one of the elixirs of 1st level or higher you can normally prepare. When this liquid is applied to a melee weapon or twenty pieces of ammunition, the weapon becomes "silvered" for 8 hours. Upon reaching 5th level, you can prepare a number of coatings equal to your Intelligence modifier for every elixir it replaces.<br />
<br />
;Reagent Research<br />
You gain proficiency in Nature and Survival. If you already have either proficiency, you gain expertise in the relevant skills.<br />
<br />
;Sluggish Toxin: ''Prerequisite- 10th Level, School of the Venomist'' <br />
When a creature is affected by the poisoned condition from one of your toxins, they only add half their Dexterity modifier to their armor class (if applicable) and can only take one action or bonus action on their turn.<br />
<br />
;Speedy Metabolism: ''Prerequisite- 5th Level, School of the Brewer'' <br />
Whenever you would roll dice to heal yourself from a potion or elixir, you instead heal for the maximum amount.<br />
<br />
;Strong Brew <br />
1st-level elixirs you create that deal damage add your Intelligence modifier to the damage roll. (Level 13 alchemists of the School of the Brewer can apply this bonus to all elixir effects they create.)<br />
<br />
;Smoke Bomb<br />
You can prepare any number of special explosives in place of any explosives you could normally prepare to produce a thick plume of smoke. Instead of dealing damage, the explosive fills a 15-foot sphere with smoke, heavily obscuring the area for one minute. A wind of at least 10 miles per hour disperses the smoke in one round.<br />
<br />
;Tonic of Aptitude: ''Prerequisite- 10th Level''<br />
When you prepare your elixirs, you can prepare an elixir of ''enhance ability'' at its lowest level. This elixir does not count against the number of elixirs you can prepare. (Alchemists of the School of Mutation can replace one of their mutagens with this elixir upon reaching 15th level.)<br />
<br />
;Tonic of Energy: ''Prerequisite- 11th Level''<br />
When you prepare your elixirs, you can prepare an elixir of ''haste'' targeting whoever drank it. This elixir does not count against the number of elixirs you can prepare.<br />
<br />
;Tonic of Leaping: ''Prerequisite- 9th Level'' <br />
When you prepare your elixirs, you can prepare an elixir of ''jump''. This elixir does not count against the number of elixirs you can prepare.<br />
<br />
;Tonic of Nourishment: <br />
You can prepare two special tonics in the place of one of the elixirs of 1st level or higher you can normally prepare. When a creature drinks this tonic, they receive the benefits of having eaten a berry from the ''goodberry'' spell. Upon reaching 10th level, you can prepare a number of tonics equal to your Intelligence modifier for every elixir it replaces.<br />
<br />
;Tonic of Warding <br />
When you prepare your elixirs, you can prepare an elixir of ''mage armor''. This elixir does not count against the number of elixirs you can prepare.<br />
<br />
;Touch of Death: ''Prerequisite- 5th Level, School of the Venomist'' <br />
You can apply poisons and toxins you create to your hand without poisoning yourself. You can then make a melee spell attack or unarmed strike against a target. On a hit, the poison is applied to the target.<br />
<br />
;Virulent Gas: ''Prerequisite- 15th Level, Choking Gas, School of the Venomist'' <br />
Your choking gas now affects creatures whether they need to breathe or not. The gas deals an additional 3d8 acid damage as well.<br />
<br />
;Volatile Toxins: ''Prerequisite- 20th Level, School of the Venomist'' <br />
Toxins can benefit from both your Potent Toxins feature and deal damage as well.<br />
<br />
===Alchemical Formulae List===<br />
<br />
;1st Level<br />
''absorb elements, animal friendship, armor of agathys, arms of hadar, burning hands, cause fear, chaos bolt, charm person, chromatic orb, command, comprehend languages, create or destroy water, cure wounds, detect evil and good, detect magic, detect poison and disease, disguise self, expeditious retreat, false life, featherfall, find familiar, fog cloud, guiding bolt, hellish rebuke, heroism, hunter’s mark, ice knife, identify, illusory script, jump, longstrider, mage armor, magic missile, protection from evil and good, shield of faith, speak with animals, thunderwave, witch bolt, zephyr strike''<br />
<br />
;2nd Level<br />
''aganazzer's scorcher, aid, alter self, augury, barkskin, blindness/deafness, blur, continual flame, darkness, darkvision, detect thoughts, dragon’s breath, earthbind, enhance ability, enlarge/reduce, enthrall, find traps, gentle repose, gust of wind, heat metal, invisibility, knock, lesser restoration, levitate, locate animals or plants, locate object, magic weapon, maximilian's earthen grasp, mind spike, mirror image, misty step, nystul’s magic aura, pass without trace, protection from poison, see invisibility, spider climb, suggestion, warding bond, web, zone of truth''<br />
<br />
;3rd Level<br />
''beacon of hope, blink, catnap, continual flame, counterspell, dispel magic, elemental weapon, fear, feign death, fireball, fly, gaseous form, glyph of warding, haste, hypnotic pattern, life transference, lightning bolt, meld into stone, nondetection, protection from energy, remove curse, revivify, sending, slow, speak with dead, speak with plants, thunder step, tiny servant, tongues, water breathing, water walk''<br />
<br />
;4th Level<br />
''arcane eye, aura of purity, charm monster, compulsion, death ward, dimension door, elemental bane, fire shield, freedom of movement, greater invisibility, locate creature, otiluke’s resilient sphere, polymorph, shadow of moil, stone shape, stoneskin''<br />
<br />
;5th Level<br />
''awaken, circle of power, cone of cold, contagion, creation, far step, greater restoration, legend lore, mass cure wounds, mislead, modify memory, passwall, skill empowerment, steel wind strike, swift quiver, telekinesis, transmute rock''<br />
<br />
;6th Level*<br />
''chain lightning, circle of death, eyebite, find the path, flesh to stone, heal, investiture of flame, investiture of ice, investiture of stone, investiture of wind, mass suggestion, move earth, otiluke’s freezing sphere, scatter, tenser’s transformation, true seeing, wind walk''<br />
<br />
;7th Level*<br />
''crown of stars, delayed blast fireball, etherealness, plane shift, prismatic spray, regenerate, resurrection, teleport''<br />
<br />
<br />
'''''The School of the Brewer gains 6th and 7th level spells at 17th level.'''''*<br />
<br />
===Multiclassing===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Alchemist class, you must meet these prerequisites: Constitution 13 and Intelligence 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Alchemist class, you gain the following proficiencies: Alchemy Supplies<br />
<br />
(For purposes of Multiclassing, spell slots used for elixirs are considered separate from other spell slots gained from other classes.)<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>PunnyDM12https://www.dandwiki.com/w/index.php?title=Alchemist_(5e_Class)&diff=1328287Alchemist (5e Class)2020-05-01T20:13:05Z<p>PunnyDM12: /* Quick Slather */</p>
<hr />
<div>==Alchemist==<br />
<br />
Reaching into her satchel, an elf quickly downs a flask of glowing blue liquid. The bitter taste of the concoctions makes her shudder. Her fingers begin to tremble as energy builds into a streak of lightning that arcs forth from her, surprising the attacking orc horde.<br />
<br />
A gnome giggles to himself as he pulls the string on a small sphere. A faint ticking can be heard before he shouts, “FIRE IN THE HOLE!” A bang and a fizzle. A few moments later, and the goblin troupe is no more than ash.<br />
<br />
The dwarf tosses his broken axe aside to produce a bottle of syrupy liquid. Uncorking the potion, he guzzles it down as the minotaur charges. As the beast would come to clash with him, the dwarf is moved nary an inch. <br />
<br />
A halfling walks up the side of an estate, striding with confidence. Peering through the open window, she examines her sleeping target: the baron of a nearby town. Vaulting over the windowsill, she produces a dagger and a vial of green liquid. The nobleman wouldn’t be waking up in the morning.<br />
<br />
<br />
“This class was created using the Alchemist class from Pathfinder as a reference with a few other ideas sprinkled in.” [https://www.d20pfsrd.com/classes/base-classes/alchemist/ Alchemist]<br />
<br />
<br />
===Creating an Alchemist===<br />
Think about why your character became an alchemist. Do they wish to help or harm people? Were they always seeking adventure? Who taught them the trade, or are they self taught: driven by trial and error? Is alchemy a noble profession in your world, or is it considered “almost magic” and not really worth practicing compared to real magic. Discuss these with your DM to determine the function of your alchemist and their role in society.<br />
<br />
;Quick Build<br />
You can make an Alchemist by quickly following these suggestions. First put your highest ability score into Intelligence followed by Constitution. If you plan on following the School of the Venomist or the School of the Grenadier, put your second highest ability score into Strength or Dexterity as you will likely be using weapons or explosives very often. Secondly, choose the Guild Artisan or Sage background. Other potentially good backgrounds would be Criminal (particularly if you plan of following the School of the Venomist), or Hermit.<br />
<br />
{{5e Class Features<br />
|name=Alchemist<br />
|summary=One who places spell effects into elixirs and creates volatile explosives.<br />
|hd=8<br />
|spellcasting=half<br />
|armor= Light Armor, Medium Armor<br />
|weapons=Simple weapons, Blowguns, Hand Crossbows, and Scimitars.<br />
|tools=Alchemy Supplies<br />
|saves=Constitution, Intelligence<br />
|skills=Choose 3 from Acrobatics, Arcana, Insight, Investigation, Medicine, Nature, Perception, Persuasion, Sleight of Hand, and Survival<br />
|item1a=any simple weapon<br />
|item1b=a scimitar<br />
|item2a=any simple weapon<br />
|item2b=a light crossbow and 20 bolts<br />
|item3a=a Dungeoneer's Pack<br />
|item3b=an Explorer's Pack<br />
|item4a= Alchemy supplies, leather armor, and a dagger<br />
|item4b=<br />
|item4c=<br />
|wealth=4d4 x 10gp<br />
|classfeatures1={{inpage|Basic Alchemy}}, {{inpage|Everfull Bag}}, {{inpage|Volatile Mixture}}<br />
|classfeatures2={{inpage|Create Elixirs}}, {{inpage|Discovery}}<br />
|classfeatures3={{inpage|Alchemical School}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Arcane Explosives}}<br />
|classfeatures6=<br />
|classfeatures7={{inpage|Evasion}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Alchemical School Feature}}<br />
|classfeatures10=<br />
|classfeatures11={{inpage|Fire in the Hole}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Alchemical School Feature}}<br />
|classfeatures14=<br />
|classfeatures15={{inpage|Product Testing}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Alchemical School Feature}}<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Eclectic Alchemist}}<br />
<br />
|extra1_name=Discoveries Known<br />
|extra1_1=-<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=2<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=3<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=4<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=6<br />
|extra1_17=6<br />
|extra1_18=7<br />
|extra1_19=7<br />
|extra1_20=8<br />
<br />
|extra2_name=Formulae Known<br />
|extra2_1=-<br />
|extra2_2=4<br />
|extra2_3=5<br />
|extra2_4=6<br />
|extra2_5=7<br />
|extra2_6=8<br />
|extra2_7=9<br />
|extra2_8=10<br />
|extra2_9=11<br />
|extra2_10=12<br />
|extra2_11=13<br />
|extra2_12=14<br />
|extra2_13=15<br />
|extra2_14=16<br />
|extra2_15=17<br />
|extra2_16=18<br />
|extra2_17=19<br />
|extra2_18=20<br />
|extra2_19=21<br />
|extra2_20=22<br />
}}<br />
<br />
====Basic Alchemy====<br />
You gain proficiency with your choice from an herbalism kit or a poisoners kit.<br />
<br />
====Everfull Bag====<br />
You have a magic bag used to cart around your alchemy lab. When you reach into the bag to produce any alchemical supplies you create (elixirs, explosives, mutagens, and toxins) you pull them out with ease (no action required) otherwise the bag functions like an empty backpack that you can fill with other items. You do not run out of reagents used to create your alchemical supplies if those reagents are not consumed or have a negligible cost while this bag is on your person. Additionally, the weight of your alchemy supplies are reduced to 1lb. If this bag is ever lost or destroyed you can spend 50gp to purchase a new one or half as much in material costs to craft one over the course of three days.<br />
<br />
====Volatile Mixture====<br />
Occasionally your experiments go awry. You’ve learned to harness this ability in the form of explosives. Upon completing a long rest, an alchemist can create a number of explosives equal to their Intelligence modifier plus their alchemist level. These explosives can be thrown as an action to a range of 20ft. and deal 1d8 fire damage to a target it comes into contact with. Use your proficiency bonus + your Dexterity modifier for the attack roll. All creatures within 5ft. of the impacted target are subject to the explosive’s splash damage and must make a Dexterity saving throw against your spell save DC or take fire damage equal to your Intelligence modifier (minimum of 1). All prepared explosives become inert as soon as you complete your next long rest. You need alchemy supplies to prepare explosives<br />
<br />
====Create Elixirs====<br />
After many hours of practice and study, you are able to duplicate spells by infusing a small amount of magic into your creations. When an alchemist mixes an elixir, they infuse the chemicals and reagents in the extract with magic siphoned from their own magical aura. To “cast” these spell effects, the alchemist must imbibe the potion as an action. If the spell has a casting time of one action or one bonus action, you use whichever action you used to drink the elixir to cast the spell effect. Spell effects found on the formulae list with a casting time of 1 reaction can be withheld for a number of minutes equal to your Intelligence modifier after the elixir is imbibed or until the appropriate trigger occurs at which point you may expend your reaction and the actual duration starts. All spell effects provided by elixirs can be dispelled by spells such as ''dispel magic'' and ''counterspell''. Any elixirs removed from the alchemist’s possession become inert until returned. If a spell effect calls for a material component with a cost or one that is consumed, the cost or ingredient must be included in the making of the elixir.<br />
<br />
;;;Your Formulae List<br />
At 2nd level you have a book with a formulae list containing four 1st-level alchemical formulae of your choice. Your formulae list is the repository of the formulae you know and is to an alchemist what a spellbook is to a wizard.<br />
<br />
;;;Adding New Formulae<br />
When you find an alchemical formula of first level or higher, you can add it to your formulae list if it is of a level which you can prepare and if you can spare the time to decipher and copy it. An alchemist can study a wizard’s spellbook, potion, or a spell scroll to learn any formula that is equivalent to a spell the spellbook, potion, or scroll contains. Wizards cannot learn spells from your formulae list.<br />
<br />
For each level of the formula, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the formula to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the formula just like your other formulae.<br />
<br />
;;;Replacing Your Formulae List<br />
You can copy a formula from your own formulae list into another book. This is just like copying a new formula into your formulae list, but faster and easier, since you understand your own notation and already know how to craft the elixir. You need spend only 1 hour and 10 gp for each level of the copied spell.<br />
<br />
If you lose your formulae list, you can use the same procedure to transcribe the elixirs that you have prepared into a new formulae list. Filling out the remainder of your formulae list requires you to find new formulae to do so, as normal.<br />
<br />
;;;Preparing and Crafting Elixirs<br />
The Alchemist table shows how many elixir slots (spell slots) you have to craft your Alchemist elixirs of 1st level and higher. When an alchemist prepares an elixir, they must designate what spell effect from their formulae list goes into the elixir and at what level the effect will be used at. An alchemist prepares a number of elixirs as they have slots. An alchemist can change any spell effects in any number of their remaining elixirs to another they have written in their formulae list when they complete a short rest. The level of the changed formula must equal the level of it's current effect. For example, a prepared ''alter self'' elixir can be changed to a ''barkskin'' elixir or a 2nd-level cure wounds elixir if the alchemist chooses. Alchemy supplies are required to prepare your elixirs. All previously prepared elixirs become inert after taking a long rest.<br />
<br />
You regain all expended elixir slots when you complete a long rest.<br />
<br />
;;;Spellcasting Ability<br />
Intelligence is your spellcasting ability for your Alchemist elixirs. You use your Intelligence whenever a spell or feature refers to your spellcasting modifier.<br />
<br />
In addition, you use your Intelligence modifier and proficiency bonus for the spell save DC of an Alchemist elixir or Alchemist features you use unless explicitly stated.<br />
<br />
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier.<br />
<br />
Spellcasting modifier = your proficiency bonus + your Intelligence modifier.<br />
<br />
;;;Learning Formulae of 1st Level and Higher<br />
You begin with four formulae on your formulae list. Each time you gain an Alchemist level, you can add one alchemical formula of your choice from the Alchemical Formulae list located later in the class description. Each of these formulae must be of a level which you have elixir slots as shown on the Alchemist table. On your adventures. you might find other formulae that you can add to your formulae list.<br />
<br />
====Discovery====<br />
Your research into the alchemical arts has led you to some very interesting information. At 2nd level you learn two discoveries located at the end of the class description. You learn additional discoveries at 6th, 10th, 14th, 16th, 18th, and 20th levels. <br />
<br />
====Alchemical School====<br />
At 3rd level you decide to devote yourself to a refined school of study: School of the Brewer, School of the Great Work, School of the Grenadier, School of the Mutator, or School of the Venomist. Choose a school of alchemy to follow detailed later in the class description. Your choice grants you features at 3rd level and again at 9th, 13th, and 17th levels.<br />
<br />
==== Ability Score Increase ====<br />
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.<br />
<br />
====Arcane Explosives====<br />
You infuse a small string of warding magic into your bombs. Beginning at 5th level any creatures you designate are unaffected by your explosive’s splash damage. Additionally, your bombs are considered magic for the purpose of overcoming resistances and immunities to nonmagical weapons.<br />
<br />
====Evasion====<br />
Beginning at 7th level, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
====Fire in the Hole====<br />
Starting at 10th level, after throwing one of your explosives or drinking an elixir, you can make a weapon attack as a bonus action. <br />
<br />
====Product Testing====<br />
After ingesting various reagents and breathing less-than-savory fumes, you have some measure of protection from toxins. At 15th level you gain resistance to acid and poison damage and have advantage on saving throws against poisons. Upon reaching 18th level you gain immunity to poison damage and the poisoned condition.<br />
<br />
====Eclectic Alchemist====<br />
At level 20 you’ve completed most of your schooling, so you branch into the knowledge of another school. Choose another Alchemic School. You gain the benefits of that school’s 3rd and 9th level features. (You are considered to be a 9th level Alchemist of that school for the purposes of discovery prerequisites and class features.)<br />
<br />
===School of the Brewer===<br />
Although the most common school of alchemy, alchemists enrolled in the School of the Brewer are experts at both making and drinking potions with a plethora of effect and potencies.<br />
<br />
;Heterogeneous Mixture<br />
Starting at 3rd level, you can change the spell effects of one of your elixirs as a bonus action following the rules of changing elixir effects located under ''Preparing and Crafting Elixirs''. You may do this a number of times equal to your Intelligence modifier. You regain all expended uses of this feature after completing a long rest.<br />
<br />
;Arcane Tether<br />
You connect yourself to your elixirs through intangible arcane channels. Starting at 9th level, any elixirs you prepare can leave your possession while retaining their magical benefits, allowing a creature you designate to use the elixir’s effects. The effects of the elixir still use your spellcasting modifier and spell save DC.<br />
<br />
;Swift Quaff<br />
After drinking many concoctions, you find they go down easier most of the time. Beginning at 13th level, you may drink one of your elixirs as a bonus action (but only one elixir per turn) a number of times equal to your Constitution modifier. You regain all expended uses of this feature after completing a long rest.<br />
<br />
;Expert Brewer<br />
You’ve become an expert at crafting elixirs. At 17th level, you can prepare an extra powerful elixir. Choose a 6th level formula and a 7th level formula from the Alchemical Formulae list located at the end of this class’s description. You learn those formulae and can prepare one elixir of each formula when you prepare the rest of your elixirs. These formulae don't count against your prepared elixirs. (These formulae cannot benefit from your Arcane Tether or Swift Quaff features.)<br />
<br />
===School of the Great Work===<br />
Although not technically a formal school, those who follow the beliefs of this school seek out the cure for all ailments and the power to transmute base metals into silver and gold. Although many alchemists would wish to discover such treasures, those who follow this school seek it above all else.<br />
<br />
;Crystalized Aether<br />
Through diligent research, you’ve learned to harness cosmic energy into a small, saffron-colored shard. This energy can be used to fuel some of your elixir effects. When you take this school at 3rd level you no longer require material components with a total value of 10gp when you prepare your elixirs.<br />
<br />
;Thorough Research<br />
At 9th level, you learn two additional discoveries in addition to the ones you know, assuming you meet the prerequisites.<br />
<br />
;Anima Mundi<br />
You have discovered that all things are connected in some way, and you are capable of tapping into such forces. Beginning at 13th level, when a creature damages you with an attack, you can expend your reaction to halve the damage against you. The attacking creature is then subject to the other half. This damage cannot be reduced in any way. You must complete a short or long rest before you can use this feature again.<br />
<br />
;Materia Prima<br />
You’ve made a major breakthrough with your research toward your Magnum Opus and discovered a slightly unstable yet potent form of reddish liquid material. Starting at 17th level, you no longer age and do not suffer the frailty of old age. Additionally, whenever you prepare your elixirs, you can perform one of the following effects.<br />
<br />
''Azoth''<br />
<br />
You can end all diseases, and poisons affecting a creature. Additionally, the creature loses all levels of exhaustion if they have any and regains all hit points.<br />
<br />
''Chaos''<br />
<br />
You increase the damage of one of your explosives to 4d10.<br />
<br />
''Chrysopoeia''<br />
<br />
You can transmute any amount of base metals (iron, lead, tin, or zinc for example) with a maximum value of 500cp into an equal number of copper pieces or bars of the same value. Additionally, you may transmute a number of copper bars or pieces with a maximum value of 500cp into an equal number of silver pieces or silver bars. You may transmute a number of silver bars or pieces with a value of up to 500sp into an equal number of gold pieces or gold bars. (Once you use this feature to transmute any metals in this way, you must wait 7 days before you can use any of your Materia Prima again.)<br />
<br />
''Elixir of Life''<br />
<br />
You can cast the ‘’raise dead’’ spell on a body within 5ft. of you.<br />
<br />
''Genesis''<br />
<br />
You do not need to provide material components when preparing your elixirs.<br />
<br />
===School of the Grenadier===<br />
Fanatic demolition experts, those who follow the School of the Grenadier excel at making bombs and grenades. Those who follow this school look to make more powerful explosives and even apply elemental effects to them.<br />
<br />
;Hurl Anything<br />
When you choose this archetype at 3rd level you apply your proficiency bonus to improvised weapons when you throw them at a target.<br />
<br />
;Good Arm<br />
You’ve become adept at throwing your explosives at distant enemies. At 3rd level the distance you can throw your explosives is doubled. Additionally, you can throw one of your explosives as a bonus action (but only one per turn). (This feature applies to flasks of acid, alchemist’s fire, and holy water as well.)<br />
<br />
;Demolitionist<br />
Starting at 9th level, when preparing elixirs, you may choose to prepare a number of explosives in their place. The number of explosives you can create with this feature equals half your Alchemist level. Additionally, regardless of the elixir slot it occupies (if any) the damage of all your explosives increase to 2d8. This damage increases to 3d8 at 17th level.<br />
<br />
;Elemental Affinity<br />
When you throw one of your explosives, you can channel a small amount of your magic into it, altering its properties. Beginning at 13th level, an explosive you throw deals your choice of acid, cold, fire, or lightning damage on a hit.<br />
<br />
;Arcane Shrapnel<br />
Beginning at 17th level all creatures within 5ft. of the target of one of your explosives must succeed on a Dexterity saving throw or take damage equal to half your Alchemist level. Additionally, the actual target of the explosive is affected by additional condition if it can apply to the target.<br />
<br />
''Acid''<br />
<br />
The target takes additional acid damage at the start of its next turn equal to half your Alchemist level.<br />
<br />
''Cold''<br />
<br />
The target’s movement speed is reduced by half until the start of your next turn.<br />
<br />
''Fire''<br />
<br />
The target takes fire damage equal to your Intelligence modifier for one minute or until they succeed on a Dexterity saving throw against your spell save DC to put out the flames. <br />
<br />
''Lightning''<br />
<br />
The target cannot take reactions until the start of your next turn.<br />
<br />
===School of the Mutator===<br />
The reclusive School of the Mutator holds an old form of alchemy thought to be more pure than the other forms. This school focuses on creating special elixirs that change the very nature of one’s body.<br />
<br />
;Mutagen<br />
Your alchemical study involves change, but there must always be a trade off. Beginning at 3rd level, upon completing a short or long rest, you can create one mutagen. When you drink this mutagen as an action you gain a +1 bonus to your AC and gain advantage on all Strength, Dexterity, and Constitution ability checks for 10 minutes. You also gain disadvantage on all Intelligence, Wisdom, and Charisma ability checks for the duration as well. You can create two mutagens upon reaching 9th level and three upon reaching 13th level. You can only be under the effects of one mutagen at a time. Attempting to drink a second mutagen cancels out both mutagens and gives you two levels of exhaustion. You require alchemy supplies to create mutagens.<br />
<br />
;Flush Mutagen<br />
Beginning at 9th level you can choose to end any mutagen affecting you as a bonus action. You may use this feature up to two times before you must complete a long rest. At 13th level you gain two more uses of this feature until you must complete a long rest; and at 17th level, you may use this feature a number of times equal to half your Alchemist level until you must complete a long rest.<br />
<br />
;Unflinching Mutagen<br />
At 13th level, while under the effects of a mutagen you cannot be charmed, and you are immune to the frightened condition.<br />
<br />
;Master Mutagen<br />
You’ve learned the secret to a perfect mutation. Starting at 17th level you can create one special mutagen in addition to the other mutagens you can create. When you drink this mutagen, its benefits last for one hour. Additionally, its benefits apply to the relevant saving throws as well. You do not receive the detriments of a normal mutagen when you use a master mutagen. You must complete a long rest before you can make any more master mutagens. (If you have the Cognatogen Discovery, this feature applies to those mutagens as well. This feature does not apply to the Beast Transformation, Combat Prowess, or Feral Mutagen discoveries.)<br />
<br />
===School of the Venomist===<br />
Perhaps the most obscure school of alchemy, the School of the Venomist focuses on creating deadly poisons with a variety of debilitating effects.<br />
<br />
====Quick Slather====<br />
When you choose this archetype at 3rd level, you can apply poisons and toxins you create to a melee weapon or 10 pieces of ammunition as a bonus action. When a toxin is applied to a weapon, it retains potency for one minute or until you land an attack against a creature.<br />
<br />
====Toxin Maker====<br />
Instead of pursuing conventional alchemy, you’ve decided to delve into the realm of virulent poisons. Beginning at 3rd level, when preparing elixirs, you may choose to prepare a number of toxins in their place. The number of toxins you can create equals your Intelligence modifier. The toxins you create and apply to weapons deal poison damage equal to 1d4 per level of the elixir it replaces + your Intelligence modifier. On a hit, the target of your toxin must then make a Constitution saving throw against your spell save DC or become poisoned for one minute. The target can make a saving throw at the beginning of one of it’s turns, ending this condition early on a success. You require alchemy supplies to prepare toxins.<br />
<br />
====Secondary Effects====<br />
Instead of sickening your opponent, your toxins can take on a variety of other effects. Beginning at level 9, you know two of these effects and gain additional effects at 13th and 17th levels. These effects replace the poisoned condition that your toxins would normally do.<br />
<br />
''Clouded Mind''<br />
<br />
The target must make an Intelligence saving throw against your spell save DC. On a failed save, roll a d6 at the start of each of the target’s turns. On a roll of 1-4 the target takes its turn as normal. On a roll of 5-6, the target wastes it’s turn doing nothing. The target can repeat the saving throw at the beginning of each of their turns, ending this condition early on a success. <br />
<br />
''Darkness'' <br />
<br />
The target must make a Wisdom saving throw against your spell save DC or become blinded for one minute. The target can repeat the saving throw at the beginning of each of their turns, ending this condition early on a success.<br />
<br />
''Drowsy'' <br />
<br />
The target must make a Constitution saving throw against your spell save DC or fall asleep for one minute, until the sleeper takes damage, or until someone uses their action to jostle the target awake.<br />
<br />
''Feeble'' <br />
<br />
The target must make a Constitution saving throw against your spell save DC or become incredibly feeble. The target deals only half damage from weapon attacks that use Strength for one minute. The target can repeat the saving throw at the beginning of each of their turns, ending this condition early on a success.<br />
<br />
''Locked Joints'' <br />
<br />
The target must make a Strength saving throw equal to your spell save DC or become paralyzed for one minute. The target can repeat the saving throw at the beginning of each of their turns, ending this condition early on a success.<br />
<br />
====Incapacitation====<br />
You can prepare your poisons in such a way so as to incapacitate rather than kill. At 13th level, when you prepare a toxin in this way, it does no damage, but the target has disadvantage their initial saving throw against the poisoned condition of your toxins or conditions applied from your Secondary Effects feature.<br />
<br />
====Potent Toxins====<br />
Starting at 17th level the number of toxins you can prepare equals half your Alchemist level. Additionally, you can apply two effects granted by your Secondary Effects feature or one effect and the poisoned condition to a number of toxins equal to your Intelligence modifier (separate saves are required for each effect). Toxins prepared in this way deal no damage.<br />
<br />
===Discoveries===<br />
As an alchemist, you gain bouts of inspiration and focus. These pursuits often lead to discoveries that you might work towards or abandon halfway through. You can learn a discovery at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class. Additionally, when you gain a level in this class, you can choose one of the discoveries you know and replace it with another discovery that you could learn at that level unless stated otherwise. (Upon obtaining the Eclectic Alchemist feature, you are considered to be a 9th level character in whatever school you chose.)<br />
<br />
;Aether Bomb: ''Prerequisite- School of the Great Work''<br />
When you throw one of your explosives, you can choose to have it deal necrotic damage on a hit.<br />
<br />
;Additional Master Mutagen: ''Prerequisite- 20th Level, School of the Mutator'' <br />
You can prepare an additional Master Mutagen for the cost of two normal mutagens.<br />
<br />
;Adept Arcane Studies: ''Prerequisites- 12th Level, Arcane Studies, Extra Arcane Studies'' <br />
You may cast the spells you chose from your ''Extra Arcane Studies'' discovery more frequently. These spells are now restored after completing a short or long rest. (This discovery is permanent. Additionally, your ''Extra Arcane Studies'' discovery becomes permanent when you learn this discovery.)<br />
<br />
;Adept Esoteric Studies: ''Prerequisite- 15th Level, Esoteric Studies, School of the Great Work''<br />
You may cast the spells you chose from your ''Esoteric Studies'' discovery more frequently. These spells are now restored after completing a short or long rest. (This discovery is permanent. Additionally, your ''Esoteric Studies'' discovery becomes permanent when you learn this discovery.)<br />
<br />
;Alchemical Makeup<br />
You gain proficiency in the Deception and Persuasion skills.<br />
<br />
;Alchemic Mine: ''Prerequisite- 5th Level, School of the Grenadier''<br />
You can prepare one special explosive in place of an explosive you could normally prepare to explode when a creature approaches. You can set this explosive against a flat surface as an action. A creature can make a Wisdom(Perception) check against your spell save DC to notice the mine. If you spend one round burying the mine under a small layer of dirt or similarly light cover, the creature has disadvantage on the check. When a small or larger creature unaware of the mine's presence enters the mine's space, they set it off unless they are flying or otherwise aloft. The creature must make a Dexterity saving throw against your spell save DC or take damage equal to one of your explosives or half as much on a successful save. (This particular kind of explosive does not have splash damage) A creature aware of the mine can choose to move half its speed on its turn to move through the mine's space without setting it off.<br />
<br />
;Alchemy Practice <br />
You gain proficiency in either an Herbalism Kit or a Poisoner’s Kit. Alternatively, you can choose to double your proficiency in Alchemy Supplies, Herbalism Kits, or Poisoner’s Kits that you're proficient with. (Alchemists of the School of the Venomist immediately doubles their proficiency with Poisoner's Kits in addition to another affect of this discovery.)<br />
<br />
;Alkahest: ''Prerequisite- 10th Level, School of the Great Work''<br />
You can prepare an additional concoction of sorts when you prepare your elixirs in addition to any other elixirs you can prepare. As an action, you can choose to throw this item as if it were an explosive. This particular explosive deals 3d10 acid damage on a hit and deals half your Alchemist level with it’s splash damage. Alternatively, you can pour this concoction onto a substance covering no more than 1 square foot. This concoction dissolves any material it comes into contact with including ''sovereign glue''.<br />
<br />
;Arcane Studies<br />
You learn three cantrips from the Wizard spell list. (This discovery is permanent. An alchemist of the School of the Great Work learns an additional cantrip from the druid spell list when they learn this discovery.)<br />
<br />
;Assassin's Blade: ''Prerequisite- 6th Level'' <br />
Any weapon attack you make that doesn't already apply poison damage deals an extra 1d4 poison damage. (Alchemists of the School of the Venomist deals 1d6 extra damage when they use this discovery.)<br />
<br />
;Augmented Anatomy: ''Prerequisite- 20th Level, Enhanced Anatomy'' <br />
One ability score of your choice increases by 4 and the maximum of that score increases to 24. (This discovery is permanent. This ability score increase need not be the one you chose for your ''Enhanced Anatomy'' discovery.)<br />
<br />
;Axiomatic Bomb: ''Prerequisite- 15th Level, Flashbang, School of the Grenadier'' <br />
Your bombs are now capable of dealing radiant damage when you use your Elemental Affinity feature. All creatures affected by this explosive must make a Constitution saving throw against your spell save DC or become blinded for one minute and deafened until the start of your next turn. A creature can repeat this saving throw at the start of subsequent turns, ending these effects early on a success.<br />
<br />
;Beast Transformation: ''Prerequisite- 10th Level, School of the Mutator'' <br />
You have learned how to change in a more bestial way. You can prepare this mutagen in the place of another you could prepare. When you drink this mutagen, you take on the effects of the ''polymorph'' spell, targeting only yourself. Your mental ability scores stay the same (though you cannot speak in this form) and your hit points equal your Alchemist level unless the beast’s are higher. <br />
<br />
;Breaching Charge: ''Prerequisite- 6th Level''<br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare to blow through solid objects. The damage type of these bombs changes to thunder, and they deal double damage to solid objects and siege engines not being worn or carried. (If you have the ''Delayed Bomb'' discovery, you can stick these explosives to solid objects before using your action (or possible bonus action) to detonate them.)<br />
<br />
;Brewmaster <br />
You gain proficiency with Brewing Supplies. (Alchemists of the School of the Brewer receive expertise in Brewing Supplies.)<br />
<br />
;Caustic Blood<br />
Whenever a creature within 5ft. of you hits you with an attack, that creature takes acid damage equal to your Constitution modifier (minimum of 1). (Alchemists of the School of the Mutator deals damage equal to half their Alchemist level or their Constitution modifier (whichever is higher) when using this discovery.)<br />
<br />
;Celestial Poison: ''Prerequisite- School of the Venomist'' <br />
Your toxins now affect undead.<br />
<br />
;Chameleon: ''Prerequisite- School of the Mutator'' <br />
You gain proficiency in stealth. Additionally, you double your proficiency bonus with this skill.<br />
<br />
;Choking Gas: ''Prerequisite- School of the Venomist'' <br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare to produce a thick plume of greenish, toxic smoke. Instead of dealing instant damage, the explosive fills a 15ft. sphere with smoke, heavily obscuring the area for one minute. A creature that enters the smoke or starts its turn in the smoke takes poison damage equal to your Intelligence modifier. A creature that doesn’t need to breathe is unaffected. A wind of at least 10 miles per hour disperses the smoke in one round.<br />
<br />
;Cluster Bomb: ''Prerequisite- 20th Level, School of the Grenadier'' <br />
You can throw two explosives at once as an action provided they are the same damage type. Additionally, you can throw an explosive using a bonus action and still use other explosives using your action on that turn.<br />
<br />
;Cognatogen: ''Prerequisite- School of the Mutator'' <br />
You’ve learned how to flip the basic mutagen benefits to allow for more versatility. You can prepare a special mutagen in place of a normal one. Upon drinking this mutagen, you gain a +1 bonus to all Intelligence, Wisdom, and Charisma saving throws and gain advantage on all Intelligence, Wisdom, and Charisma ability checks for 10 minutes. You also gain disadvantage on all Strength, Dexterity, and Constitution ability checks for the duration as well.<br />
<br />
;Combat Prowess: ''Prerequisite- 5th Level, School of the Mutator'' <br />
You’ve learned how to bolster your combat effectiveness with mutagens. You can prepare a special mutagen in place of a normal one, and for a number of minutes equal to your Intelligence modifier you can attack twice instead of once when you take the attack option on your turn. Additionally, if you are wearing light or no armor, your armor class becomes 10 + your Dexterity Modifier + your Intelligence modifier. While under the effects of this mutagen, you cannot drink any of your elixirs. Treat elixirs as a mutagen for purposes of drinking multiple mutagens.<br />
<br />
;Concussion Grenade: ''Prerequisite- School of the Grenadier'' <br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare to deliver a disorienting assault. Instead of dealing damage, any creature within the explosion's splash damage radius must make a Constitution saving throw or become stunned for a number of rounds equal to your Intelligence modifier and be blinded until the start of your next turn. A creature can repeat this saving throw at the start of subsequent turns, ending these effects early on a success. <br />
<br />
;Cosmic Shard: ''Prerequisite- School of the Great Work''<br />
Your Crystalized Aether feature replaces material components with a value of 25gp or less.<br />
<br />
;Darkness Bomb: ''Prerequisite- 10th Level'' <br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare to remove all light from an area. After you throw this bomb a 15ft. sphere of magical darkness springs forth for one minute. The darkness spreads around corners, and a creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If any of this explosive’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled. (If the alchemist is at least 9th level and follows the School of the Grenadier, the level of the ''darkness'' effect equals the appropriate slot (if any) the explosive occupies assuming the slot is 3rd-level or higher. Otherwise it's cast at it's lowest level.)<br />
<br />
;Delayed Bomb <br />
You can delay the detonation of an explosive you’ve thrown within 30 ft. of you for a number of rounds equal to your Intelligence modifier. As an action, you can detonate this explosive, otherwise is explodes after all rounds are expended. (Alchemists of the School of the Grenadier can detonate their explosive as a bonus action.) <br />
<br />
;Directed Bomb: ''Prerequisite- School of the Grenadier'' <br />
You can prepare any number of special explosive in place of any explosives you could normally prepare to explode in a 15ft. cone rather than a sphere. When you throw the explosive, you choose the direction of the cone.<br />
<br />
;Dispelling Bomb: ''Prerequisite- 8th Level'' <br />
You can prepare up to two special explosives in place of up to two explosives you could normally prepare to mimic the effects of the ''dispel magic'' spell within a 15ft. sphere as if cast at its lowest level. This explosive utilizes your spellcasting modifier. (If the alchemist is at least 9th level and follows the School of the Grenadier, the level of the ''dispel magic'' effect equals the appropriate slot (if any) the explosive occupies assuming the slot is 4th-level or higher. Otherwise it's cast at it's lowest level.)<br />
<br />
;Draught of Mutation: ''Prerequisite 15th Level''<br />
You can prepare one mutagen upon completing a long rest. (Alchemists of the School of the Mutator can prepare an additional mutagen whenever they prepare mutagens during a short or long rest.)<br />
<br />
;Duck and Cover: ''Prerequisite- 3rd Level.'' <br />
You gain proficiency in Dexterity saving throws.<br />
<br />
;Eldritch Transmutation: ''Prerequisite- 12th Level''<br />
You learn the ''fabricate'' spell and can cast it as a wizard does without expending an elixir slot. You must complete a long rest before you can cast this spell again. (An alchemist of the School of the Great Work can cast this spell again after completing a short or long rest.)<br />
<br />
;Elixir Adept: ''Prerequisite- School of the Brewer'' <br />
You can prepare an additional two 1st-level elixirs.<br />
<br />
;Elixir of Recovery: ''Prerequisite- 10th Level, School of the Brewer'' <br />
When you prepare your elixirs, you can prepare one Elixir of Recovery. This elixir does not count against the number of elixirs you can prepare. If this item is poured on a corpse that has died within the past minute, it returns to life with 1 hit point. You can prepare one Elixir of Recovery after completing a long rest.<br />
<br />
;Elixir of Unlife: ''Prerequisite- 10th Level'' <br />
When you prepare your elixirs, you can prepare an Elixir of Unlife. This elixir does not count against the number of elixirs you can prepare. This item is poured onto a corpse or pile of bones, granting the semblance of the ''animate undead'' spell targeting only one target. You can prepare one Elixir of Unlife after completing a long rest.<br />
<br />
;Enhanced Anatomy <br />
One ability score of your choice increases by 2 to a maximum of 20. (You may select this discovery multiple times, each time choosing a different ability score. You cannot choose the same ability score more than once. This discovery is permanent.)<br />
<br />
;Enhanced Keen Sight: ''Prerequisite- Keen Sight'' <br />
You can see normally in darkness, both magical and nonmagical, to a distance of 60 feet. Additionally, the distance your ''Keen Sight'' discovery covers is increased by 30 ft. (This discovery is permanent. Additionally, when you choose this discovery, your ''Keen Sight'' discovery becomes permanent as well.)<br />
<br />
;Esoteric Studies: ''Prerequisite- 5th Level, School of the Great Work''<br />
Choose one 1st-level spell and one 2nd-level spell from the druid spell list. You can cast those spells in the way a druid does without expending an elixir slot. You must complete a long rest before you can cast either of these spells again.<br />
<br />
;Explosive Ammunition: ''Prerequisite- 10th Level, School of the Grenadier'' <br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare and attach them to a form of ammunition. If the ammunition hits when fired, the bomb explodes as if you threw it. If the attack misses, the explosive does not go off. (If the ammunition is destroyed upon impact, the explosive is destroyed as well.)<br />
<br />
;Extra Arcane Studies: ''Prerequisite- 8th Level, Arcane Studies'' <br />
Choose one 1st-level and one 2nd-level formulae that you know. You can cast those spells in the way a wizard does without expending an elixir slot. You must complete a long rest before you can cast either of these spells in this way again.<br />
<br />
;Eyes of Arcana <br />
You can sense the presence of magic within 30ft. of you. (An alchemist of the School of the Great Work can sense the presence of magic within 60ft. of themself at 10th level if they learn this discovery.)<br />
<br />
;Eyes of Detection: ''Prerequisite- 15th Level'' <br />
You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30ft. of you and within line of sight. (A 17th level alchemist of the School of the Mutator gains truesight out to a range of 30ft. when they choose this discovery.)<br />
<br />
;Featherweight Tonic: ''Prerequisite- 9th Level'' <br />
When you prepare your elixirs, you can prepare an elixir of ''levitate''. A creature that drinks this tonic can only target themself, otherwise this functions as a normal elixir. This elixir does not count against the number of elixirs you can prepare.<br />
<br />
;Feral Mutation: ''Prerequisite- 15th Level, School of the Mutator'' <br />
When you prepare your mutagens you can choose to prepare a special one in place of a normal one. When you drink this mutagen you grow wings, granting you a 30ft. flying speed while wearing light or no armor; and you grow sharp claws, fangs, or horns granting yourself natural weapons that deal 2d10 + your Strength modifier slashing or piercing damage. These weapons count as magical for the purposes of overcoming resistances and immunities to nonmagical weapons and use your proficiency bonus + your Strength modifier for the attack rolls. Additionally, you gain a +2 bonus to attack rolls. This mutagen lasts for a number of minutes equal to your Intelligence modifier. While under the effects of this mutagen if you use your action to perform anything other than the Attack action, you take 2d6 psychic damage. This damage cannot be reduced in any way. If you attempt to end your turn within 5ft. of a creature and still have your action, you must use it to attack that creature. If a creature provokes an attack of opportunity as a result of leaving your reach, you must attempt to attack that creature.<br />
<br />
;Flashbang <br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare to deliver a burst of light. Instead of dealing damage, any creature within the explosion's splash damage radius must make a Constitution saving throw or become blinded for a number of rounds equal to your Intelligence modifier and deafened until the start of your next turn. A creature can repeat this saving throw at the start of subsequent turns, ending these effects early on a success.<br />
<br />
;Forceful Bomb <br />
You can prepare any number of special explosive in place of any explosives you could normally prepare to deliver a burst of force. Instead of dealing damage, any creature within the explosive's splash damage radius must make a Strength saving throw or be pushed 20ft. away from the center of the explosion and be knocked prone, or be pushed half as much and stay standing on a successful save.<br />
<br />
;Hasty Mixture: ''Prerequisite- 5th Level'' <br />
You can prepare a number of explosives equal to half your Intelligence modifier (minimum of 1) during a short rest. These explosives aren’t as powerful and only deal 1d4 fire damage on a hit and half your Intelligence modifier (minimum of 1) to all creatures affected by the explosive's splash damage. (Alchemists of the School of the Grenadier do not receive this damage reduction upon reaching 9th level.)<br />
<br />
;Homing Grenade: ''Prerequisites- 5th Level'' <br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare with magic to track an enemy. This special grenade has been fitted with magics akin to the ''magic missile'' spell. When you throw this explosive at a creature in range, you strike the target for 2d4 Force damage. All creatures within 5ft. of the target must make a Dexterity saving throw against your spell save DC or take force damage equal to your Intelligence modifier.<br />
<br />
;Improved Quaff: ''Prerequisite- 15th Level, School of the Brewer'' <br />
You are not restricted to drinking one elixir per turn when using your Swift Quaff feature, but one of the elixirs cannot exceed 1st level.<br />
<br />
;Keen Sight <br />
You gain darkvision out to a range of 60ft. If you already possess darkvision, increase the range you can see by 30ft. (Alchemists of the School of Mutation, double the range of this discovery.) <br />
<br />
;Luminescence<br />
You can create two small, clear flasks of glowing liquid over the course of a short rest. This liquid sheds bright light out to a range of 15ft. and dim light 15ft. beyond that for 8 hours. A creature can also choose to fill a lamp or lantern with Luminescence, doubling the range of the bright and dim light produced by the lamp or lantern, but the Luminescence can only burn for 1 hour. You must complete a short or long rest before you can create any more Luminescence. (An alchemist of the School of the Great Work can burn Luminescence in a lamp or lantern for a number of hours equal to their Intelligence modifier.)<br />
<br />
;Master Elixir: ''Prerequisite- 20th Level, School of the Brewer'' <br />
You can prepare another 6th level elixir when you prepare your elixirs.<br />
<br />
;Masterful Arcane Studies: ''Prerequisite- 18th Level, Adept Arcane Studies, Arcane Studies, Extra Arcane Studies'' <br />
You may cast the spells you chose from your Extra Arcane Studies at will without expending an elixir slot. (This discovery is permanent.)<br />
<br />
;Net Bomb:<br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare to entangle your enemies. These explosives do not deal damage, and anyone within the explosive's splash damage radius must make a Dexterity saving throw against your spell save DC or become restrained for one minute. A creature can attempt to make a Strength saving throw at the beginning of each of their turns, freeing themselves on a success.<br />
<br />
;Packed Explosives: ''Prerequisite- 12th Level'' <br />
Your explosive deal additional damage to its struck target equal to your Intelligence modifier.You may also use your intelligence instead of your dexterity on attack rolls made with your bombs. Additionally, the explosive's splash damage increases to 10ft. (This discovery does not apply to other discoveries that have an explicit explosive splash damage radius or the ''Explosive Ammunition'' discovery.)<br />
<br />
;Phantom Elixir: ''Prerequisite- 12th Level'' <br />
When preparing your elixirs, you can prepare a Phantom elixir. When you drink this elixir, you become incorporeal for one minute. While incorporeal, you can walk through walls and creatures as if they were difficult terrain. If this effect ends while you're inside a creature or object, you are shunted to the nearest unoccupied space and take force damage equal to the number of feet you were pushed. This elixir does not count against the number of elixirs you can prepare. (A 17th level alchemist of the School of the Brewer can prepare an additional Phantom Elixir in the place of one of their 6th or 7th level formulae.)<br />
<br />
;Philosopher's Stone: ''Prerequisite- 20th Level, School of the Great Work''<br />
You can use your Materia Prima feature twice when you prepare your elixirs.<br />
<br />
;Potions Expert: ''Prerequisite- School of the Brewer'' <br />
You can identify the properties of any potion assuming you handle it for one minute.<br />
<br />
;Powder Bomb<br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare to explode with a white dust. The explosive deals no damage, but dust fills a 30ft. sphere and reveals the location of any tangible invisible creatures in its area. (Upon reaching 5th level, this discovery applies to invisible incorporeal creatures as well.)<br />
<br />
;Quicksilver Coating<br />
You can prepare two special coatings in the place of one of the elixirs of 1st level or higher you can normally prepare. When this liquid is applied to a melee weapon or twenty pieces of ammunition, the weapon becomes "silvered" for 8 hours. Upon reaching 5th level, you can prepare a number of coatings equal to your Intelligence modifier for every elixir it replaces.<br />
<br />
;Reagent Research<br />
You gain proficiency in Nature and Survival. If you already have either proficiency, you gain expertise in those skills.<br />
<br />
;Sluggish Toxin: ''Prerequisite- 10th Level, School of the Venomist'' <br />
When a creature is affected by the poisoned condition from one of your toxins, they only add half their Dexterity modifier to their armor class (if applicable) and can only take one action or bonus action on their turn.<br />
<br />
;Speedy Metabolism: ''Prerequisite- 5th Level, School of the Brewer'' <br />
Whenever you would roll dice to heal yourself from a potion or elixir, you instead heal for the maximum amount.<br />
<br />
;Strong Brew <br />
1st-level elixirs you create that deal damage add your Intelligence modifier to the damage roll. (Level 13 alchemists of the School of the Brewer can apply this bonus to all elixir effects they create.)<br />
<br />
;Smoke Bomb<br />
You can prepare any number of special explosives in place of any explosives you could normally prepare to produce a thick plume of smoke. Instead of dealing damage, the explosive fills a 15ft. sphere with smoke, heavily obscuring the area for one minute. A wind of at least 10 miles per hour disperses the smoke in one round.<br />
<br />
;Tonic of Aptitude: ''Prerequisite- 10th Level''<br />
When you prepare your elixirs, you can prepare an elixir of ''enhance ability'' at its lowest level. This elixir does not count against the number of elixirs you can prepare. (Alchemists of the School of Mutation can replace one of their mutagens with this elixir upon reaching 15th level.)<br />
<br />
;Tonic of Energy: ''Prerequisite- 11th Level''<br />
When you prepare your elixirs, you can prepare an elixir of ''haste'' targeting whoever drank it. This elixir does not count against the number of elixirs you can prepare.<br />
<br />
;Tonic of Leaping: ''Prerequisite- 9th Level'' <br />
When you prepare your elixirs, you can prepare an elixir of ''jump''. This elixir does not count against the number of elixirs you can prepare.<br />
<br />
;Tonic of Nourishment: <br />
You can prepare two special tonics in the place of one of the elixirs of 1st level or higher you can normally prepare. When a creature drinks this tonic, they receive the benefits of having eaten a berry from the ''goodberry'' spell. Upon reaching 10th level, you can prepare a number of tonics equal to your Intelligence modifier for every elixir it replaces.<br />
<br />
;Tonic of Warding <br />
When you prepare your elixirs, you can prepare an elixir of ''mage armor''. This elixir does not count against the number of elixirs you can prepare.<br />
<br />
;Touch of Death: ''Prerequisite- 5th Level, School of the Venomist'' <br />
You can apply poisons and toxins you create to your hand without poisoning yourself. You can then make a melee spell attack or unarmed strike against a target. On a hit, the poison is applied to the target.<br />
<br />
;Virulent Gas: ''Prerequisite- 15th Level, Choking Gas, School of the Venomist'' <br />
Your choking gas now affects creatures whether they need to breathe or not. The gas deals an additional 3d8 acid damage as well.<br />
<br />
;Volatile Toxins: ''Prerequisite- 20th Level, School of the Venomist'' <br />
Toxins can benefit from both your Potent Toxins feature and deal damage as well.<br />
<br />
===Alchemical Formulae List===<br />
<br />
;1st Level<br />
''absorb elements, animal friendship, armor of agathys, arms of hadar, burning hands, cause fear, chaos bolt, charm person, chromatic orb, command, comprehend languages, create or destroy water, cure wounds, detect evil and good, detect magic, detect poison and disease, disguise self, expeditious retreat, false life, featherfall, find familiar, fog cloud, guiding bolt, hellish rebuke, heroism, hunter’s mark, ice knife, identify, illusory script, jump, longstrider, mage armor, magic missile, protection from evil and good, shield of faith, speak with animals, thunderwave, witch bolt, zephyr strike''<br />
<br />
;2nd Level<br />
''aganazzer's scorcher, aid, alter self, augury, barkskin, blindness/deafness, blur, continual flame, darkness, darkvision, detect thoughts, dragon’s breath, earthbind, enhance ability, enlarge/reduce, enthrall, find traps, gentle repose, gust of wind, heat metal, invisibility, knock, lesser restoration, levitate, locate animals or plants, locate object, magic weapon, maximilian's earthen grasp, mind spike, mirror image, misty step, nystul’s magic aura, pass without trace, protection from poison, see invisibility, spider climb, suggestion, warding bond, web, zone of truth''<br />
<br />
;3rd Level<br />
''beacon of hope, blink, catnap, continual flame, counterspell, dispel magic, elemental weapon, fear, feign death, fireball, fly, gaseous form, glyph of warding, haste, hypnotic pattern, life transference, lightning bolt, meld into stone, nondetection, protection from energy, remove curse, revivify, sending, slow, speak with dead, speak with plants, thunder step, tiny servant, tongues, water breathing, water walk''<br />
<br />
;4th Level<br />
''arcane eye, aura of purity, charm monster, compulsion, death ward, dimension door, elemental bane, fire shield, freedom of movement, greater invisibility, locate creature, otiluke’s resilient sphere, polymorph, shadow of moil, stone shape, stoneskin''<br />
<br />
;5th Level<br />
''awaken, circle of power, cone of cold, contagion, creation, far step, greater restoration, legend lore, mass cure wounds, mislead, modify memory, passwall, skill empowerment, steel wind strike, swift quiver, telekinesis, transmute rock''<br />
<br />
;6th Level*<br />
''chain lightning, circle of death, eyebite, find the path, flesh to stone, heal, investiture of flame, investiture of ice, investiture of stone, investiture of wind, mass suggestion, move earth, otiluke’s freezing sphere, scatter, tenser’s transformation, true seeing, wind walk''<br />
<br />
;7th Level*<br />
''crown of stars, delayed blast fireball, etherealness, plane shift, prismatic spray, regenerate, resurrection, teleport''<br />
<br />
<br />
'''''The School of the Brewer gains 6th and 7th level spells at 17th level.'''''*<br />
<br />
===Multiclassing===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Alchemist class, you must meet these prerequisites: Constitution 13 and Intelligence 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Alchemist class, you gain the following proficiencies: Alchemy Supplies<br />
<br />
(For purposes of Multiclassing, spell slots used for elixirs are considered separate from other spell slots gained from other classes.)<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>PunnyDM12https://www.dandwiki.com/w/index.php?title=Hallownest_Knight_(5e_Class)&diff=1319565Hallownest Knight (5e Class)2020-04-16T07:50:28Z<p>PunnyDM12: </p>
<hr />
<div>{{Copyright Disclaimer|owner=Team Cherry|franchise=Hollow Knight}}<br />
<br />
==Hallownest Knight==<br />
The fallen kingdom of Hallownest has produced many adventurers and warriors even in it's current ruined state. Whether you were once a knight under the command of the Pale King or an adventurer of the wastelands called to the depths below, you fearlessly trek into the unknown to find... something.<br />
<br />
It's possible you were a potential vessel who made it out of the abyss. Perhaps with no memory. Or maybe you've lived in Hallownest your whole life, fighting for sport in the Colosseum of Fools.<br />
<br />
===Hallownest Knight===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|https://hollowknight.com/wp-content/uploads/2018/09/cp_thumbs__0001_Life.jpg|https://hollowknight.com/}}</div><br />
<br />
What is your calling in life? What do you hope to find in your travels? Do you feel some sort of resolve to protect the little guy or is geo your only motivation? Do you believe in a cause whether good or evil? Why? Ask yourself these questions to better get an understanding of your knight. <br />
<br />
;Quick Build<br />
You can make a Hallownest Knight quickly by following these suggestions. First, Strength or Dexterity should be your highest ability scores, followed by Charisma. Second, choose the Soldier background. Alternative backgrounds might include Entertainer, Sage, or Outlander.<br />
<br />
{{5e Class Features<br />
|name=Hallownest Knight<br />
|summary=A class based around the Hollow Knight lore.<br />
|hd=10<br />
|spellcasting=<br />
|armor=Light armor, Medium armor, Shields<br />
|weapons=Simple weapons, Martial weapons<br />
|tools=One tool of your choice<br />
|saves=Dexterity, Charisma<br />
|skills=Choose two from Athletics, Acrobatics, History, Insight, Intimidation, Investigation, Religion, Stealth, and Survival<br />
|item1a=leather armor<br />
|item1b=Scale Mail<br />
|item2a=two martial weapons<br />
|item2b=a martial weapon and a shield<br />
|item2c=a martial weapon and any simple weapon<br />
|item3a=any simple weapon<br />
|item3b=a tool of your choice<br />
|item4a=a dungeoneer's pack<br />
|item4b=an explorer's pack<br />
|wealth=2d4x10<br />
|classfeatures1={{inpage|Fighting Style}}, {{inpage|Soul}}<br />
|classfeatures2={{inpage|Charms}}<br />
|classfeatures3={{inpage|Knightly Path}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Extra Attack}}, {{inpage|Soul Recovery}}<br />
|classfeatures6={{inpage|Soulbound}}<br />
|classfeatures7={{inpage|Knightly Path Feature}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Refined Nail}}<br />
|classfeatures10={{inpage|Soul Recovery Improvement}}<br />
|classfeatures11={{inpage|Dream Nail}}<br />
|classfeatures12=<br />
|classfeatures13={{Inpage| Extra Attack (2)}}<br />
|classfeatures14={{inpage|Dreamgate}}<br />
|classfeatures15={{inpage|Knightly Path Feature}}<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18={{inpage|Refined Nail Improvement}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Knightly Path Feature}}<br />
<br />
|extra1_name=Notches<br />
|extra1_1=0<br />
|extra1_2=3<br />
|extra1_3=3<br />
|extra1_4=3<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=5<br />
|extra1_8=5<br />
|extra1_9=6<br />
|extra1_10=6<br />
|extra1_11=7<br />
|extra1_12=7<br />
|extra1_13=8<br />
|extra1_14=8<br />
|extra1_15=9<br />
|extra1_16=9<br />
|extra1_17=10<br />
|extra1_18=10<br />
|extra1_19=11<br />
|extra1_20=11<br />
<br />
|extra2_name=Charms<br />
|extra2_1=0<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=3<br />
|extra2_5=3<br />
|extra2_6=4<br />
|extra2_7=4<br />
|extra2_8=5<br />
|extra2_9=5<br />
|extra2_10=6<br />
|extra2_11=6<br />
|extra2_12=7<br />
|extra2_13=7<br />
|extra2_14=8<br />
|extra2_15=8<br />
|extra2_16=9<br />
|extra2_17=9<br />
|extra2_18=10<br />
|extra2_19=10<br />
|extra2_20=11<br />
<br />
|extra3_name=Soul<br />
|extra3_1=5<br />
|extra3_2=10<br />
|extra3_3=15<br />
|extra3_4=20<br />
|extra3_5=25<br />
|extra3_6=30<br />
|extra3_7=35<br />
|extra3_8=40<br />
|extra3_9=45<br />
|extra3_10=50<br />
|extra3_11=55<br />
|extra3_12=60<br />
|extra3_13=65<br />
|extra3_14=70<br />
|extra3_15=75<br />
|extra3_16=80<br />
|extra3_17=85<br />
|extra3_18=90<br />
|extra3_19=95<br />
|extra3_20=100<br />
}}<br />
<br />
====Fighting Style====<br />
At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. <br />
*Defense- While you are wearing armor, you gain a +1 bonus to AC.<br />
*Dueling- When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.<br />
*Great Weapon Fighting- When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.<br />
*Protection- When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.<br />
*Two-Weapon Fighting- When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.<br />
<br />
====Soul====<br />
Starting at 1st level, you have a pool of soul points that replenishes when you take a long rest. The total number of Soul points you possess equals your Hallownest Knight level x 5. You can use an action on your turn to draw power from the pool and restore a number of hit points to yourself up to your Hallownest Knight level. The amount healed equals the amount of soul used.<br />
<br />
====Charms====<br />
Charms are mystical artifacts that grant a variety of boons to whoever wields them. Starting at 2nd level, you have three notches located under the Notches column of the Hallownest Knight table. You gain additional notches at higher levels. A charm will have a notch requirement and fills the appropriate amount stated in the charm’s description. Whenever you gain a level in this class you can replace a charm you have with another from the list assuming you meet its prerequisites. <br />
<br />
;Charms at 2nd level<br />
At 2nd level, you possess 2 charms located under the Charms column of the Hallownest Knight table. You gain additional charms at higher levels. Over the course of a short or long rest, you can swap out one charm filling your notches for another or remove a charm entirely.<br />
<br />
;Overcharm<br />
You can choose to overcharm yourself by applying a charm that exceeds your available notches. By doing so, you gain the benefits of the charm, but any attack made against you is automatically a critical hit. If you remove a charm and no longer exceed your available notches, you are no longer considered overcharmed.<br />
<br />
====Knightly Path====<br />
At 3rd level, you choose a Knightly Path. Choose between Path of the Nail Master, Path of the Pale Knight, Path of the Shaman, Path of the Troupe, Path of the Vessel, Path of the Wanderer, or Path of the Weaver. detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th levels.<br />
<br />
====Ability Score Increase====<br />
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.<br />
<br />
====Extra Attack====<br />
Beginning at 5th level, you may attack twice whenever you take the attack action on your turn.<br />
<br />
====Soul Recovery====<br />
At 5th level, whenever you strike an enemy with a melee weapon attack, you regain 2 soul points. This increases to 3 at 10th level. (You cannot exceed your maximum number of soul points.)<br />
<br />
====Soulbound====<br />
At 6th level, you can bind yourself to up to two weapons you are proficient with over the course of a short or long rest. While bound to this weapon, you gain the following benefits: <br />
*You cannot be disarmed of your chosen weapon. <br />
*You gain a +1 bonus to attack rolls your chosen weapon. This increases to +2 at 11th level. If the weapon already provides a bonus, use the higher of the two values.<br />
*Attacks made with your chosen weapon are considered magic for the purpose of overcoming immunities and resistances to nonmagical attacks. <br />
*You can’t be disarmed of your weapon unless you are incapacitated. <br />
<br />
You become unbound to a weapon if you bind yourself to a third weapon.<br />
<br />
====Refined Nail====<br />
At 9th level, any weapon benefiting from your Soulbound feature deals a critical hit on a roll of 19-20. This range increases to 18-20 at 18th level.<br />
<br />
====Dream Nail====<br />
Beginning at 11th level, when you strike a creature with your bound weapon, you can expend 5 soul points to deal no damage and cast the [[5e SRD:Detect Thoughts|''detect thoughts'']] spell. Alternatively, you can expend 5 soul points to touch a corpse with this weapon and cast the [[5e SRD:Speak With Dead|''speak with dead'']] spell. Charisma is your spellcasting ability for these spells.<br />
<br />
====Extra Attack (2)====<br />
Beginning at 13th level, you may attack three times whenever you take the attack action on your turn.<br />
<br />
====Dreamgate====<br />
At 14th level, you can use your action to transport you and a number of creatures equal to your Charisma modifier to the last place you completed a long rest. You must complete a long rest before you can use this feature again.<br />
<br />
===Path of the Nail Master===<br />
The Nail Master is a true artist with a nail. Using ancient techniques, they flash about the battlefield rending flesh and bone alike. Whether you have trained under the old masters or bested all opponents in the Colosseum of Fools, your skills with a nail are the stuff of legend.<br />
<br />
;Bonus Proficiencies<br />
At 3rd level, you become proficient with all martial weapons.<br />
<br />
;Nail Arts<br />
When you take this archetype at 3rd level, you learn two Nail Arts.<br />
*Great Slash: As a bonus action, you can expend 10 soul points to charge your weapon. Your weapon remains charged until the end of your next turn. Using your action, you can attack with a charged weapon. On a hit, your weapon deals an additional 2d10 radiant damage. You may deal this damage once per turn and you do not recover soul points with your Soul Recovery feature when you use this nail art.<br />
*Dash Slash- As a bonus action, you can expend 10 soul points to charge your weapon. Your weapon remains charged until the end of your next turn. Using your action with a charged weapon, you move up to 15 feet forward and make one attack against the first creature in your path. This movement does not incur attacks of opportunity. On a hit, you deal an additional 1d10 radiant damage to the targets. You may deal this damage once per turn and you do not recover soul points with your Soul Recovery feature when you use this nail art.<br />
<br />
;Improved Technique<br />
Starting at 7th level, when you use your Great Slash and Dash Slash features you can expend an additional 5 soul points to deal an additional 1d10 radiant damage on a hit. This extra damage increases by 1d10 at 15th, and 20th levels.<br />
<br />
;Cyclone Slash<br />
At 15th level, as a bonus action, you can expend 20 soul points to charge your weapon. Your weapon remains charged until the end of your next turn. As an action, you can attack all creatures within 5 feet of you. Your weapon deals an extra 5d10 radiant damage to all creatures hit by your weapon while using this feature. You can only apply this damage to each creature once per turn and you do not recover soul points with your Soul Recovery feature when you use this nail art.<br />
<br />
;Masterful Technique<br />
Upon reaching 20th level, features from this path are no longer restricted to once per turn. Additionally, any time you would roll below a 5 for radiant damage with these features, treat the damage as a 5.<br />
<br />
===Path of the Pale Knight===<br />
You may have molded yourself after the Pale King's knights, or maybe you've decided to pick up the mantle after the fall of Hallownest. No matter your reasons, you have trained yourself in the ways of combat and speech alike in order to further your goals.<br />
<br />
;Bonus Proficiencies<br />
At 3rd level, you become proficient with Heavy armor and the Persuasion skill.<br />
<br />
;Defensive Focus<br />
Beginning at 3rd level, when you are hit by a melee attack, you can expend 5 soul and use your reaction to parry. By doing do, you reduce the damage by 1d10 + your Dexterity modifier. If you expend 10 soul points, you can use this feature when you are hit by a ranged weapon attack, destroying the projectile if you reduce the damage to 0. <br />
<br />
;Inspiring Soul<br />
At 7th level, whenever you use soul points to heal yourself, all friendly creatures within 30 feet of you that you choose that aren't unconscious gain temporary hit points equal to half that which you healed. (Minimum of 0)<br />
<br />
;Pale Courtier<br />
Starting at 15th level, whenever you roll a Charisma check, you can expend a number of soul points equal to half your Hallownest Knight level and add it to the roll.<br />
<br />
;Steel Soul<br />
Upon reaching 20th level, whenever you successfully reduce a melee attack to 0 using your Defensive Focus feature, you may make a melee attack against the attacker as part of the same reaction. Additionally, when you use your Defensive Focus feature, you can expend 10 soul points to add an additional 1d10 to the damage reduction. You may expend extra soul points to add a number of extra dice equal to your Charisma modifier.<br />
<br />
===Path of the Shaman===<br />
You have learned how to harness Soul as pure energy which you can use to fight your foes. Some who follow this path delve deep into the reaches of the earth and are driven mad by their discovery.<br />
<br />
Use this DC when using features granted by this path. Spell Save DC = 8 + proficiency bonus + Charisma modifier.<br />
<br />
;Bonus Proficiencies<br />
At 3rd level, you become proficient in the Arcana and Insight skills.<br />
<br />
;Vengeful Spirit<br />
At 3rd level, as an action when a creature damages you, you can expend 10 soul points to send forth a burst of pure soul. The soul travels in a line 60 feet long and 5 feet wide in a direction you choose. Each creature in the line must make a Dexterity saving throw against your spell save DC. A creature takes 2d6 radiant damage on a failed save, or half as much damage on a successful one.<br />
<br />
;Desolate Dive<br />
Starting at 7th level, as an action, you can expend 15 soul points and strike the ground, sending out a burst of soul. All creatures within 10 feet of you must make a Dexterity saving throw against your spell save DC. A creature takes 5d8 radiant damage on a failed save and half as much on a successful one. If you use this feature from a greater height, you take no fall damage, and the damage of this ability increases by 1d8 for every 10 feet fallen (to a maximum of an additional 3d8).<br />
<br />
;Howling Wraiths<br />
At 15th level, as an action, you can expend 20 soul points to erupt with raw soul. All creatures within a 20 foot sphere must make a Constitution saving throw against your spell save DC. A creature takes 10d10 radiant damage on a failed save and half as much on a successful one. <br />
<br />
;Shade Mage<br />
Upon reaching 20th level, you can deal necrotic or radiant damage when using features granted by this archetype, and all features granted by this archetype apply half your Hallownest Knight level to their damage rolls. Additionally, whenever you use your action to use a feature granted by this archetype, you may use your bonus action to use your Vengeful Spirit feature.<br />
<br />
===Path of the Troupe===<br />
You may have been chosen by the Nightmare Heart, or perhaps you simply serve it as some form of deity. Either way, the path of the troupe is one that feeds off the very essence of fear and fire.<br />
<br />
Use this DC when using features granted by this path. Spell Save DC = 8 + proficiency bonus + Charisma modifier.<br />
<br />
;Bonus Proficiencies<br />
At 3rd level, you gain proficiency with one Instrument and either the Intimidation or Performance skill.<br />
<br />
;Burning Passion<br />
At 3rd level, you gain resistance to fire damage. Upon reaching 15th level, this resistance becomes immunity.<br />
<br />
;Nightmare Performer<br />
Starting at 7th level, as an action, you can begin a performance that lasts until the start of your next turn. All creatures of your choice within 30 feet of you must make a Wisdom saving throw against your spell save DC. On a failed save, the creatures become charmed by you until the start of your next turn or until they take damage. A creature charmed in this way uses all of their movement on their turn to attempt to move within 5 feet of you. On your following turn, you can expend 15 soul points to erupt with flame. All creatures within 5 feet of you must make a Dexterity saving throw against your spell save DC. Creatures charmed by this feature have disadvantage on the save. On a failed save, the creatures take 5d6 fire damage, or half as much on a successful save. After using this feature, all creatures previously charmed by this feature have advantage on saves to resist the charmed condition imposed by this feature for 24 hours.<br />
<br />
;Menacing Presence<br />
Beginning at 15th level, when a creature makes an attack roll against you, you can expend 10 soul points to have them make it with disadvantage. Additionally, you can expend 10 soul points to target a creature you have spoken to for at least 1 minute. The creature must make a Wisdom saving throw against your spell save DC or become frightened of you. The target is frightened in this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged. After using this feature to frighten a creature, you must wait 24 hours before you can use this feature on the same creature again. <br />
<br />
;Nightmare King<br />
At 20th level, creatures have disadvantage on Wisdom saving throws made to resist your Nightmare Performer and Menacing Presence features. Additionally, when you use soul points to heal yourself, all creatures you choose within 5 feet of you take fire damage equal to the number of soul points spent + your Charisma modifier.<br />
<br />
===Path of the Vessel===<br />
You were forged in the abyss, or perhaps you suffered a tragedy that scarred you to your very core. Having no voice or will leaves you fortified against the influence of other deities.<br />
<br />
;Bonus Proficiencies<br />
At 3rd level, you gain proficiency with all martial weapons.<br />
<br />
;Forged in the Abyss<br />
At 3rd level, you gain resistance to necrotic damage. Upon reaching 15th level, this resistance becomes immunity, and your hit point maximum cannot be reduced in any way.<br />
<br />
;Unwavering<br />
At 7th level, you become immune to the charmed and frightened conditions.<br />
<br />
;Shade<br />
Starting at 15th level, when you die, you return to life in the place you last completed a long rest. Your soul points are reduced by half along with your soul point maximum. A shade manifests in the place of your death. The shade shares all the same statistics and features as you but has half your hit points and a hover speed of 30 feet. Only you can harm your shade and your shade is only hostile toward you. If you fall to 0 hit points before slaying your shade, you do not make death saving throws and instead die outright. After killing the shade, your soul points return to normal and you may use this feature again upon being slain. If you are unable to reach your shade, you can perform a ritual that lasts 1 hour and uses 150gp worth of ingredients to summon your shade in an unoccupied space within 10 feet of you.<br />
<br />
;Hollow Knight<br />
Upon reaching 20th level, you gain immunity to radiant damage, and when you return to life as a result of using your Shade feature. The shade produced is no longer hostile towards you, its AC is reduced to 10, and the shade’s hit points and hit point maximum are reduced to 1. Additionally, your mind cannot be read, and those who try take 3d4+ your Charisma modifier psychic damage (this damage cannot be reduced in any way).<br />
<br />
===Path of the Wanderer===<br />
You've scoured the wastes and the ruins of fallen kingdoms. You observe every detail and take precautions to save your shell. You've unearthed artifacts that assist you in your endeavors: searching for secrets lost to history.<br />
<br />
;Bonus Proficiencies<br />
At 3rd level, you gain proficiency with two skills of your choice.<br />
<br />
;Moth Wing<br />
At 3rd level, as a bonus action, you gain a fly speed of 15 feet until the end of your turn. You fall if nothing holds you aloft at the end of your turn. You cannot take the dash action while aloft.<br />
<br />
;Always Vigilant<br />
At 7th level, you have advantage on Dexterity saving throws against effects that you can see, such as traps or spells. You do not gain this benefit if you are blinded, deafened, or incapacitated. Additionally, you can expend 5 soul points when you roll for initiative to apply your Wisdom modifier to your initiative roll.<br />
<br />
;Charm Seeker<br />
Starting at 15th level, you gain two additional charm slots. Additionally, when you take damage while overcharmed, it is no longer automatically critical if you are only overcharmed by 1 notch. <br />
<br />
;Ancient Explorer<br />
Upon reaching 20th level, you can speak, read, and write all languages. Additionally, you no longer set off traps and can expend 20 soul as an action to gain {{5e|truesight}} out to a range of 120 feet for 10 minutes.<br />
<br />
===Path of the Weaver===<br />
You've endured the Deepnest and studied the tactics of the Weavers that live there. You may have grown up in the darkness or perhaps took a perilous pilgrimage to learn their ways.<br />
<br />
Use this DC when using features granted by this path. Spell Save DC = 8 + proficiency bonus + Charisma modifier.<br />
<br />
;Bonus Proficiencies<br />
At 3rd level, you gain proficiency with Weaver's Tools and weapons that deal piercing damage.<br />
<br />
;Graceful Focus<br />
Beginning at 3rd level, you can expend 10 soul points to triple your jump distance for one minute.<br />
<br />
;Needle and Thread<br />
At 7th level, all weapons you are proficient with that lack the heavy and two-handed properties gain the thrown (30/60) property. After throwing a weapon with the thrown property, you can use a bonus action to return it to your hand it is within 30 feet of you and you can see it. If you hit an object or creature of your size or larger, you may use your bonus action to pull yourself up to 15 feet in a straight line toward it, returning your weapon to your hand in the process.<br />
<br />
;Nimble Fighter<br />
At 15th level, when you jump, you can expend 10 soul points to jump once more before you land using the same action. Additionally you ignore difficult terrain, and opportunity attacks made against you are made with disadvantage.<br />
<br />
;Webspinner<br />
Upon reaching 20th level, as an action you can expend 10 soul points to cast the [[5e SRD:Web|''web'']] spell. Any creature that enters this area or begins it’s turn in this area must make a Dexterity saving throw against your spell save DC or take 5d6 piercing damage due to hidden spikes located within. You ignore movement restrictions caused by webbing.<br />
<br />
===Charms===<br />
If a charm has prerequisites, you must meet them to learn it. You can learn the charm at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class. Charms are organized alphabetically by the amount of notches they occupy. (Some charms have been tweaked from their original function -notably Hiveblood- to better fit D&D.)<br />
<br />
====1 Notch====<br />
<br />
;Defender's Crest<br />
You have disadvantage on all Charisma(Persuasion) checks. At the start of your turn, creatures within 5 feet of you of your choice takes 1 poison damage.<br />
<br />
;Dream Wielder (Prerequisite- 11th level)<br />
The Dream Nail feature no longer consumes soul points.<br />
<br />
;Gathering Swarm<br />
As a bonus action after you slay a creature within 30 feet of you, any item or currency (but not weapons) on their person with a value of 1gp or higher is moved within 5 feet of you, landing at your feet. <br />
<br />
;Grubsong (Prerequisite- 10th level)<br />
Whenever you take damage, you gain 2 soul points.<br />
<br />
;Nailmaster’s Glory (Prerequisite- 17th level, Path of the Nail Master)<br />
You no longer need to use your bonus action to charge your weapon when using features granted by the Path of the Nail Master archetype.<br />
<br />
;Spore Shroom (Prerequisite- 6th level)<br />
Whenever you use soul points to heal yourself, all creatures of your choice within 10 feet of you take poison damage equal to your Charisma modifier (minimum of 1).<br />
<br />
;Sprintmaster<br />
Your walking speed increases by 10 feet.<br />
<br />
;Steady Body<br />
You have advantage on Strength checks and saves made against being pushed back.<br />
<br />
;Thorns of Agony (Prerequisite- 4th level)<br />
Whenever you take damage, all creatures you choose within 5 feet of you take piercing damage equal to your Charisma modifier (minimum of 1).<br />
<br />
;Wayward Compass<br />
You have advantage on Wisdom(Survival) checks made to determine your location and direction.<br />
<br />
====2 Notches====<br />
<br />
;Baldur Shell<br />
After using soul points to heal yourself, you gain a +2 bonus to AC until the start of your next turn.<br />
<br />
;Dashmaster (Prerequisite- Path of the Wanderer)<br />
When you use your Moth Wing feature, you can take the dash action while aloft.<br />
<br />
;Fury of the Fallen (Prerequisite- 10th level)<br />
When your hit points are reduced below an amount equal to your Hallownest Knight level, attacks and abilities that deal damage deal an additional 4d6 force damage.<br />
<br />
;Glowing Womb (Prerequisite- 10th level)<br />
As a bonus action, you can expend 5 soul points to summon a small hatchling to defend you. You may have up to 4 hatchlings present at a time, and all hatchlings are slain when you complete a long rest. These hatchlings share your ability scores, have a flying speed of 20 feet, and move on your initiative to attack the closest hostile creature within range (use your Charisma modifier for the attack roll) dealing 1d6 fire damage on a hit and dying in the process. If the hatchling misses its attack, it does not die.<br />
<br />
;Grimmchild (Prerequisite- 9th level, Path of the Troupe)<br />
While this charm is active, you are followed by the Grimmchild. (Use statistics for [[5e SRD:Imp|Imp]]) The Grimmchild moves on your initiative and can only use its action to attack the closest hostile creature to them. Should the Grimmchild die, it is replaced when you complete a short or long rest.<br />
<br />
;Heavy Blow<br />
When you strike a medium or smaller creature with a melee weapon attack, you can choose to push them back up to 10 feet.<br />
<br />
;Lifeblood Heart<br />
Every time you complete a long rest, you gain temporary hit points equal to half your Hallownest Knight level (minimum of 1).<br />
<br />
;Longnail<br />
Melee weapons you wield that don't possess the reach property gain 5 feet additional reach.<br />
<br />
;Shape of Uun (Prerequisite- 15th level)<br />
When you use focus to heal yourself, you can move an extra 10 feet as part of the same action.<br />
<br />
;Sharp Shadow (Prerequisite- 12th level, Path of the Wanderer)<br />
When you use your Moth Wing feature, you can make one melee attack against a creature within range as part of the same action. At the start of each of your turns, roll a d6. On a roll of 6, you may use this feature again.<br />
<br />
;Soul Catcher (Prerequisite- 5th level)<br />
You gain 1 additional soul point when you use your Soul Recovery feature.<br />
<br />
;Spelltwister (Prerequisite- Path of the Shaman)<br />
Path of the Shaman features require 5 less soul points to use.<br />
<br />
;Stalwart Shell (Prerequisite- 7th level)<br />
When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.<br />
<br />
;Unbreakable Heart<br />
Your hit point maximum increases by an amount equal to twice your Hallownest Knight level when you choose this charm. Whenever you gain a level thereafter with this charm active, your hit point maximum increases by an additional 2 hit points.<br />
<br />
;Weaversong (Prerequisite- 9th level, Path of the Weaver)<br />
While this charm is active, you are followed by 3 weaverlings. (Use statistics for [[5e SRD:Giant Wolf Spider|Giant Wolf Spider]].) These weaverlings move on your initiative and can only use their action to attack the closest hostile creature to them. Should a weaverling die, it is replaced when you complete a short or long rest.<br />
<br />
====3 Notches====<br />
<br />
;Carefree Melody (Prerequisite- 18th level)<br />
This charm begins with a 0% chance to negate damage and gains a cumulative 10% chance upon being hit to instead take no damage. If you are hit by an attack, roll a d100. If you roll below the percentage chance, you instead take no damage. When an attack is negated in this way, the charm is reset to 0% and resumes its function.<br />
<br />
;Dream Shield (Prerequisite- 16th level)<br />
You gain +2 to AC, resistance to force damage, and immunity to the [[5e SRD:Magic Missile|''magic missile'']] spell.<br />
<br />
;Flukenest (Prerequisite- 15th level, Path of the Shaman)<br />
Your Vengeful spirit range becomes a 30 feet cone which is full of wriggling flukes that remain until the start of your next turn. The area becomes difficult terrain, and any creature that begins its turn in the area or enters the area for the first time on their turn takes 2d6 radiant damage. <br />
<br />
;Grubberfly’s Elegy<br />
While you have more than half your maximum number of hit points, your melee weapon can attack creatures out to a range of 30 feet Any melee attack made past 5 feet deals half damage.<br />
<br />
;Lifeblood Core (Prerequisite- 8th level)<br />
Every time you complete a long rest, you gain temporary hit points equal to your Hallownest Knight level. <br />
<br />
;Mark of Pride (Prerequisite- 15th level)<br />
Melee weapons you wield that don't possess the reach property gain 10 feet additional reach.<br />
<br />
;Quick Focus (6th level)<br />
You can heal yourself with soul points as a bonus action on your turn.<br />
<br />
;Quick Slash (Prerequisite- 12th level)<br />
You can make one melee attack as a bonus action on each of your turns.<br />
<br />
;Shaman Stone (Prerequisite- 8th level, Path of the Shaman)<br />
You can apply your Charisma modifier to the damage rolls of features gained from the Path of the Shaman.<br />
<br />
;Unbreakable Strength (Prerequisites- 8th level)<br />
Attacks you make that use Strength apply twice your Strength modifier to the damage roll.<br />
<br />
====4 Notches====<br />
<br />
;Deep Focus<br />
When you use soul points to regain health, you must use your action and bonus action, but you can restore a total number of hit points on your turn equal to twice your Hallownest Knight Level.<br />
<br />
;Hiveblood (Prerequisite- 18th level)<br />
While below half your hit point maximum, you heal for 1d8 + your Charisma modifier every round on your turn up to half your hit point maximum. You do not gain this benefit at 0 hit points.<br />
<br />
;Joni’s Blessing (Prerequisite- 17th level)<br />
All of your hit points become temporary hit points and you gain an additional number of temporary hit points equal to twice your Hallownest Knight level. Any lost temporary hit points are restored upon completing a long rest.<br />
<br />
;Soul Eater (Prerequisite- 16th level)<br />
You gain 2 additional soul points when you use your Soul Recovery feature.<br />
<br />
====5 Notches====<br />
<br />
;Kingsoul (Prerequisites- 20th level, Cannot equip Voidheart)<br />
When you complete a short rest, you regain all spent soul points.<br />
<br />
;Void Heart (Prerequisites- 20th level, Cannot equip Kingsoul)<br />
All of your attacks with your bonded weapon deal an additional extra 4d8 necrotic damage.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Hallownest Knight class, you must meet these prerequisites: Dexterity 13, Charisma 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Hallownest Knight class, you gain the following proficiencies: Martial Weapons that deal Slashing damage.<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>PunnyDM12https://www.dandwiki.com/w/index.php?title=Talk:Hallownest_Knight_(5e_Class)&diff=1318500Talk:Hallownest Knight (5e Class)2020-04-14T07:57:21Z<p>PunnyDM12: </p>
<hr />
<div>==== Subclass submission ====<br />
Hi, I'm looking to add a subclass based off the Fools in the Colosseum from Hollow Knight.<br />
<br />
--Someone404<br />
:Go for it, man. [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 01:56, 14 April 2020 (MDT)</div>PunnyDM12https://www.dandwiki.com/w/index.php?title=Alchemist_(5e_Class)&diff=1317898Alchemist (5e Class)2020-04-13T09:03:07Z<p>PunnyDM12: /* School of the Grenadier */</p>
<hr />
<div>==Alchemist==<br />
<br />
Reaching into her satchel, an elf quickly downs a flask of glowing blue liquid. The bitter taste of the concoctions makes her shudder. Her fingers begin to tremble as energy builds into a streak of lightning that arcs forth from her, surprising the attacking orc horde.<br />
<br />
A gnome giggles to himself as he pulls the string on a small sphere. A faint ticking can be heard before he shouts, “FIRE IN THE HOLE!” A bang and a fizzle. A few moments later, and the goblin troupe is no more than ash.<br />
<br />
The dwarf tosses his broken axe aside to produce a bottle of syrupy liquid. Uncorking the potion, he guzzles it down as the minotaur charges. As the beast would come to clash with him, the dwarf is moved nary an inch. <br />
<br />
A halfling walks up the side of an estate, striding with confidence. Peering through the open window, she examines her sleeping target: the baron of a nearby town. Vaulting over the windowsill, she produces a dagger and a vial of green liquid. The nobleman wouldn’t be waking up in the morning.<br />
<br />
<br />
“This class was created using the Alchemist class from Pathfinder as a reference with a few other ideas sprinkled in.” [https://www.d20pfsrd.com/classes/base-classes/alchemist/ Alchemist]<br />
<br />
<br />
===Creating an Alchemist===<br />
Think about why your character became an alchemist. Do they wish to help or harm people? Were they always seeking adventure? Who taught them the trade, or are they self taught: driven by trial and error? Is alchemy a noble profession in your world, or is it considered “almost magic” and not really worth practicing compared to real magic. Discuss these with your DM to determine the function of your alchemist and their role in society.<br />
<br />
;Quick Build<br />
You can make an Alchemist by quickly following these suggestions. First put your highest ability score into Intelligence followed by Constitution. If you plan on following the School of the Venomist or the School of the Grenadier, put your second highest ability score into Strength or Dexterity as you will likely be using weapons or explosives very often. Secondly, choose the Guild Artisan or Sage background. Other potentially good backgrounds would be Criminal (particularly if you plan of following the School of the Venomist), or Hermit.<br />
<br />
{{5e Class Features<br />
|name=Alchemist<br />
|summary=One who places spell effects into elixirs and creates volatile explosives.<br />
|hd=8<br />
|spellcasting=half<br />
|armor= Light Armor, Medium Armor<br />
|weapons=Simple weapons, Blowguns, Hand Crossbows, and Scimitars.<br />
|tools=Alchemy Supplies<br />
|saves=Constitution, Intelligence<br />
|skills=Choose 3 from Acrobatics, Arcana, Insight, Investigation, Medicine, Nature, Perception, Persuasion, Sleight of Hand, and Survival<br />
|item1a=any simple weapon<br />
|item1b=a scimitar<br />
|item2a=any simple weapon<br />
|item2b=a light crossbow and 20 bolts<br />
|item3a=a Dungeoneer's Pack<br />
|item3b=an Explorer's Pack<br />
|item4a= Alchemy supplies, leather armor, and a dagger<br />
|item4b=<br />
|item4c=<br />
|wealth=4d4 x 10gp<br />
|classfeatures1={{inpage|Basic Alchemy}}, {{inpage|Everfull Bag}}, {{inpage|Volatile Mixture}}<br />
|classfeatures2={{inpage|Create Elixirs}}, {{inpage|Discovery}}<br />
|classfeatures3={{inpage|Alchemical School}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Arcane Explosives}}<br />
|classfeatures6=<br />
|classfeatures7={{inpage|Evasion}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Alchemical School Feature}}<br />
|classfeatures10=<br />
|classfeatures11={{inpage|Fire in the Hole}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Alchemical School Feature}}<br />
|classfeatures14=<br />
|classfeatures15={{inpage|Product Testing}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Alchemical School Feature}}<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Eclectic Alchemist}}<br />
<br />
|extra1_name=Discoveries Known<br />
|extra1_1=-<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=2<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=3<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=4<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=6<br />
|extra1_17=6<br />
|extra1_18=7<br />
|extra1_19=7<br />
|extra1_20=8<br />
<br />
|extra2_name=Formulae Known<br />
|extra2_1=-<br />
|extra2_2=4<br />
|extra2_3=5<br />
|extra2_4=6<br />
|extra2_5=7<br />
|extra2_6=8<br />
|extra2_7=9<br />
|extra2_8=10<br />
|extra2_9=11<br />
|extra2_10=12<br />
|extra2_11=13<br />
|extra2_12=14<br />
|extra2_13=15<br />
|extra2_14=16<br />
|extra2_15=17<br />
|extra2_16=18<br />
|extra2_17=19<br />
|extra2_18=20<br />
|extra2_19=21<br />
|extra2_20=22<br />
}}<br />
<br />
====Basic Alchemy====<br />
You gain proficiency with your choice from an herbalism kit or a poisoners kit.<br />
<br />
====Everfull Bag====<br />
You have a magic bag used to cart around your alchemy lab. When you reach into the bag to produce any alchemical supplies you create (elixirs, explosives, mutagens, and toxins) you pull them out with ease (no action required) otherwise the bag functions like an empty backpack that you can fill with other items. You do not run out of reagents used to create your alchemical supplies if those reagents are not consumed or have a negligible cost while this bag is on your person. Additionally, the weight of your alchemy supplies are reduced to 1lb. If this bag is ever lost or destroyed you can spend 50gp to purchase a new one or half as much in material costs to craft one over the course of three days.<br />
<br />
====Volatile Mixture====<br />
Occasionally your experiments go awry. You’ve learned to harness this ability in the form of explosives. Upon completing a long rest, an alchemist can create a number of explosives equal to their Intelligence modifier plus their alchemist level. These explosives can be thrown as an action to a range of 20ft. and deal 1d8 fire damage to a target it comes into contact with. Use your proficiency bonus + your Dexterity modifier for the attack roll. All creatures within 5ft. of the impacted target are subject to the explosive’s splash damage and must make a Dexterity saving throw against your spell save DC or take fire damage equal to your Intelligence modifier (minimum of 1). All prepared explosives become inert as soon as you complete your next long rest. You need alchemy supplies to prepare explosives<br />
<br />
====Create Elixirs====<br />
After many hours of practice and study, you are able to duplicate spells by infusing a small amount of magic into your creations. When an alchemist mixes an elixir, they infuse the chemicals and reagents in the extract with magic siphoned from their own magical aura. To “cast” these spell effects, the alchemist must imbibe the potion as an action. If the spell has a casting time of one action or one bonus action, you use whichever action you used to drink the elixir to cast the spell effect. Spell effects found on the formulae list with a casting time of 1 reaction can be withheld for a number of minutes equal to your Intelligence modifier after the elixir is imbibed or until the appropriate trigger occurs at which point you may expend your reaction and the actual duration starts. All spell effects provided by elixirs can be dispelled by spells such as ''dispel magic'' and ''counterspell''. Any elixirs removed from the alchemist’s possession become inert until returned. If a spell effect calls for a material component with a cost or one that is consumed, the cost or ingredient must be included in the making of the elixir.<br />
<br />
;;;Your Formulae List<br />
At 2nd level you have a book with a formulae list containing four 1st-level alchemical formulae of your choice. Your formulae list is the repository of the formulae you know and is to an alchemist what a spellbook is to a wizard.<br />
<br />
;;;Adding New Formulae<br />
When you find an alchemical formula of first level or higher, you can add it to your formulae list if it is of a level which you can prepare and if you can spare the time to decipher and copy it. An alchemist can study a wizard’s spellbook, potion, or a spell scroll to learn any formula that is equivalent to a spell the spellbook, potion, or scroll contains. Wizards cannot learn spells from your formulae list.<br />
<br />
For each level of the formula, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the formula to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the formula just like your other formulae.<br />
<br />
;;;Replacing Your Formulae List<br />
You can copy a formula from your own formulae list into another book. This is just like copying a new formula into your formulae list, but faster and easier, since you understand your own notation and already know how to craft the elixir. You need spend only 1 hour and 10 gp for each level of the copied spell.<br />
<br />
If you lose your formulae list, you can use the same procedure to transcribe the elixirs that you have prepared into a new formulae list. Filling out the remainder of your formulae list requires you to find new formulae to do so, as normal.<br />
<br />
;;;Preparing and Crafting Elixirs<br />
The Alchemist table shows how many elixir slots (spell slots) you have to craft your Alchemist elixirs of 1st level and higher. When an alchemist prepares an elixir, they must designate what spell effect from their formulae list goes into the elixir and at what level the effect will be used at. An alchemist prepares a number of elixirs as they have slots. An alchemist can change any spell effects in any number of their remaining elixirs to another they have written in their formulae list when they complete a short rest. The level of the changed formula must equal the level of it's current effect. For example, a prepared ''alter self'' elixir can be changed to a ''barkskin'' elixir or a 2nd-level cure wounds elixir if the alchemist chooses. Alchemy supplies are required to prepare your elixirs. All previously prepared elixirs become inert after taking a long rest.<br />
<br />
You regain all expended elixir slots when you complete a long rest.<br />
<br />
;;;Spellcasting Ability<br />
Intelligence is your spellcasting ability for your Alchemist elixirs. You use your Intelligence whenever a spell or feature refers to your spellcasting modifier.<br />
<br />
In addition, you use your Intelligence modifier and proficiency bonus for the spell save DC of an Alchemist elixir or Alchemist features you use unless explicitly stated.<br />
<br />
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier.<br />
<br />
Spellcasting modifier = your proficiency bonus + your Intelligence modifier.<br />
<br />
;;;Learning Formulae of 1st Level and Higher<br />
You begin with four formulae on your formulae list. Each time you gain an Alchemist level, you can add one alchemical formula of your choice from the Alchemical Formulae list located later in the class description. Each of these formulae must be of a level which you have elixir slots as shown on the Alchemist table. On your adventures. you might find other formulae that you can add to your formulae list.<br />
<br />
====Discovery====<br />
Your research into the alchemical arts has led you to some very interesting information. At 2nd level you learn two discoveries located at the end of the class description. You learn additional discoveries at 6th, 10th, 14th, 16th, 18th, and 20th levels. <br />
<br />
====Alchemical School====<br />
At 3rd level you decide to devote yourself to a refined school of study: School of the Brewer, School of the Great Work, School of the Grenadier, School of the Mutator, or School of the Venomist. Choose a school of alchemy to follow detailed later in the class description. Your choice grants you features at 3rd level and again at 9th, 13th, and 17th levels.<br />
<br />
==== Ability Score Increase ====<br />
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.<br />
<br />
====Arcane Explosives====<br />
You infuse a small string of warding magic into your bombs. Beginning at 5th level any creatures you designate are unaffected by your explosive’s splash damage. Additionally, your bombs are considered magic for the purpose of overcoming resistances and immunities to nonmagical weapons.<br />
<br />
====Evasion====<br />
Beginning at 7th level, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
====Fire in the Hole====<br />
Starting at 10th level, after throwing one of your explosives or drinking an elixir, you can make a weapon attack as a bonus action. <br />
<br />
====Product Testing====<br />
After ingesting various reagents and breathing less-than-savory fumes, you have some measure of protection from toxins. At 15th level you gain resistance to acid and poison damage and have advantage on saving throws against poisons. Upon reaching 18th level you gain immunity to poison damage and the poisoned condition.<br />
<br />
====Eclectic Alchemist====<br />
At level 20 you’ve completed most of your schooling, so you branch into the knowledge of another school. Choose another Alchemic School. You gain the benefits of that school’s 3rd and 9th level features. (You are considered to be a 9th level Alchemist of that school for the purposes of discovery prerequisites and class features.)<br />
<br />
===School of the Brewer===<br />
Although the most common school of alchemy, alchemists enrolled in the School of the Brewer are experts at both making and drinking potions with a plethora of effect and potencies.<br />
<br />
;Heterogeneous Mixture<br />
Starting at 3rd level, you can change the spell effects of one of your elixirs as a bonus action following the rules of changing elixir effects located under ''Preparing and Crafting Elixirs''. You may do this a number of times equal to your Intelligence modifier. You regain all expended uses of this feature after completing a long rest.<br />
<br />
;Arcane Tether<br />
You connect yourself to your elixirs through intangible arcane channels. Starting at 9th level, any elixirs you prepare can leave your possession while retaining their magical benefits, allowing a creature you designate to use the elixir’s effects. The effects of the elixir still use your spellcasting modifier and spell save DC.<br />
<br />
;Swift Quaff<br />
After drinking many concoctions, you find they go down easier most of the time. Beginning at 13th level, you may drink one of your elixirs as a bonus action (but only one elixir per turn) a number of times equal to your Constitution modifier. You regain all expended uses of this feature after completing a long rest.<br />
<br />
;Expert Brewer<br />
You’ve become an expert at crafting elixirs. At 17th level, you can prepare an extra powerful elixir. Choose a 6th level formula and a 7th level formula from the Alchemical Formulae list located at the end of this class’s description. You learn those formulae and can prepare one elixir of each formula when you prepare the rest of your elixirs. These formulae don't count against your prepared elixirs. (These formulae cannot benefit from your Arcane Tether or Swift Quaff features.)<br />
<br />
===School of the Great Work===<br />
Although not technically a formal school, those who follow the beliefs of this school seek out the cure for all ailments and the power to transmute base metals into silver and gold. Although many alchemists would wish to discover such treasures, those who follow this school seek it above all else.<br />
<br />
;Crystalized Aether<br />
Through diligent research, you’ve learned to harness cosmic energy into a small, saffron-colored shard. This energy can be used to fuel some of your elixir effects. When you take this school at 3rd level you no longer require material components with a total value of 10gp when you prepare your elixirs.<br />
<br />
;Thorough Research<br />
At 9th level, you learn two additional discoveries in addition to the ones you know, assuming you meet the prerequisites.<br />
<br />
;Anima Mundi<br />
You have discovered that all things are connected in some way, and you are capable of tapping into such forces. Beginning at 13th level, when a creature damages you with an attack, you can expend your reaction to halve the damage against you. The attacking creature is then subject to the other half. This damage cannot be reduced in any way. You must complete a short or long rest before you can use this feature again.<br />
<br />
;Materia Prima<br />
You’ve made a major breakthrough with your research toward your Magnum Opus and discovered a slightly unstable yet potent form of reddish liquid material. Starting at 17th level, you no longer age and do not suffer the frailty of old age. Additionally, whenever you prepare your elixirs, you can perform one of the following effects.<br />
<br />
''Azoth''<br />
<br />
You can end all diseases, and poisons affecting a creature. Additionally, the creature loses all levels of exhaustion if they have any and regains all hit points.<br />
<br />
''Chaos''<br />
<br />
You increase the damage of one of your explosives to 4d10.<br />
<br />
''Chrysopoeia''<br />
<br />
You can transmute any amount of base metals (iron, lead, tin, or zinc for example) with a maximum value of 500cp into an equal number of copper pieces or bars of the same value. Additionally, you may transmute a number of copper bars or pieces with a maximum value of 500cp into an equal number of silver pieces or silver bars. You may transmute a number of silver bars or pieces with a value of up to 500sp into an equal number of gold pieces or gold bars. (Once you use this feature to transmute any metals in this way, you must wait 7 days before you can use any of your Materia Prima again.)<br />
<br />
''Elixir of Life''<br />
<br />
You can cast the ‘’raise dead’’ spell on a body within 5ft. of you.<br />
<br />
''Genesis''<br />
<br />
You do not need to provide material components when preparing your elixirs.<br />
<br />
===School of the Grenadier===<br />
Fanatic demolition experts, those who follow the School of the Grenadier excel at making bombs and grenades. Those who follow this school look to make more powerful explosives and even apply elemental effects to them.<br />
<br />
;Hurl Anything<br />
When you choose this archetype at 3rd level you apply your proficiency bonus to improvised weapons when you throw them at a target.<br />
<br />
;Good Arm<br />
You’ve become adept at throwing your explosives at distant enemies. At 3rd level the distance you can throw your explosives is doubled. Additionally, you can throw one of your explosives as a bonus action (but only one per turn). (This feature applies to flasks of acid, alchemist’s fire, and holy water as well.)<br />
<br />
;Demolitionist<br />
Starting at 9th level, when preparing elixirs, you may choose to prepare a number of explosives in their place. The number of explosives you can create with this feature equals half your Alchemist level. Additionally, regardless of the elixir slot it occupies (if any) the damage of all your explosives increase to 2d8. This damage increases to 3d8 at 17th level.<br />
<br />
;Elemental Affinity<br />
When you throw one of your explosives, you can channel a small amount of your magic into it, altering its properties. Beginning at 13th level, an explosive you throw deals your choice of acid, cold, fire, or lightning damage on a hit.<br />
<br />
;Arcane Shrapnel<br />
Beginning at 17th level all creatures within 5ft. of the target of one of your explosives must succeed on a Dexterity saving throw or take damage equal to half your Alchemist level. Additionally, the actual target of the explosive is affected by additional condition if it can apply to the target.<br />
<br />
''Acid''<br />
<br />
The target takes additional acid damage at the start of its next turn equal to half your Alchemist level.<br />
<br />
''Cold''<br />
<br />
The target’s movement speed is reduced by half until the start of your next turn.<br />
<br />
''Fire''<br />
<br />
The target takes fire damage equal to your Intelligence modifier for one minute or until they succeed on a Dexterity saving throw against your spell save DC to put out the flames. <br />
<br />
''Lightning''<br />
<br />
The target cannot take reactions until the start of your next turn.<br />
<br />
===School of the Mutator===<br />
The reclusive School of the Mutator holds an old form of alchemy thought to be more pure than the other forms. This school focuses on creating special elixirs that change the very nature of one’s body.<br />
<br />
;Mutagen<br />
Your alchemical study involves change, but there must always be a trade off. Beginning at 3rd level, upon completing a short or long rest, you can create one mutagen. When you drink this mutagen as an action you gain a +1 bonus to your AC and gain advantage on all Strength, Dexterity, and Constitution ability checks for 10 minutes. You also gain disadvantage on all Intelligence, Wisdom, and Charisma ability checks for the duration as well. You can create two mutagens upon reaching 9th level and three upon reaching 13th level. You can only be under the effects of one mutagen at a time. Attempting to drink a second mutagen cancels out both mutagens and gives you two levels of exhaustion. You require alchemy supplies to create mutagens.<br />
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;Flush Mutagen<br />
Beginning at 9th level you can choose to end any mutagen affecting you as a bonus action. You may use this feature up to two times before you must complete a long rest. At 13th level you gain two more uses of this feature until you must complete a long rest; and at 17th level, you may use this feature a number of times equal to half your Alchemist level until you must complete a long rest.<br />
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;Unflinching Mutagen<br />
At 13th level, while under the effects of a mutagen you cannot be charmed, and you are immune to the frightened condition.<br />
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;Master Mutagen<br />
You’ve learned the secret to a perfect mutation. Starting at 17th level you can create one special mutagen in addition to the other mutagens you can create. When you drink this mutagen, its benefits last for one hour. Additionally, its benefits apply to the relevant saving throws as well. You do not receive the detriments of a normal mutagen when you use a master mutagen. You must complete a long rest before you can make any more master mutagens. (If you have the Cognatogen Discovery, this feature applies to those mutagens as well. This feature does not apply to the Beast Transformation, Combat Prowess, or Feral Mutagen discoveries.)<br />
<br />
===School of the Venomist===<br />
Perhaps the most obscure school of alchemy, the School of the Venomist focuses on creating deadly poisons with a variety of debilitating effects.<br />
<br />
====Quick Slather====<br />
When you choose this archetype at 3rd level you can apply poisons and toxins you create to a melee weapon or piece of ammunition as a bonus action. When a toxin is applied to a weapon, it retains potency for one minute or until you land an attack against a creature.<br />
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====Toxin Maker====<br />
Instead of pursuing conventional alchemy, you’ve decided to delve into the realm of virulent poisons. Beginning at 3rd level, when preparing elixirs, you may choose to prepare a number of toxins in their place. The number of toxins you can create equals your Intelligence modifier. The toxins you create and apply to weapons deal poison damage equal to 1d4 per level of the elixir it replaces + your Intelligence modifier. On a hit, the target of your toxin must then make a Constitution saving throw against your spell save DC or become poisoned for one minute. The target can make a saving throw at the beginning of one of it’s turns, ending this condition early on a success. You require alchemy supplies to prepare toxins.<br />
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====Secondary Effects====<br />
Instead of sickening your opponent, your toxins can take on a variety of other effects. Beginning at level 9, you know two of these effects and gain additional effects at 13th and 17th levels. These effects replace the poisoned condition that your toxins would normally do.<br />
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''Clouded Mind''<br />
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The target must make an Intelligence saving throw against your spell save DC. On a failed save, roll a d6 at the start of each of the target’s turns. On a roll of 1-4 the target takes its turn as normal. On a roll of 5-6, the target wastes it’s turn doing nothing. The target can repeat the saving throw at the beginning of each of their turns, ending this condition early on a success. <br />
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''Darkness'' <br />
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The target must make a Wisdom saving throw against your spell save DC or become blinded for one minute. The target can repeat the saving throw at the beginning of each of their turns, ending this condition early on a success.<br />
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''Drowsy'' <br />
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The target must make a Constitution saving throw against your spell save DC or fall asleep for one minute, until the sleeper takes damage, or until someone uses their action to jostle the target awake.<br />
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''Feeble'' <br />
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The target must make a Constitution saving throw against your spell save DC or become incredibly feeble. The target deals only half damage from weapon attacks that use Strength for one minute. The target can repeat the saving throw at the beginning of each of their turns, ending this condition early on a success.<br />
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''Locked Joints'' <br />
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The target must make a Strength saving throw equal to your spell save DC or become paralyzed for one minute. The target can repeat the saving throw at the beginning of each of their turns, ending this condition early on a success.<br />
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====Incapacitation====<br />
You can prepare your poisons in such a way so as to incapacitate rather than kill. At 13th level, when you prepare a toxin in this way, it does no damage, but the target has disadvantage their initial saving throw against the poisoned condition of your toxins or conditions applied from your Secondary Effects feature.<br />
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====Potent Toxins====<br />
Starting at 17th level the number of toxins you can prepare equals half your Alchemist level. Additionally, you can apply two effects granted by your Secondary Effects feature or one effect and the poisoned condition to a number of toxins equal to your Intelligence modifier (separate saves are required for each effect). Toxins prepared in this way deal no damage.<br />
<br />
===Discoveries===<br />
As an alchemist, you gain bouts of inspiration and focus. These pursuits often lead to discoveries that you might work towards or abandon halfway through. You can learn a discovery at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class. Additionally, when you gain a level in this class, you can choose one of the discoveries you know and replace it with another discovery that you could learn at that level unless stated otherwise. (Upon obtaining the Eclectic Alchemist feature, you are considered to be a 9th level character in whatever school you chose.)<br />
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;Aether Bomb: ''Prerequisite- School of the Great Work''<br />
When you throw one of your explosives, you can choose to have it deal necrotic damage on a hit.<br />
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;Additional Master Mutagen: ''Prerequisite- 20th Level, School of the Mutator'' <br />
You can prepare an additional Master Mutagen for the cost of two normal mutagens.<br />
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;Adept Arcane Studies: ''Prerequisites- 12th Level, Arcane Studies, Extra Arcane Studies'' <br />
You may cast the spells you chose from your ''Extra Arcane Studies'' discovery more frequently. These spells are now restored after completing a short or long rest. (This discovery is permanent. Additionally, your ''Extra Arcane Studies'' discovery becomes permanent when you learn this discovery.)<br />
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;Adept Esoteric Studies: ''Prerequisite- 15th Level, Esoteric Studies, School of the Great Work''<br />
You may cast the spells you chose from your ''Esoteric Studies'' discovery more frequently. These spells are now restored after completing a short or long rest. (This discovery is permanent. Additionally, your ''Esoteric Studies'' discovery becomes permanent when you learn this discovery.)<br />
<br />
;Alchemical Makeup<br />
You gain proficiency in the Deception and Persuasion skills.<br />
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;Alchemic Mine: ''Prerequisite- 5th Level, School of the Grenadier''<br />
You can prepare one special explosive in place of an explosive you could normally prepare to explode when a creature approaches. You can set this explosive against a flat surface as an action. A creature can make a Wisdom(Perception) check against your spell save DC to notice the mine. If you spend one round burying the mine under a small layer of dirt or similarly light cover, the creature has disadvantage on the check. When a small or larger creature unaware of the mine's presence enters the mine's space, they set it off unless they are flying or otherwise aloft. The creature must make a Dexterity saving throw against your spell save DC or take damage equal to one of your explosives or half as much on a successful save. (This particular kind of explosive does not have splash damage) A creature aware of the mine can choose to move half its speed on its turn to move through the mine's space without setting it off.<br />
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;Alchemy Practice <br />
You gain proficiency in either an Herbalism Kit or a Poisoner’s Kit. Alternatively, you can choose to double your proficiency in Alchemy Supplies, Herbalism Kits, or Poisoner’s Kits that you're proficient with. (Alchemists of the School of the Venomist immediately doubles their proficiency with Poisoner's Kits in addition to another affect of this discovery.)<br />
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;Alkahest: ''Prerequisite- 10th Level, School of the Great Work''<br />
You can prepare an additional concoction of sorts when you prepare your elixirs in addition to any other elixirs you can prepare. As an action, you can choose to throw this item as if it were an explosive. This particular explosive deals 3d10 acid damage on a hit and deals half your Alchemist level with it’s splash damage. Alternatively, you can pour this concoction onto a substance covering no more than 1 square foot. This concoction dissolves any material it comes into contact with including ''sovereign glue''.<br />
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;Arcane Studies<br />
You learn three cantrips from the Wizard spell list. (This discovery is permanent. An alchemist of the School of the Great Work learns an additional cantrip from the druid spell list when they learn this discovery.)<br />
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;Assassin's Blade: ''Prerequisite- 6th Level'' <br />
Any weapon attack you make that doesn't already apply poison damage deals an extra 1d4 poison damage. (Alchemists of the School of the Venomist deals 1d6 extra damage when they use this discovery.)<br />
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;Augmented Anatomy: ''Prerequisite- 20th Level, Enhanced Anatomy'' <br />
One ability score of your choice increases by 4 and the maximum of that score increases to 24. (This discovery is permanent. This ability score increase need not be the one you chose for your ''Enhanced Anatomy'' discovery.)<br />
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;Axiomatic Bomb: ''Prerequisite- 15th Level, Flashbang, School of the Grenadier'' <br />
Your bombs are now capable of dealing radiant damage when you use your Elemental Affinity feature. All creatures affected by this explosive must make a Constitution saving throw against your spell save DC or become blinded for one minute and deafened until the start of your next turn. A creature can repeat this saving throw at the start of subsequent turns, ending these effects early on a success.<br />
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;Beast Transformation: ''Prerequisite- 10th Level, School of the Mutator'' <br />
You have learned how to change in a more bestial way. You can prepare this mutagen in the place of another you could prepare. When you drink this mutagen, you take on the effects of the ''polymorph'' spell, targeting only yourself. Your mental ability scores stay the same (though you cannot speak in this form) and your hit points equal your Alchemist level unless the beast’s are higher. <br />
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;Breaching Charge: ''Prerequisite- 6th Level''<br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare to blow through solid objects. The damage type of these bombs changes to thunder, and they deal double damage to solid objects and siege engines not being worn or carried. (If you have the ''Delayed Bomb'' discovery, you can stick these explosives to solid objects before using your action (or possible bonus action) to detonate them.)<br />
<br />
;Brewmaster <br />
You gain proficiency with Brewing Supplies. (Alchemists of the School of the Brewer receive expertise in Brewing Supplies.)<br />
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;Caustic Blood<br />
Whenever a creature within 5ft. of you hits you with an attack, that creature takes acid damage equal to your Constitution modifier (minimum of 1). (Alchemists of the School of the Mutator deals damage equal to half their Alchemist level or their Constitution modifier (whichever is higher) when using this discovery.)<br />
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;Celestial Poison: ''Prerequisite- School of the Venomist'' <br />
Your toxins now affect undead.<br />
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;Chameleon: ''Prerequisite- School of the Mutator'' <br />
You gain proficiency in stealth. Additionally, you double your proficiency bonus with this skill.<br />
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;Choking Gas: ''Prerequisite- School of the Venomist'' <br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare to produce a thick plume of greenish, toxic smoke. Instead of dealing instant damage, the explosive fills a 15ft. sphere with smoke, heavily obscuring the area for one minute. A creature that enters the smoke or starts its turn in the smoke takes poison damage equal to your Intelligence modifier. A creature that doesn’t need to breathe is unaffected. A wind of at least 10 miles per hour disperses the smoke in one round.<br />
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;Cluster Bomb: ''Prerequisite- 20th Level, School of the Grenadier'' <br />
You can throw two explosives at once as an action provided they are the same damage type. Additionally, you can throw an explosive using a bonus action and still use other explosives using your action on that turn.<br />
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;Cognatogen: ''Prerequisite- School of the Mutator'' <br />
You’ve learned how to flip the basic mutagen benefits to allow for more versatility. You can prepare a special mutagen in place of a normal one. Upon drinking this mutagen, you gain a +1 bonus to all Intelligence, Wisdom, and Charisma saving throws and gain advantage on all Intelligence, Wisdom, and Charisma ability checks for 10 minutes. You also gain disadvantage on all Strength, Dexterity, and Constitution ability checks for the duration as well.<br />
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;Combat Prowess: ''Prerequisite- 5th Level, School of the Mutator'' <br />
You’ve learned how to bolster your combat effectiveness with mutagens. You can prepare a special mutagen in place of a normal one, and for a number of minutes equal to your Intelligence modifier you can attack twice instead of once when you take the attack option on your turn. Additionally, if you are wearing light or no armor, your armor class becomes 10 + your Dexterity Modifier + your Intelligence modifier. While under the effects of this mutagen, you cannot drink any of your elixirs. Treat elixirs as a mutagen for purposes of drinking multiple mutagens.<br />
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;Concussion Grenade: ''Prerequisite- School of the Grenadier'' <br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare to deliver a disorienting assault. Instead of dealing damage, any creature within the explosion's splash damage radius must make a Constitution saving throw or become stunned for a number of rounds equal to your Intelligence modifier and be blinded until the start of your next turn. A creature can repeat this saving throw at the start of subsequent turns, ending these effects early on a success. <br />
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;Cosmic Shard: ''Prerequisite- School of the Great Work''<br />
Your Crystalized Aether feature replaces material components with a value of 25gp or less.<br />
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;Darkness Bomb: ''Prerequisite- 10th Level'' <br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare to remove all light from an area. After you throw this bomb a 15ft. sphere of magical darkness springs forth for one minute. The darkness spreads around corners, and a creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If any of this explosive’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled. (If the alchemist is at least 9th level and follows the School of the Grenadier, the level of the ''darkness'' effect equals the appropriate slot (if any) the explosive occupies assuming the slot is 3rd-level or higher. Otherwise it's cast at it's lowest level.)<br />
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;Delayed Bomb <br />
You can delay the detonation of an explosive you’ve thrown within 30 ft. of you for a number of rounds equal to your Intelligence modifier. As an action, you can detonate this explosive, otherwise is explodes after all rounds are expended. (Alchemists of the School of the Grenadier can detonate their explosive as a bonus action.) <br />
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;Directed Bomb: ''Prerequisite- School of the Grenadier'' <br />
You can prepare any number of special explosive in place of any explosives you could normally prepare to explode in a 15ft. cone rather than a sphere. When you throw the explosive, you choose the direction of the cone.<br />
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;Dispelling Bomb: ''Prerequisite- 8th Level'' <br />
You can prepare up to two special explosives in place of up to two explosives you could normally prepare to mimic the effects of the ''dispel magic'' spell within a 15ft. sphere as if cast at its lowest level. This explosive utilizes your spellcasting modifier. (If the alchemist is at least 9th level and follows the School of the Grenadier, the level of the ''dispel magic'' effect equals the appropriate slot (if any) the explosive occupies assuming the slot is 4th-level or higher. Otherwise it's cast at it's lowest level.)<br />
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;Draught of Mutation: ''Prerequisite 15th Level''<br />
You can prepare one mutagen upon completing a long rest. (Alchemists of the School of the Mutator can prepare an additional mutagen whenever they prepare mutagens during a short or long rest.)<br />
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;Duck and Cover: ''Prerequisite- 3rd Level.'' <br />
You gain proficiency in Dexterity saving throws.<br />
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;Eldritch Transmutation: ''Prerequisite- 12th Level''<br />
You learn the ''fabricate'' spell and can cast it as a wizard does without expending an elixir slot. You must complete a long rest before you can cast this spell again. (An alchemist of the School of the Great Work can cast this spell again after completing a short or long rest.)<br />
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;Elixir Adept: ''Prerequisite- School of the Brewer'' <br />
You can prepare an additional two 1st-level elixirs.<br />
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;Elixir of Recovery: ''Prerequisite- 10th Level, School of the Brewer'' <br />
When you prepare your elixirs, you can prepare one Elixir of Recovery. This elixir does not count against the number of elixirs you can prepare. If this item is poured on a corpse that has died within the past minute, it returns to life with 1 hit point. You can prepare one Elixir of Recovery after completing a long rest.<br />
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;Elixir of Unlife: ''Prerequisite- 10th Level'' <br />
When you prepare your elixirs, you can prepare an Elixir of Unlife. This elixir does not count against the number of elixirs you can prepare. This item is poured onto a corpse or pile of bones, granting the semblance of the ''animate undead'' spell targeting only one target. You can prepare one Elixir of Unlife after completing a long rest.<br />
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;Enhanced Anatomy <br />
One ability score of your choice increases by 2 to a maximum of 20. (You may select this discovery multiple times, each time choosing a different ability score. You cannot choose the same ability score more than once. This discovery is permanent.)<br />
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;Enhanced Keen Sight: ''Prerequisite- Keen Sight'' <br />
You can see normally in darkness, both magical and nonmagical, to a distance of 60 feet. Additionally, the distance your ''Keen Sight'' discovery covers is increased by 30 ft. (This discovery is permanent. Additionally, when you choose this discovery, your ''Keen Sight'' discovery becomes permanent as well.)<br />
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;Esoteric Studies: ''Prerequisite- 5th Level, School of the Great Work''<br />
Choose one 1st-level spell and one 2nd-level spell from the druid spell list. You can cast those spells in the way a druid does without expending an elixir slot. You must complete a long rest before you can cast either of these spells again.<br />
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;Explosive Ammunition: ''Prerequisite- 10th Level, School of the Grenadier'' <br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare and attach them to a form of ammunition. If the ammunition hits when fired, the bomb explodes as if you threw it. If the attack misses, the explosive does not go off. (If the ammunition is destroyed upon impact, the explosive is destroyed as well.)<br />
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;Extra Arcane Studies: ''Prerequisite- 8th Level, Arcane Studies'' <br />
Choose one 1st-level and one 2nd-level formulae that you know. You can cast those spells in the way a wizard does without expending an elixir slot. You must complete a long rest before you can cast either of these spells in this way again.<br />
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;Eyes of Arcana <br />
You can sense the presence of magic within 30ft. of you. (An alchemist of the School of the Great Work can sense the presence of magic within 60ft. of themself at 10th level if they learn this discovery.)<br />
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;Eyes of Detection: ''Prerequisite- 15th Level'' <br />
You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30ft. of you and within line of sight. (A 17th level alchemist of the School of the Mutator gains truesight out to a range of 30ft. when they choose this discovery.)<br />
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;Featherweight Tonic: ''Prerequisite- 9th Level'' <br />
When you prepare your elixirs, you can prepare an elixir of ''levitate''. A creature that drinks this tonic can only target themself, otherwise this functions as a normal elixir. This elixir does not count against the number of elixirs you can prepare.<br />
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;Feral Mutation: ''Prerequisite- 15th Level, School of the Mutator'' <br />
When you prepare your mutagens you can choose to prepare a special one in place of a normal one. When you drink this mutagen you grow wings, granting you a 30ft. flying speed while wearing light or no armor; and you grow sharp claws, fangs, or horns granting yourself natural weapons that deal 2d10 + your Strength modifier slashing or piercing damage. These weapons count as magical for the purposes of overcoming resistances and immunities to nonmagical weapons and use your proficiency bonus + your Strength modifier for the attack rolls. Additionally, you gain a +2 bonus to attack rolls. This mutagen lasts for a number of minutes equal to your Intelligence modifier. While under the effects of this mutagen if you use your action to perform anything other than the Attack action, you take 2d6 psychic damage. This damage cannot be reduced in any way. If you attempt to end your turn within 5ft. of a creature and still have your action, you must use it to attack that creature. If a creature provokes an attack of opportunity as a result of leaving your reach, you must attempt to attack that creature.<br />
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;Flashbang <br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare to deliver a burst of light. Instead of dealing damage, any creature within the explosion's splash damage radius must make a Constitution saving throw or become blinded for a number of rounds equal to your Intelligence modifier and deafened until the start of your next turn. A creature can repeat this saving throw at the start of subsequent turns, ending these effects early on a success.<br />
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;Forceful Bomb <br />
You can prepare any number of special explosive in place of any explosives you could normally prepare to deliver a burst of force. Instead of dealing damage, any creature within the explosive's splash damage radius must make a Strength saving throw or be pushed 20ft. away from the center of the explosion and be knocked prone, or be pushed half as much and stay standing on a successful save.<br />
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;Hasty Mixture: ''Prerequisite- 5th Level'' <br />
You can prepare a number of explosives equal to half your Intelligence modifier (minimum of 1) during a short rest. These explosives aren’t as powerful and only deal 1d4 fire damage on a hit and half your Intelligence modifier (minimum of 1) to all creatures affected by the explosive's splash damage. (Alchemists of the School of the Grenadier do not receive this damage reduction upon reaching 9th level.)<br />
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;Homing Grenade: ''Prerequisites- 5th Level'' <br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare with magic to track an enemy. This special grenade has been fitted with magics akin to the ''magic missile'' spell. When you throw this explosive at a creature in range, you strike the target for 2d4 Force damage. All creatures within 5ft. of the target must make a Dexterity saving throw against your spell save DC or take force damage equal to your Intelligence modifier.<br />
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;Improved Quaff: ''Prerequisite- 15th Level, School of the Brewer'' <br />
You are not restricted to drinking one elixir per turn when using your Swift Quaff feature, but one of the elixirs cannot exceed 1st level.<br />
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;Keen Sight <br />
You gain darkvision out to a range of 60ft. If you already possess darkvision, increase the range you can see by 30ft. (Alchemists of the School of Mutation, double the range of this discovery.) <br />
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;Luminescence<br />
You can create two small, clear flasks of glowing liquid over the course of a short rest. This liquid sheds bright light out to a range of 15ft. and dim light 15ft. beyond that for 8 hours. A creature can also choose to fill a lamp or lantern with Luminescence, doubling the range of the bright and dim light produced by the lamp or lantern, but the Luminescence can only burn for 1 hour. You must complete a short or long rest before you can create any more Luminescence. (An alchemist of the School of the Great Work can burn Luminescence in a lamp or lantern for a number of hours equal to their Intelligence modifier.)<br />
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;Master Elixir: ''Prerequisite- 20th Level, School of the Brewer'' <br />
You can prepare another 6th level elixir when you prepare your elixirs.<br />
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;Masterful Arcane Studies: ''Prerequisite- 18th Level, Adept Arcane Studies, Arcane Studies, Extra Arcane Studies'' <br />
You may cast the spells you chose from your Extra Arcane Studies at will without expending an elixir slot. (This discovery is permanent.)<br />
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;Net Bomb:<br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare to entangle your enemies. These explosives do not deal damage, and anyone within the explosive's splash damage radius must make a Dexterity saving throw against your spell save DC or become restrained for one minute. A creature can attempt to make a Strength saving throw at the beginning of each of their turns, freeing themselves on a success.<br />
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;Packed Explosives: ''Prerequisite- 12th Level'' <br />
Your explosive deal additional damage to its struck target equal to your Intelligence modifier.You may also use your intelligence instead of your dexterity on attack rolls made with your bombs. Additionally, the explosive's splash damage increases to 10ft. (This discovery does not apply to other discoveries that have an explicit explosive splash damage radius or the ''Explosive Ammunition'' discovery.)<br />
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;Phantom Elixir: ''Prerequisite- 12th Level'' <br />
When preparing your elixirs, you can prepare a Phantom elixir. When you drink this elixir, you become incorporeal for one minute. While incorporeal, you can walk through walls and creatures as if they were difficult terrain. If this effect ends while you're inside a creature or object, you are shunted to the nearest unoccupied space and take force damage equal to the number of feet you were pushed. This elixir does not count against the number of elixirs you can prepare. (A 17th level alchemist of the School of the Brewer can prepare an additional Phantom Elixir in the place of one of their 6th or 7th level formulae.)<br />
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;Philosopher's Stone: ''Prerequisite- 20th Level, School of the Great Work''<br />
You can use your Materia Prima feature twice when you prepare your elixirs.<br />
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;Potions Expert: ''Prerequisite- School of the Brewer'' <br />
You can identify the properties of any potion assuming you handle it for one minute.<br />
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;Powder Bomb<br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare to explode with a white dust. The explosive deals no damage, but dust fills a 30ft. sphere and reveals the location of any tangible invisible creatures in its area. (Upon reaching 5th level, this discovery applies to invisible incorporeal creatures as well.)<br />
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;Quicksilver Coating<br />
You can prepare two special coatings in the place of one of the elixirs of 1st level or higher you can normally prepare. When this liquid is applied to a melee weapon or twenty pieces of ammunition, the weapon becomes "silvered" for 8 hours. Upon reaching 5th level, you can prepare a number of coatings equal to your Intelligence modifier for every elixir it replaces.<br />
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;Reagent Research<br />
You gain proficiency in Nature and Survival. If you already have either proficiency, you gain expertise in those skills.<br />
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;Sluggish Toxin: ''Prerequisite- 10th Level, School of the Venomist'' <br />
When a creature is affected by the poisoned condition from one of your toxins, they only add half their Dexterity modifier to their armor class (if applicable) and can only take one action or bonus action on their turn.<br />
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;Speedy Metabolism: ''Prerequisite- 5th Level, School of the Brewer'' <br />
Whenever you would roll dice to heal yourself from a potion or elixir, you instead heal for the maximum amount.<br />
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;Strong Brew <br />
1st-level elixirs you create that deal damage add your Intelligence modifier to the damage roll. (Level 13 alchemists of the School of the Brewer can apply this bonus to all elixir effects they create.)<br />
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;Smoke Bomb<br />
You can prepare any number of special explosives in place of any explosives you could normally prepare to produce a thick plume of smoke. Instead of dealing damage, the explosive fills a 15ft. sphere with smoke, heavily obscuring the area for one minute. A wind of at least 10 miles per hour disperses the smoke in one round.<br />
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;Tonic of Aptitude: ''Prerequisite- 10th Level''<br />
When you prepare your elixirs, you can prepare an elixir of ''enhance ability'' at its lowest level. This elixir does not count against the number of elixirs you can prepare. (Alchemists of the School of Mutation can replace one of their mutagens with this elixir upon reaching 15th level.)<br />
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;Tonic of Energy: ''Prerequisite- 11th Level''<br />
When you prepare your elixirs, you can prepare an elixir of ''haste'' targeting whoever drank it. This elixir does not count against the number of elixirs you can prepare.<br />
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;Tonic of Leaping: ''Prerequisite- 9th Level'' <br />
When you prepare your elixirs, you can prepare an elixir of ''jump''. This elixir does not count against the number of elixirs you can prepare.<br />
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;Tonic of Nourishment: <br />
You can prepare two special tonics in the place of one of the elixirs of 1st level or higher you can normally prepare. When a creature drinks this tonic, they receive the benefits of having eaten a berry from the ''goodberry'' spell. Upon reaching 10th level, you can prepare a number of tonics equal to your Intelligence modifier for every elixir it replaces.<br />
<br />
;Tonic of Warding <br />
When you prepare your elixirs, you can prepare an elixir of ''mage armor''. This elixir does not count against the number of elixirs you can prepare.<br />
<br />
;Touch of Death: ''Prerequisite- 5th Level, School of the Venomist'' <br />
You can apply poisons and toxins you create to your hand without poisoning yourself. You can then make a melee spell attack or unarmed strike against a target. On a hit, the poison is applied to the target.<br />
<br />
;Virulent Gas: ''Prerequisite- 15th Level, Choking Gas, School of the Venomist'' <br />
Your choking gas now affects creatures whether they need to breathe or not. The gas deals an additional 3d8 acid damage as well.<br />
<br />
;Volatile Toxins: ''Prerequisite- 20th Level, School of the Venomist'' <br />
Toxins can benefit from both your Potent Toxins feature and deal damage as well.<br />
<br />
===Alchemical Formulae List===<br />
<br />
;1st Level<br />
''absorb elements, animal friendship, armor of agathys, arms of hadar, burning hands, cause fear, chaos bolt, charm person, chromatic orb, command, comprehend languages, create or destroy water, cure wounds, detect evil and good, detect magic, detect poison and disease, disguise self, expeditious retreat, false life, featherfall, find familiar, fog cloud, guiding bolt, hellish rebuke, heroism, hunter’s mark, ice knife, identify, illusory script, jump, longstrider, mage armor, magic missile, protection from evil and good, shield of faith, speak with animals, thunderwave, witch bolt, zephyr strike''<br />
<br />
;2nd Level<br />
''aganazzer's scorcher, aid, alter self, augury, barkskin, blindness/deafness, blur, continual flame, darkness, darkvision, detect thoughts, dragon’s breath, earthbind, enhance ability, enlarge/reduce, enthrall, find traps, gentle repose, gust of wind, heat metal, invisibility, knock, lesser restoration, levitate, locate animals or plants, locate object, magic weapon, maximilian's earthen grasp, mind spike, mirror image, misty step, nystul’s magic aura, pass without trace, protection from poison, see invisibility, spider climb, suggestion, warding bond, web, zone of truth''<br />
<br />
;3rd Level<br />
''beacon of hope, blink, catnap, continual flame, counterspell, dispel magic, elemental weapon, fear, feign death, fireball, fly, gaseous form, glyph of warding, haste, hypnotic pattern, life transference, lightning bolt, meld into stone, nondetection, protection from energy, remove curse, revivify, sending, slow, speak with dead, speak with plants, thunder step, tiny servant, tongues, water breathing, water walk''<br />
<br />
;4th Level<br />
''arcane eye, aura of purity, charm monster, compulsion, death ward, dimension door, elemental bane, fire shield, freedom of movement, greater invisibility, locate creature, otiluke’s resilient sphere, polymorph, shadow of moil, stone shape, stoneskin''<br />
<br />
;5th Level<br />
''awaken, circle of power, cone of cold, contagion, creation, far step, greater restoration, legend lore, mass cure wounds, mislead, modify memory, passwall, skill empowerment, steel wind strike, swift quiver, telekinesis, transmute rock''<br />
<br />
;6th Level*<br />
''chain lightning, circle of death, eyebite, find the path, flesh to stone, heal, investiture of flame, investiture of ice, investiture of stone, investiture of wind, mass suggestion, move earth, otiluke’s freezing sphere, scatter, tenser’s transformation, true seeing, wind walk''<br />
<br />
;7th Level*<br />
''crown of stars, delayed blast fireball, etherealness, plane shift, prismatic spray, regenerate, resurrection, teleport''<br />
<br />
<br />
'''''The School of the Brewer gains 6th and 7th level spells at 17th level.'''''*<br />
<br />
===Multiclassing===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Alchemist class, you must meet these prerequisites: Constitution 13 and Intelligence 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Alchemist class, you gain the following proficiencies: Alchemy Supplies<br />
<br />
(For purposes of Multiclassing, spell slots used for elixirs are considered separate from other spell slots gained from other classes.)<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>PunnyDM12https://www.dandwiki.com/w/index.php?title=Ace_(5e_Subclass)&diff=1307215Ace (5e Subclass)2020-03-26T05:58:16Z<p>PunnyDM12: /* Spellcasting Ability */</p>
<hr />
<div>===Ace===<br />
An Ace is someone you can count on. Highly skilled in a select few areas --and somewhat of a jack of all trades in the rest-- the Ace is almost an unmatched expert with a few chosen skills whilst dabbling in forbidden and musty tomes to garner the ability to casting warlock spells. Whether a prodigy or diligent worker, you better bet your bottom dollar the Ace can get the job done.<br />
<br />
===Spellcasting===<br />
When you reach 3rd level, you gain the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the warlock spell list.<br />
<br />
====Ace Spellcasting====<br />
{| class="5e"<br />
! Rogue Level !! Cantrips !! Spells Known !! Spell Slots !! Spell Level<br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
| 3rd || 2 || 2 || 1 || 1st<br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
| 4th || 2 || 2 || 1 || 1st<br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
| 5th || 2 || 2 || 1 || 1st<br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
| 6th || 2 || 3 || 1 || 1st<br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
| 7th || 2 || 3 || 2 || 2nd<br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
| 8th || 2 || 3 || 2 || 2nd<br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
| 9th || 3 || 3 || 2 || 2nd<br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
| 10th || 3 || 4 || 2 || 2nd<br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
| 11th || 3 || 4 || 2 || 3rd<br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
| 12th || 3 || 4 || 2 || 3rd<br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
| 13th || 3 || 4 || 3 || 3rd<br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
| 14th || 3 || 5 || 3 || 3rd<br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
| 15th || 3 || 5 || 3 || 3rd<br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
| 16th || 4 || 5 || 3 || 3rd<br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
| 17th || 4 || 6 || 3 || 3rd<br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
| 18th || 4 || 6 || 3 || 3rd<br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
| 19th || 4 || 6 || 4 || 4th<br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
| 20th || 4 || 7 || 4 || 4th<br />
|- class="{{Odd-Even |{{#var:odd}}}}"<br />
|}<br />
<br />
====Cantrips==== <br />
You learn two cantrips of your choice from the warlock spell list.<br />
<br />
====Spell Slots====<br />
The Ace Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your ace spells of 1st level or higher, you must expend a spell slot. You regain all expended Spell Slots when you finish a short or long rest.<br />
<br />
For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell ''Witch Bolt'', you must spend one of those slots, and you cast it as a 3rd-level spell.<br />
<br />
====Spells Known of 1st-Level and Higher====<br />
You know two 1st-level warlock spells of your choice. The Spells Known column of the Ace Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.<br />
<br />
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the warlock spell list. The new spell must be of a level for which you have spell slots.<br />
<br />
====Spellcasting Ability====<br />
Intelligence is your spellcasting ability for your ace spells.<br />
<br />
You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.<br />
<br />
'''Spell save DC =''' 8 + your proficiency bonus + Your Intelligence modifier<br />
<br />
'''Spell attack modifier =''' your proficiency bonus + your Intelligence modifier<br />
<br />
<br />
'''Spellcasting Focus'''<br />
You can use an arcane focus to cast your ace spells.<br />
<br />
===Bonus Proficiencies===<br />
At 3rd level, you gain proficiency in one skill or tool of your choice.<br />
<br />
===Quick Learner===<br />
Choose one skill or tool you possess. Beginning at 3rd level, you double your proficiency with checks that use that skill. Additionally, any ability checks you make that don’t add your proficiency adds half your proficiency instead.<br />
<br />
===Combat Technique===<br />
Starting at 9th level whenever you make an attack with a spell or weapon, you can choose to add half your proficiency bonus to the damage roll.<br />
<br />
===Helpful Presence===<br />
Through gestures, pointers, or general association those around you have learned to pick up on your expertise. Beginning at 13th level, whenever an allied creature within 30ft. of you rolls an ability check or saving throw for a skill or save you possess, you can use your reaction to let them apply your modifier and proficiency bonus or their own (whichever is higher.) You may use this ability a number of times equal to your Intelligence modifier (minimum of 1) until you finish a short or long rest.<br />
<br />
===Maestro===<br />
Choose one skill or tool benefiting from your Expertise or Quick Learner feature. At 17th level, when rolling ability checks for that skill you roll with advantage. Additionally, whenever you succeed on an ability check with a skill that you possess that benefits from your Expertise or Quick Learner feature, you regain a spell slot. After regaining a spell slot in this way, you must complete a short or long rest before you can use this feature again.<br />
<br />
<br />
==='''Spellcasting and Multiclassing'''===<br />
If you have both the Spellcasting class feature from this archetype and from another source or the Pact Magic class feature granted to warlocks, you can use the spell slots you gain from the Ace Spellcasting table to cast spells you know or have prepared from classes with the Spellcasting or Pact Magic class feature, and you can use the spell slots you gain from the Spellcasting or Pact Magic class feature to cast ace spells you know.<br />
<br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Subclass]]<br />
[[Category:Rogue]]</div>PunnyDM12https://www.dandwiki.com/w/index.php?title=Talk:Gadgeteer_(5e_Subclass)&diff=1307214Talk:Gadgeteer (5e Subclass)2020-03-26T05:56:12Z<p>PunnyDM12: </p>
<hr />
<div>== Kudos ==<br />
<br />
This page looks good. I like the name, flavor, and mechanics. Seems simple enough to play too. ~ [[User:BigShotFancyMan|BigShotFancyMan]] 08:35, 24 May 2019 (MDT)<br />
:I'm glad you like it, mate. Always thought rogues deserved a sort of scrappy archetype: kinda like a reverse trap disabler or eccentric inventor. [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 16:43, 24 May 2019 (MDT)<br />
<br />
Heck ya! ~ [[User:BigShotFancyMan|BigShotFancyMan]] 21:39, 24 May 2019 (MDT)<br />
<br />
Explosive Bomb looks dope, but shouldn't it deal at least half dmg when enemies succede on saving throw? [[User:Conclave|Conclave]]<br />
:Yes, but they've locked the page because I had some disagreements on certain class features. [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 23:56, 25 March 2020 (MDT)<br />
<br />
== Locked ==<br />
<br />
I've locked this it appears there is vandalism but I want to review things before making that decision. [[User:Red Leg Leo|Red Leg Leo]] ([[User talk:Red Leg Leo|talk]]) 07:23, 4 March 2020 (MST)</div>PunnyDM12https://www.dandwiki.com/w/index.php?title=User:PunnyDM12&diff=1303529User:PunnyDM122020-03-19T22:10:29Z<p>PunnyDM12: /* Magic Items */</p>
<hr />
<div>I've been playing D&D for several years now. My brother got me into it when I was a young kid, and when I was able to buy the books and find a group, I started with them. This page will probably be used to catalog what I've made or sufficiently worked on on this Wiki.<br />
<br />
==Races==<br />
<br />
[[Hallownest Inhabitant (5e Race)| Hallownest Inhabitant]]<br />
<br />
==Classes==<br />
<br />
[[Alchemist (5e Class)| Alchemist]]<br />
<br />
[[Clothier (5e Class)| Clothier]]<br />
<br />
[[Gunslinger, 4th Variant (5e Class)| Gunslinger, 4th Variant]]<br />
<br />
[[Hallownest Knight (5e Class)| Hallownest Knight]]<br />
<br />
==Subclasses==<br />
<br />
;Barbarian<br />
[[Path of the Hunter (5e Subclass)|Path of the Hunter]]<br />
<br />
<br />
;Bard<br />
[[College of Comedy (5e Subclass)|College of Comedy]]<br />
<br />
[[College of the Acrobat (5e Subclass)|College of the Acrobat]]<br />
<br />
<br />
;Cleric<br />
[[Occult Domain (5e Subclass)|Occult Domain]]<br />
<br />
<br />
;Druid<br />
[[Circle of Stars (5e Subclass)| Circle of Stars]]<br />
<br />
<br />
;Fighter<br />
[[Back-Alley (5e Subclass)|Back-Alley]]<br />
<br />
<br />
;Monk<br />
[[Way of the Astral Hand (5e Subclass)|Way of the Astral Hand]]<br />
<br />
<br />
;Paladin<br />
[[Oath of Covertness (5e Subclass)|Oath of Covertness]]<br />
<br />
<br />
;Ranger;<br />
[[Nature's Handmaiden (5e Subclass)|Nature's Handmaiden]]<br />
<br />
<br />
;Rogue<br />
[[Ace (5e Subclass)|Ace]]<br />
<br />
[[Eldritch Scout (5e Subclass)|Eldritch Scout]]<br />
<br />
[[Gadgeteer (5e Subclass)|Gadgeteer]]<br />
<br />
<br />
;Sorcerer<br />
[[Old Blood (5e Subclass)|Old Blood]]<br />
<br />
[[Magic Wrought (5e Subclass)|Magic Wrought]]<br />
<br />
<br />
;Warlock<br />
[[The Dream Dweller (5e Subclass)|The Dream Dweller]]<br />
<br />
[[The Infestation (5e Subclass)| The Infestation]]<br />
<br />
<br />
;Wizard<br />
[[Thaumaturge (5e Subclass)|Thaumaturge]]<br />
<br />
<br />
==Feats==<br />
[[Demon Eyes (5e Feat)|Demon Eyes]]<br />
<br />
[[Master of Measure (5e Feat)| Master of Measure]]<br />
<br />
==Mundane Items==<br />
<br />
;Adventuring Gear<br />
<br />
[[Clothes, Cold Weather (5e Equipment)|Clothes, Cold Weather]]<br />
<br />
[[Clothes, Courtier (5e Equipment)|Clothes, Courtier]]<br />
<br />
[[Clothes, Hot Weather (5e Equipment)|Clothes, Hot Weather]]<br />
<br />
[[Coffee (5e Equipment)|Coffee]]<br />
<br />
[[Coffee, Eastern (5e Equipment)|Coffee, Eastern]]<br />
<br />
[[Hammock (5e Equipment)|Hammock]]<br />
<br />
[[Portable Bath (5e Equipment)|Portable Bath]]<br />
<br />
[[Racial Rations (5e Equipment)|Racial Rations]]<br />
<br />
[[Tea Set (5e Equipment)|Tea Set]]<br />
<br />
[[Tindertwig (5e Equipment)|Tindertwig]]<br />
<br />
[[Tobacco (5e Equipment)|Tobacco]]<br />
<br />
<br />
;Food, Drink, and Lodging<br />
<br />
[[Absinthe (5e Equipment)|Absinthe]]<br />
<br />
[[Chocolate (5e Equipment)|Chocolate]]<br />
<br />
[[Cider (5e Equipment)|Cider]]<br />
<br />
[[Cider, Golden Orchard (5e Equipment)|Cider, Golden Orchard]]<br />
<br />
[[Fruit Tart (5e Equipment)|Fruit Tart]]<br />
<br />
[[Gin, North Isle (5e Equipment)|Gin, North Isle]]<br />
<br />
[[Haggis (5e Equipment)|Haggis]]<br />
<br />
[[Honey (5e Equipment)|Honey]]<br />
<br />
[[Kefir (5e Equipment)|Kefir]]<br />
<br />
[[King Street Brandy (5e Equipment)|King Street Brandy]]<br />
<br />
[[Mead (5e Equipment)|Mead]]<br />
<br />
[[Mead, Spiced (5e Equipment)|Mead, Spiced]]<br />
<br />
[[Noodles/Pasta (5e Equipment)|Noodles/Pasta]]<br />
<br />
[[Pie (5e Equipment)|Pie]]<br />
<br />
[[Port, South Sea (5e Equipment)|Port, South Sea]]<br />
<br />
[[Rum, Mermaid's Tears (5e Equipment)|Rum, Mermaid's Tears]]<br />
<br />
[[Street Meat (5e Equipment)|Street Meat]]<br />
<br />
[[Tea (5e Equipment)|Tea]]<br />
<br />
[[Whiskey, Dragonbreath (5e Equipment)|Whiskey, Dragonbreath]]<br />
<br />
<br />
;Services<br />
<br />
[[Bath (5e Equipment)|Bath]]<br />
<br />
[[Laundry (5e Equipment)|Laundry]]<br />
<br />
[[Lawyer (5e Equipment)|Lawyer]]<br />
<br />
<br />
;Weapons<br />
[[Bastard Sword, Variant (5e Equipment)|Bastard Sword]]<br />
<br />
[[Yataghan (5e Equipment)|Yataghan]]<br />
<br />
==Magic Items==<br />
<br />
;Armor<br />
[[Heartwood Armor (5e Equipment)|Heartwood Armor]]<br />
<br />
;Weapons<br />
[[Hollowflight Arrows (5e Equipment)|Hollowflight Arrows]]<br />
<br />
;Wondrous Item<br />
[[Bowl of Soups (5e Equipment)|Bowl of Soups]]<br />
<br />
[[Close Shave (5e Equipment)|Close Shave]]<br />
<br />
[[Envelope of Sending (5e Equipment)|Envelope of Sending]]<br />
<br />
[[Everfull Inkwell (5e Equipment)|Everfull Inkwell]]<br />
<br />
[[Lightweight Item (5e Equipment)|Lightweight Item]]<br />
<br />
[[Quill of Writing (5e Equipment)|Quill of Writing]]<br />
<br />
[[Rabbit's Foot (5e Equipment)|Rabbit's Foot]]<br />
<br />
[[Savior's Bandage (5e Equipment)|Savior's Bandage]]<br />
<br />
[[Scarf of Languages (5e Equipment)|Scarf of Languages]]<br />
<br />
[[Spy's Paper (5e Equipment)|Spy's Paper]]<br />
<br />
[[Temperate Clothes (5e Equipment)|Temperate Clothes]]<br />
<br />
[[Tumbler of the Drunk (5e Equipment)|Tumbler of the Drunk]]<br />
<br />
[[Vest of Safety (5e Equipment)|Vest of Safety]]<br />
<br />
[[Witch's Fire (5e Equipment)|Witch's Fire]]<br />
<br />
<br />
;Staves, Wands, Rods<br />
[[Staff of Amplifying (5e Equipment)|Staff of Amplifying]]<br />
<br />
[[Wand of Minstrels (5e Equipment)|Wand of Minstrels]]<br />
<br />
[[Wand of Quoitwil (5e Equipment)|Wand of Quoitwil]]<br />
<br />
<br />
;Rings<br />
<br />
<br />
;Potions<br />
<br />
==Rules==<br />
[[More Realistic Ability Score Use (5e Variant Rule)|More Realistic Ability Score Use]]<br />
<br />
<br />
==April Fool's Content==<br />
<br />
[[A True Katana (5e Equipment)|A True Katana]]</div>PunnyDM12https://www.dandwiki.com/w/index.php?title=Witch%27s_Fire_(5e_Equipment)&diff=1288655Witch's Fire (5e Equipment)2020-02-20T02:25:33Z<p>PunnyDM12: Added a more solidified item source.</p>
<hr />
<div>{|<br />
|style="width:75%"|<br />
{{5e Magic Item<br />
|name=Witch's Fire<br />
|type=Wondrous item<br />
|rarity=common<br />
|attunement=<br />
|summary= A candle, lamp, or lantern with mysterious properties.<br />
|description=A candle, lamp, or lantern that produces a flame in any color the owner wishes. The fire cannot be put out by water, but strong winds caused by spells can extinguish the flame. The holder can light or extinguish the flame as an action. <br />
}}<br />
<br />
----<br />
{{5e Wondrous Items Breadcrumb}}[[Category:User]][[Category:Wondrous Item]]</div>PunnyDM12https://www.dandwiki.com/w/index.php?title=Talk:Rum,_Mermaid%27s_Tears_(5e_Equipment)&diff=1288644Talk:Rum, Mermaid's Tears (5e Equipment)2020-02-20T02:16:24Z<p>PunnyDM12: </p>
<hr />
<div>Is this a specific brand of rum or is it made WITH mermaid's tears? Redrum 18:13, 19 February 2020 (MST)<br />
<br />
:A specific brand, but perhaps both? [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 19:15, 19 February 2020 (MST)</div>PunnyDM12https://www.dandwiki.com/w/index.php?title=Gadgeteer_(5e_Subclass)&diff=1268639Gadgeteer (5e Subclass)2020-01-27T06:27:17Z<p>PunnyDM12: </p>
<hr />
<div>[[Category:5e]][[Category:User]][[Category:Subclass]][[Category:Rogue]]<br />
<br />
===Gadgeteer===<br />
<br />
Utilizing traps and inventions, the Gadgeteer controls the battlefield. Whether a retired inventor or a thief who simply put his trap disabling skills to better use, Gadgeteers invent many oddities which assist them in their endeavors. Perhaps they act as a highwayman who causes "accidents" on the side of the road or maybe they're a thief with a few tricks up their sleeve. One thing is for certain, you'd best keep your eyes open around these folk.<br />
<br />
====Trapsmith====<br />
<br />
Using your knack for mechanics and technology, you are skilled at using them to ambush unsuspecting enemies. <br />
Beginning at 3rd level, you gain proficiency in Tinker’s Tools. <br />
You also keep a bag of trap supplies on your person beginning with 30gp worth of components. If you have thieves’ tools and the requisite gp amount of supplies, you can spend one minute preparing and laying a trap. This trap fits within a 5 feet square, has a number of hit points equal to your Rogue level, and has a '''Gadgeteer DC= 8 + Proficiency Bonus + Intelligence Modifier'''. <br />
If a creature notices your trap, they can choose to move at half their walking speed to avoid setting it off. A successful Thieves' Tools check against your Gadgeteer DC disables the trap altogether. <br />
When an unsuspecting creature enters the trap’s range or starts its turn within range, it must make a Dexterity save against your Gadgeteer DC or take 1d6 Bludgeoning, Piercing or Slashing damage (the creature can only be targeted once by the same trap per round). <br />
The trap is destroyed if it has no more charges. <br />
When setting the trap, you can choose to have all charges be expended at once within range or have one charge expend at the closest target when applicable. <br />
If any (but not all) charges are expended, as an action, you can salvage it for half the cost in parts (rounded down) used to make it. If no charges have been expended, you regain all parts used to create it. If all charges are expended, you may salvage enough parts to cover the base price of it. You do not set off your own traps if you don't wish to. <br />
<br />
{| class="{{d20}}"<br />
|+ Trap Upgrades<br />
! Minimum Level !! Damage !! Maximum Radius !! Charges !! Delay After Trigger !! Silvered<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3|| 1d6 (30gp) || 5ft. (---) || 1 (---) || 1 Round || ---<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || 2d6 (40gp) || 10ft. (+10gp) || 2 (x2) || 2 Rounds || ---<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9 || 2d10 (50gp) || 20ft. (+20gp) || 3 (x3) || 3 Rounds || +50gp<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13 || 3d8 (60gp) || 25ft. (+30gp) || 4 (x4) || 4 Rounds || +50gp<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17 || 3d10 (70gp) || 30ft. (+40gp) || 5 (x5) || 5 Rounds || +50gp<br />
|-<br />
| class="skill" colspan="3" |<br />
# ''When upgrading traps, be sure to move from left to right when figuring out gold amounts.''<br />
# ''All traps begin with a 0 round delay unless crafted otherwise.''<br />
|}<br />
<br />
====Device Maker====<br />
<br />
In addition to traps, a Gadgeteer can also utilize other items at a moment’s notice. <br />
Beginning at 3rd level you may craft gadgets during your downtime. Choose three from the list provided. You learn how to craft an additional gadget of your choice at levels 6, 9, 12, 15, and 18. <br />
During a short or long rest, you may craft and own a total number of devices equal to twice your Intelligence Modifier. <br />
Crafting devices doesn't require supplies, as they are for the most part made from spare parts. Being made of these scraps, all items you create over the course of a short or long rest become inert after you complete your next short or long rest.<br />
<br />
*'''Auto Pick''': This item can be used to open locks. The DC it can pick is equal to your Intelligence score. It takes at least five times as long to open the lock, plus one minute for every DC lower it is. After it is used, it becomes inert.<br />
<br />
*'''Breathing Kit''': This small device increases the amount of time a medium creature can hold its breath by one minute. For small creatures, this time is increased by two minutes. After it is used, it becomes inert.<br />
<br />
*'''Concealable Item''': ''This item does not become inert, nor does it have a limit to craft, but it costs gp equal to the base price of the item +100gp and follows normal crafting rules.'' You may create a shield or light weapon that folds in on itself. As a bonus action, you may deploy this item or collapse it. When folded, you have advantage on Dexterity (Sleight of Hand) checks made to hide this item on your person. <br />
<br />
*'''Explosive Bomb''': As an action, you may throw this metal sphere at a point within 40 feet of you. All creatures within 5 feet of that point must make a Dexterity saving throw against your Gadgeteer DC or take 3d4 Piercing damage + Intelligence Modifier. At levels 6, 9, 12, 15, and 18 the damage is increased by 1d4. ''See Elemental Modifications for bonuses obtained at level 13.''<br />
<br />
*'''Flash Bomb''': As an action, you may throw this metal cylinder at a point within 40 feet of you. All creatures within 5 feet of that point must make a Constitution saving throw against your Gadgeteer DC or be Blinded for one minute. On every turn thereafter the target may attempt another Constitution saving throw against your Gadgeteer DC, ending this effect on a successful save. <br />
<br />
*'''Hookshot''': As an action, you may launch this claw-like device at walls or ceilings within 40 feet of you and have the rope pull you up via a spring powered winch. The winch automatically pulls you 10 feet every round. You can continue to hang from ceilings or walls indefinitely after being pulled the full length of the rope or remove the attached hook as a bonus action. Note that some surfaces may not allow the hook to stick (such as metal or hard stone). You can only have one Hookshot crafted at a time. The winch can't lift more weight than 1 medium, 2 small, or 4 tiny creatures at a time. <br />
<br />
*'''Infamous Needle''': As an action, make an attack roll against a creature within 5 feet of you with this friction-electified needle. (This gadget counts as a dagger for purposes of proficiency and Sneak Attack.) This attack has advantage against creatures wearing metal armor. On a hit, the creature takes 1d2 lightning damage and cannot take reactions until the start of your next turn. As you have felt the shock too, you suffer the same effects. <br />
<br />
*'''Image Caster''': One sheet of paper may be inserted into this small box at a time. As an action, you may press a small button on the side of this device, which releases a flash of light in a 30 feet cone, and after one hour the paper is shaded with coal, graphite, or other materials to create an image of what the Image Caster was facing. The image comes only in shades of grey, unless dyes worth 50gp are used.<br />
<br />
*'''Improved Reload''': This device increases the amount of times one can fire a hand crossbow or light crossbow before needing to reload. When applied, the crossbow can fire three bolts before requiring an action to load three more.<br />
<br />
*'''Noise Maker''': As an action, you may set up this small device which can imitate sounds such as footsteps, a door closing or opening, an item crashing to the ground or other simple noises within 40 feet of it that might obtain the attention of nearby creatures. A creature can determine the noise is fake with a successful Intelligence (Investigation) check against your Gadgeteer save DC. This item functions for one minute and then becomes inert. <br />
<br />
*'''Net Crossbow Bolt''': A net attached to a crossbow bolt. As an action, you may hurl this net using a crossbow out to a range of 15 feet with a long range of 30 feet. This otherwise functions as a mundane {{5e|Net|net}}. <br />
<br />
*'''Smoke Bomb''': As an action, you may throw this metal canister at a point within 40 feet of you, creating a 15-foot-radius cloud of smoke centered on a point within range. The smoke spreads around corners, and its area is heavily obscured. It lasts for one minute or until a moderate wind (at least 10 miles per hour) disperses the cloud, taking 4 rounds, or a strong wind (at least 20 miles per hour), taking 1 round.<br />
<br />
*'''Spring-boots''': A pair of old boots with some carefully tuned spring mechanisms on the bottom of them. While wearing these boots, your walking speed increases by 10 feet, and you can jump an additional 10 feet horizontally or vertically. The user has disadvantage on Stealth checks while wearing them, due to the noisiness of the springs. You can only have one pair of Spring-boots crafted at a time.<br />
<br />
*'''Stink Bomb''': As an action, you may throw this heinous mixture at a point within 40 feet of you, creating a 20-foot-radius of vile gas. The mist spreads around corners and lightly obscures the area. It lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it, taking 1 round. Each creature inside the radius must make a Constitution saving throw against your Gadgeteer DC or become poisoned for one minute. A creature can make another saving throw at the beginning of it's turn, ending this effect on a success. A creature that fails three or more saving throws, takes 1d8 poison damage and becomes Stunned until the start of their next turn as they spend their actions retching. Creatures have disadvantage on subsequent saving throws while in the area of the gas. <br />
<br />
*'''Tanglefoot Bag''': A small pouch full of writhing sticky tar. As an action, you may throw this at a point within 40 feet of you. Upon landing, the writhing tar spurts out, covering a 5-foot-radius of ground for 1 minute before it dries out and hardens. A creature hit by this bag must make a Strength saving throw against your Gadgeteer DC or have their speed reduced to zero. A creature may take an action to repeat the saving throw, freeing themselves from the sticky tar on a success. A creature that starts its turn in the area, or passes through it on their turn, has their speed halved until the start of their next turn. <br />
<br />
====Quick Setup====<br />
<br />
Beginning at 9th level, due to your incredible planning and quick hands, you may prepare and carry a total number of traps equal to half your Intelligence Modifier rounded up (minimum of 1) at the end of a short or long rest. <br />
The value of each cannot exceed 200gp. <br />
You may set these traps as an action. <br />
Additionally, any others you designate are no longer affected by your traps.<br />
Your '''Gadgeteer DC''' is now '''9 + Proficiency Bonus + Intelligence Modifier'''.<br />
<br />
====Elemental Modifications====<br />
<br />
At 13th level, you’ve become more curious to the extent your inventions will go. <br />
When crafting a trap, you may choose to double the base price in order to change the trap’s damage type between Fire, Ice, Lightning or Thunder. <br />
Those effects can also be added to an Explosive Bomb, without further prices. You can carry only one Elemental Explosive Bomb per time.<br />
<br />
*'''Fire''': The target takes 1d6 fire damage at the start of each of their turns for one minute or until it uses its action to douse the flames.<br />
<br />
*'''Ice''': The target moves at half speed for one minute. A creature can make a Constitution saving throw against your Gadgeteer save DC at the beginning of each of its turns, ending the effect on a success.<br />
<br />
*'''Lightning''': The target is stunned for one minute. A creature can make a Constitution saving throw against your Gadgeteer save DC at the beginning of each of its turns, ending the effect on a success.<br />
<br />
*'''Thunder''': The target becomes deafened for one minute. A creature can make a Constitution saving throw against your Gadgeteer save DC at the beginning of each of its turns, ending the effect on a success. This trap emits a blast that can be heard from 500 feet away.<br />
<br />
====Master Design====<br />
<br />
At 17th level, when you complete a long rest, you can create an oddly vicious trap using less parts. <br />
This trap costs half the normal cost to create and is capable of applying your Sneak Attack damage to a viable creature if you haven't already applied it this turn. This counts as your Sneak Attack for the turn. Even if the creature succeeds it’s saving throw, it takes half damage nonetheless, regardless of whether you use sneak attack or not. <br />
In addition, you can manually expend a charge on any trap you create as an action if you still have any rounds on the delay and those are within 60 feet of the trap.<br />
''Example: if you have a four round delay on the initial trigger and a creature triggered the trap two turns ago, you can instead forgo the rest of the delay and expend a charge using an action, targeting that creature or all within range if you have it rigged to expend all charges.''<br />
Your '''Gadgeteer DC''' is now '''10 + Proficiency Bonus + Intelligence Modifier'''.<br />
<br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:Rogue]]<br />
<br />
[[Category:5e]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Subclass]]</div>PunnyDM12https://www.dandwiki.com/w/index.php?title=Way_of_the_Astral_Hand_(5e_Subclass)&diff=1238858Way of the Astral Hand (5e Subclass)2019-11-11T03:07:16Z<p>PunnyDM12: Undo revision 1238751 by 2600:1700:E1C0:39A0:6464:FC34:CF9A:2E7D (talk)</p>
<hr />
<div>===Way of the Astral Hand===<br />
The followers of the Astral Hand believe that the Astral Plane is the path to true enlightenment and strive to improve their spirits to better utilize what the Astral Plane has to offer. <br />
<br />
====Astral Techniques====<br />
These monks have harnessed the power of raw magic to utilize when they need it.<br />
<br />
{| class="5e" {{#vardefine:odd|0}}<br />
|+ <br />
|-<br />
! style="padding-left:0.5em;padding-right:0.5em" | Monk Level !! style="text-align:left;padding-left:0.5em;padding-right:0.5em" | Techniques<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Spiritual Weapon'' (2 Ki Points)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Counterspell'' (4 Ki Points)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Arcane Eye'' (6 Ki Points)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''Bigby's Hand'' (8 Ki Points)<br />
|}<br />
<br />
====Astral Strikes====<br />
Beginning at 3rd level, you may expend one Ki point to project all unarmed strikes made until the end of your turn toward distant opponents. These strikes have a range of 30ft. and deal Force damage equal to your Martial Arts damage. You do not add your modifier to the damage of these strikes. <br />
<br />
At 6th level, the distance of these strikes increases to 60 ft.<br />
<br />
====Astral Push====<br />
Starting at 6th level, when you use your Astral Strikes feature, you may choose to pull or push a creature toward or away from you in a 10ft. straight line on a hit. Additionally, you may add your Wisdom modifier to your Astral Strikes damage.<br />
<br />
====Astral Force====<br />
Starting at 11th level, When you strike an opponent with an unarmed strike, you may expend 4 Ki points. The target must then make a Charisma saving throw equal to 8+ your proficiency bonus+ your Wisdom modifier or have their Astral Form sent to a safe part of the Astral Plane for one minute or until your concentration is broken, as if concentrating on a spell. Both you and the opponent’s body are considered restrained during this time unless you expend an extra 3 Ki points, which allows you to move freely. Undead with a CR equal to half your monk level or lower are banished completely if you concentrate for the full duration.<br />
<br />
====Astral Body and Mind====<br />
Beginning at 17th level, you gain truesight out to a range of 30ft. Additionally, you may expend one Ki point to cast Mage Armor upon yourself. On each subsequent turn, you must expend one Ki point to maintain this effect otherwise the effect ends. This does not interfere with your abilities that require you to not wear armor and your base Unarmored Defense changes to 13 + your Dexterity Modifier + your Wisdom modifier as long as this feature is active. You may choose to end this effect on your turn, no action required. <br />
<br />
<br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:Monk]]<br />
<br />
[[Category:5e]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Subclass]]</div>PunnyDM12https://www.dandwiki.com/w/index.php?title=Hallownest_Knight_(5e_Class)&diff=1225631Hallownest Knight (5e Class)2019-10-02T05:58:13Z<p>PunnyDM12: I've raised the soul point cap once more in conjunction with the Paladin's Lay on Hands (5 x Class Level) in order for the healing to remain relevant in the higher tiers of play. It also makes it harder to build up enough soul for the more potent features and keeps it more or less in line with the soul cap of the source material (99, but who's counting).</p>
<hr />
<div>{{Copyright Disclaimer|owner=Team Cherry|franchise=Hollow Knight}}<br />
<br />
==Hallownest Knight==<br />
The fallen kingdom of Hallownest has produced many adventurers and warriors even in it's current ruined state. Whether you were once a knight under the command of the Pale King or an adventurer of the wastelands called to the depths below, you fearlessly trek into the unknown to find... something.<br />
<br />
It's possible you were a potential vessel who made it out of the abyss. Perhaps with no memory. Or maybe you've lived in Hallownest your whole life, fighting for sport in the Colosseum of Fools.<br />
<br />
===Hallownest Knight===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|https://hollowknight.com/wp-content/uploads/2018/09/cp_thumbs__0001_Life.jpg|https://hollowknight.com/}}</div><br />
<br />
What is your calling in life? What do you hope to find in your travels? Do you feel some sort of resolve to protect the little guy or is geo your only motivation? Do you believe in a cause whether good or evil? Why? Ask yourself these questions to better get an understanding of your knight. <br />
<br />
;Quick Build<br />
You can make a Hallownest Knight quickly by following these suggestions. First, Strength or Dexterity should be your highest ability scores, followed by Charisma. Second, choose the Soldier background. Alternative backgrounds might include Entertainer, Sage, or Outlander.<br />
<br />
{{5e Class Features<br />
|name=Hallownest Knight<br />
|summary=A class based around the Hollow Knight lore.<br />
|hd=8<br />
|spellcasting=<br />
|armor=Light armor, Medium armor, Shields<br />
|weapons=Simple weapons, Martial Slashing weapons<br />
|tools=One tool of your choice<br />
|saves=Deterity, Charisma<br />
|skills=Choose two from Athletics, Acrobatics, History, Insight, Intimidation, Investigation, Religion, Stealth, and Survival<br />
|item1a=leather armor<br />
|item1b=chain shirt<br />
|item2a=two martial weapons<br />
|item2b=a martial weapon and a shield<br />
|item2c=a martial weapon and any simple weapon<br />
|item3a=any simple weapon<br />
|item3b=a tool of your choice<br />
|item4a=a dungeoneer's pack<br />
|item4b=an explorer's pack<br />
|wealth=2d4x10<br />
|classfeatures1={{inpage|Fighting Style}}, {{inpage|Soul}}<br />
|classfeatures2={{inpage|Charms}}<br />
|classfeatures3={{inpage|Knightly Path}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Extra Attack}}, {{inpage|Soul Recovery}}<br />
|classfeatures6={{inpage|Soulbound}}<br />
|classfeatures7={{inpage|Knightly Path Feature}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Refined Nail}}<br />
|classfeatures10={{inpage|Soul Recovery Improvement}}<br />
|classfeatures11={{inpage|Dream Nail}}<br />
|classfeatures12=<br />
|classfeatures13={{Inpage| Extra Attack (2)}}<br />
|classfeatures14={{inpage|Dreamgate}}<br />
|classfeatures15={{inpage|Knightly Path Feature}}<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18={{inpage|Refined Nail Improvement}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Knightly Path Feature}}<br />
<br />
|extra1_name=Notches<br />
|extra1_1=0<br />
|extra1_2=3<br />
|extra1_3=3<br />
|extra1_4=3<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=5<br />
|extra1_8=5<br />
|extra1_9=6<br />
|extra1_10=6<br />
|extra1_11=7<br />
|extra1_12=7<br />
|extra1_13=8<br />
|extra1_14=8<br />
|extra1_15=9<br />
|extra1_16=9<br />
|extra1_17=10<br />
|extra1_18=10<br />
|extra1_19=11<br />
|extra1_20=11<br />
<br />
|extra2_name=Charms<br />
|extra2_1=0<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=3<br />
|extra2_5=3<br />
|extra2_6=4<br />
|extra2_7=4<br />
|extra2_8=5<br />
|extra2_9=5<br />
|extra2_10=6<br />
|extra2_11=6<br />
|extra2_12=7<br />
|extra2_13=7<br />
|extra2_14=8<br />
|extra2_15=8<br />
|extra2_16=9<br />
|extra2_17=9<br />
|extra2_18=10<br />
|extra2_19=10<br />
|extra2_20=11<br />
<br />
|extra3_name=Soul<br />
|extra3_1=5<br />
|extra3_2=10<br />
|extra3_3=15<br />
|extra3_4=20<br />
|extra3_5=25<br />
|extra3_6=30<br />
|extra3_7=35<br />
|extra3_8=40<br />
|extra3_9=45<br />
|extra3_10=50<br />
|extra3_11=55<br />
|extra3_12=60<br />
|extra3_13=65<br />
|extra3_14=70<br />
|extra3_15=75<br />
|extra3_16=80<br />
|extra3_17=85<br />
|extra3_18=90<br />
|extra3_19=95<br />
|extra3_20=100<br />
}}<br />
<br />
====Fighting Style====<br />
At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. <br />
*Defense- While you are wearing armor, you gain a +1 bonus to AC.<br />
*Dueling- When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.<br />
*Great Weapon Fighting- When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.<br />
*Protection- When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.<br />
*Two-Weapon Fighting- When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.<br />
<br />
====Soul====<br />
Starting at 1st level, you have a pool of soul points that replenishes when you take a long rest. As an action, you can spend a total number of hit points equal to your Hallownest Knight level x 5. You can use your action on your turn to draw power from the pool and restore a number of hit points to yourself up to your Hallownest Knight level.<br />
<br />
====Charms====<br />
Charms are mystical artifacts that grant a variety of boons to whoever wields them. Starting at 2nd level, you have three notches located under the Notches column of the Hallownest Knight table. You gain additional notches at higher levels. A charm will have a notch requirement and fills the appropriate amount stated in the charm’s description. Whenever you gain a level in this class you can replace a charm you have with another from the list assuming you meet its prerequisites. <br />
<br />
;Charms at 2nd level<br />
At 2nd level, you possess 2 charms located under the Charms column of the Hallownest Knight table. You gain additional charms at higher levels. Over the course of a short or long rest, you can swap out one charm filling your notches for another or remove a charm entirely.<br />
<br />
;Overcharm<br />
You can choose to overcharm yourself by applying a charm that exceeds your available notches. By doing so, you gain the benefits of the charm, but any attack made against you is automatically a critical hit. If you remove a charm and no longer exceed your available notches, you are no longer considered overcharmed.<br />
<br />
====Knightly Path====<br />
At 3rd level, you choose a Knightly Path. Choose between Path of the Nail Master, Path of the Pale Knight, Path of the Shaman, Path of the Troupe, Path of the Vessel, Path of the Wanderer, or Path of the Weaver. detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th levels.<br />
<br />
====Ability Score Increase====<br />
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.<br />
<br />
====Extra Attack====<br />
Beginning at 5th level, you may attack twice whenever you take the attack action on your turn.<br />
<br />
====Soul Recovery====<br />
At 5th level, whenever you strike an enemy with a melee weapon attack, you regain 2 soul points. This increases to 3 at 10th level. (You cannot exceed your maximum number of soul points.)<br />
<br />
====Soulbound====<br />
At 6th level, you can bind yourself to up to two weapons you are proficient with over the course of a short or long rest. While bound to this weapon, you gain the following benefits: <br />
*You cannot be disarmed of your chosen weapon. <br />
*You gain a +1 bonus to attack rolls your chosen weapon. This increases to +2 at 11th level. If the weapon already provides a bonus, use the higher of the two values.<br />
*Attacks made with your chosen weapon are considered magic for the purpose of overcoming immunities and resistances to nonmagical attacks. <br />
*You can’t be disarmed of your weapon unless you are incapacitated. <br />
<br />
You become unbound to a weapon if you bind yourself to a third weapon.<br />
<br />
====Refined Nail====<br />
At 9th level, any weapon benefiting from your Soulbound feature deals a critical hit on a roll of 19-20. This range increases to 18-20 at 18th level.<br />
<br />
====Dream Nail====<br />
Beginning at 11th level, when you strike a creature with your bound weapon, you can expend 5 soul points to deal no damage and cast the [[5e SRD:Detect Thoughts|''detect thoughts'']] spell. Alternatively, you can expend 5 soul points to touch a corpse with this weapon and cast the [[5e SRD:Speak With Dead|''speak with dead'']] spell. Charisma is your spellcasting ability for these spells.<br />
<br />
====Extra Attack (2)====<br />
Beginning at 13th level, you may attack three times whenever you take the attack action on your turn.<br />
<br />
====Dreamgate====<br />
At 14th level, you can use your action to transport you and a number of creatures equal to your Charisma modifier to the last place you completed a long rest. You must complete a long rest before you can use this feature again.<br />
<br />
===Path of the Nail Master===<br />
The Nail Master is a true artist with a nail. Using ancient techniques, they flash about the battlefield rending flesh and bone alike. Whether you have trained under the old masters or bested all opponents in the Colosseum of Fools, your skills with a nail are the stuff of legend.<br />
<br />
;Bonus Proficiencies<br />
At 3rd level, you become proficient with all martial weapons.<br />
<br />
;Nail Arts<br />
When you take this archetype at 3rd level, you learn two Nail Arts.<br />
*Great Slash: As a bonus action, you can expend 10 soul points to charge your weapon. Your weapon remains charged until the end of your next turn. Using your action, you can attack with a charged weapon. On a hit, your weapon deals an additional 2d10 radiant damage. You may deal this damage once per turn and you do not recover soul points with your Soul Recovery feature when you use this nail art.<br />
*Dash Slash- As a bonus action, you can expend 10 soul points to charge your weapon. Your weapon remains charged until the end of your next turn. Using your action with a charged weapon, you move up to 15 feet forward and make one attack against the first creature in your path. This movement does not incur attacks of opportunity. On a hit, you deal an additional 1d10 radiant damage to the targets. You may deal this damage once per turn and you do not recover soul points with your Soul Recovery feature when you use this nail art.<br />
<br />
;Improved Technique<br />
Starting at 7th level, when you use your Great Slash and Dash Slash features you can expend an additional 5 soul points to deal an additional 1d10 radiant damage on a hit. This extra damage increases by 1d10 at 15th, and 20th levels.<br />
<br />
;Cyclone Slash<br />
At 15th level, as a bonus action, you can expend 20 soul points to charge your weapon. Your weapon remains charged until the end of your next turn. As an action, you can attack all creatures within 5 feet of you. Your weapon deals an extra 5d10 radiant damage to all creatures hit by your weapon while using this feature. You can only apply this damage to each creature once per turn and you do not recover soul points with your Soul Recovery feature when you use this nail art.<br />
<br />
;Masterful Technique<br />
Upon reaching 20th level, features from this path are no longer restricted to once per turn. Additionally, any time you would roll below a 5 for radiant damage with these features, treat the damage as a 5.<br />
<br />
===Path of the Pale Knight===<br />
You may have molded yourself after the Pale King's knights, or maybe you've decided to pick up the mantle after the fall of Hallownest. No matter your reasons, you have trained yourself in the ways of combat and speech alike in order to further your goals.<br />
<br />
;Bonus Proficiencies<br />
At 3rd level, you become proficient with Heavy armor and the Persuasion skill.<br />
<br />
;Defensive Focus<br />
Beginning at 3rd level, when you are hit by a melee attack, you can expend 5 soul and use your reaction to parry. By doing do, you reduce the damage by 1d10 + your Dexterity modifier. If you expend 10 soul points, you can use this feature when you are hit by a ranged weapon attack, destroying the projectile if you reduce the damage to 0. <br />
<br />
;Inspiring Soul<br />
At 7th level, whenever you use soul points to heal yourself, all friendly creatures within 30 feet of you that you choose that aren't unconscious gain temporary hit points equal to half that which you healed. (Minimum of 0)<br />
<br />
;Pale Courtier<br />
Starting at 15th level, whenever you roll a Charisma check, you can expend a number of soul points equal to half your Hallownest Knight level and add it to the roll.<br />
<br />
;Steel Soul<br />
Upon reaching 20th level, whenever you successfully reduce a melee attack to 0 using your Defensive Focus feature, you may make a melee attack against the attacker as part of the same reaction. Additionally, when you use your Defensive Focus feature, you can expend 10 soul points to add an additional 1d10 to the damage reduction. You may expend extra soul points to add a number of extra dice equal to your Charisma modifier.<br />
<br />
===Path of the Shaman===<br />
You have learned how to harness Soul as pure energy which you can use to fight your foes. Some who follow this path delve deep into the reaches of the earth and are driven mad by their discovery.<br />
<br />
Use this DC when using features granted by this path. Spell Save DC = 8 + proficiency bonus + Charisma modifier.<br />
<br />
;Bonus Proficiencies<br />
At 3rd level, you become proficient in the Arcana and Insight skills.<br />
<br />
;Vengeful Spirit<br />
At 3rd level, as an action when a creature damages you, you can expend 10 soul points to send forth a burst of pure soul. The soul travels in a line 60 feet long and 5 feet wide in a direction you choose. Each creature in the line must make a Dexterity saving throw against your spell save DC. A creature takes 2d6 radiant damage on a failed save, or half as much damage on a successful one.<br />
<br />
;Desolate Dive<br />
Starting at 7th level, as an action, you can expend 15 soul points and strike the ground, sending out a burst of soul. All creatures within 10 feet of you must make a Dexterity saving throw against your spell save DC. A creature takes 5d8 radiant damage on a failed save and half as much on a successful one. If you use this feature from a greater height, you take no fall damage, and the damage of this ability increases by 1d8 for every 10 feet fallen (to a maximum of an additional 3d8).<br />
<br />
;Howling Wraiths<br />
At 15th level, as an action, you can expend 20 soul points to erupt with raw soul. All creatures within a 20 foot sphere must make a Constitution saving throw against your spell save DC. A creature takes 10d10 radiant damage on a failed save and half as much on a successful one. <br />
<br />
;Shade Mage<br />
Upon reaching 20th level, you can deal necrotic or radiant damage when using features granted by this archetype, and all features granted by this archetype apply half your Hallownest Knight level to their damage rolls. Additionally, whenever you use your action to use a feature granted by this archetype, you may use your bonus action to use your Vengeful Spirit feature.<br />
<br />
===Path of the Troupe===<br />
You may have been chosen by the Nightmare Heart, or perhaps you simply serve it as some form of deity. Either way, the path of the troupe is one that feeds off the very essence of fear and fire.<br />
<br />
Use this DC when using features granted by this path. Spell Save DC = 8 + proficiency bonus + Charisma modifier.<br />
<br />
;Bonus Proficiencies<br />
At 3rd level, you gain proficiency with one Instrument and either the Intimidation or Performance skill.<br />
<br />
;Burning Passion<br />
At 3rd level, you gain resistance to fire damage. Upon reaching 15th level, this resistance becomes immunity.<br />
<br />
;Nightmare Performer<br />
Starting at 7th level, as an action, you can begin a performance that lasts until the start of your next turn. All creatures of your choice within 30 feet of you must make a Wisdom saving throw against your spell save DC. On a failed save, the creatures become charmed by you until the start of your next turn or until they take damage. A creature charmed in this way uses all of their movement on their turn to attempt to move within 5 feet of you. On your following turn, you can expend 15 soul points to erupt with flame. All creatures within 5 feet of you must make a Dexterity saving throw against your spell save DC. Creatures charmed by this feature have disadvantage on the save. On a failed save, the creatures take 5d6 fire damage, or half as much on a successful save. After using this feature, all creatures previously charmed by this feature have advantage on saves to resist the charmed condition imposed by this feature for 24 hours.<br />
<br />
;Menacing Presence<br />
Beginning at 15th level, when a creature makes an attack roll against you, you can expend 10 soul points to have them make it with disadvantage. Additionally, you can expend 10 soul points to target a creature you have spoken to for at least 1 minute. The creature must make a Wisdom saving throw against your spell save DC or become frightened of you. The target is frightened in this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged. After using this feature to frighten a creature, you must wait 24 hours before you can use this feature on the same creature again. <br />
<br />
;Nightmare King<br />
At 20th level, creatures have disadvantage on Wisdom saving throws made to resist your Nightmare Performer and Menacing Presence features. Additionally, when you use soul points to heal yourself, all creatures you choose within 5 feet of you take fire damage equal to the number of soul points spent + your Charisma modifier.<br />
<br />
===Path of the Vessel===<br />
You were forged in the abyss, or perhaps you suffered a tragedy that scarred you to your very core. Having no voice or will leaves you fortified against the influence of other deities.<br />
<br />
;Bonus Proficiencies<br />
At 3rd level, you gain proficiency with all martial weapons.<br />
<br />
;Forged in the Abyss<br />
At 3rd level, you gain resistance to necrotic damage. Upon reaching 15th level, this resistance becomes immunity, and your hit point maximum cannot be reduced in any way.<br />
<br />
;Unwavering<br />
At 7th level, you become immune to the charmed and frightened conditions.<br />
<br />
;Shade<br />
Starting at 15th level, when you die, you return to life in the place you last completed a long rest. Your soul points are reduced by half along with your soul point maximum. A shade manifests in the place of your death. The shade shares all the same statistics and features as you but has half your hit points and a hover speed of 30 feet. Only you can harm your shade and your shade is only hostile toward you. If you fall to 0 hit points before slaying your shade, you do not make death saving throws and instead die outright. After killing the shade, your soul points return to normal and you may use this feature again upon being slain. If you are unable to reach your shade, you can perform a ritual that lasts 1 hour and uses 150gp worth of ingredients to summon your shade in an unoccupied space within 10 feet of you.<br />
<br />
;Hollow Knight<br />
Upon reaching 20th level, you gain immunity to radiant damage, and when you return to life as a result of using your Shade feature. The shade produced is no longer hostile towards you, its AC is reduced to 10, and the shade’s hit points and hit point maximum are reduced to 1. Additionally, your mind cannot be read, and those who try take 3d4+ your Charisma modifier psychic damage (this damage cannot be reduced in any way).<br />
<br />
===Path of the Wanderer===<br />
You've scoured the wastes and the ruins of fallen kingdoms. You observe every detail and take precautions to save your shell. You've unearthed artifacts that assist you in your endeavors: searching for secrets lost to history.<br />
<br />
;Bonus Proficiencies<br />
At 3rd level, you gain proficiency with two skills of your choice.<br />
<br />
;Moth Wing<br />
At 3rd level, as a bonus action, you gain a fly speed of 15 feet until the end of your turn. You fall if nothing holds you aloft at the end of your turn. You cannot take the dash action while aloft.<br />
<br />
;Always Vigilant<br />
At 7th level, you have advantage on Dexterity saving throws against effects that you can see, such as traps or spells. You do not gain this benefit if you are blinded, deafened, or incapacitated. Additionally, you can expend 5 soul points when you roll for initiative to apply your Wisdom modifier to your initiative roll.<br />
<br />
;Charm Seeker<br />
Starting at 15th level, you gain two additional charm slots. Additionally, when you take damage while overcharmed, it is no longer automatically critical if you are only overcharmed by 1 notch. <br />
<br />
;Ancient Explorer<br />
Upon reaching 20th level, you can speak, read, and write all languages. Additionally, you no longer set off traps and can expend 20 soul as an action to gain {{5e|truesight}} out to a range of 120 feet for 10 minutes.<br />
<br />
===Path of the Weaver===<br />
You've endured the Deepnest and studied the tactics of the Weavers that live there. You may have grown up in the darkness or perhaps took a perilous pilgrimage to learn their ways.<br />
<br />
Use this DC when using features granted by this path. Spell Save DC = 8 + proficiency bonus + Charisma modifier.<br />
<br />
;Bonus Proficiencies<br />
At 3rd level, you gain proficiency with Weaver's Tools and weapons that deal piercing damage.<br />
<br />
;Graceful Focus<br />
Beginning at 3rd level, you can expend 10 soul points to triple your jump distance for one minute.<br />
<br />
;Needle and Thread<br />
At 7th level, all weapons you are proficient with that lack the heavy and two-handed properties gain the thrown (30/60) property. After throwing a weapon with the thrown property, you can use a bonus action to return it to your hand it is within 30 feet of you and you can see it. If you hit an object or creature of your size or larger, you may use your bonus action to pull yourself up to 15 feet in a straight line toward it, returning your weapon to your hand in the process.<br />
<br />
;Nimble Fighter<br />
At 15th level, when you jump, you can expend 10 soul points to jump once more before you land using the same action. Additionally you ignore difficult terrain, and opportunity attacks made against you are made with disadvantage.<br />
<br />
;Webspinner<br />
Upon reaching 20th level, as an action you can expend 10 soul points to cast the [[5e SRD:Web|''web'']] spell. Any creature that enters this area or begins it’s turn in this area must make a Dexterity saving throw against your spell save DC or take 5d6 piercing damage due to hidden spikes located within. You ignore movement restrictions caused by webbing.<br />
<br />
===Charms===<br />
If a charm has prerequisites, you must meet them to learn it. You can learn the charm at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class. Charms are organized alphabetically by the amount of notches they occupy. (Some charms have been tweaked from their original function -notably Hiveblood- to better fit D&D.)<br />
<br />
====1 Notch====<br />
<br />
;Defender's Crest<br />
You have disadvantage on all Charisma(Persuasion) checks. At the start of your turn, creatures within 5 feet of you of your choice takes 1 poison damage.<br />
<br />
;Dream Wielder (Prerequisite- 11th level)<br />
The Dream Nail feature no longer consumes soul points.<br />
<br />
;Gathering Swarm<br />
As a bonus action after you slay a creature within 30 feet of you, any item or currency (but not weapons) on their person with a value of 1gp or higher is moved within 5 feet of you, landing at your feet. <br />
<br />
;Grubsong (Prerequisite- 10th level)<br />
Whenever you take damage, you gain 2 soul points.<br />
<br />
;Nailmaster’s Glory (Prerequisite- 17th level, Path of the Nail Master)<br />
You no longer need to use your bonus action to charge your weapon when using features granted by the Path of the Nail Master archetype.<br />
<br />
;Spore Shroom (Prerequisite- 6th level)<br />
Whenever you use soul points to heal yourself, all creatures of your choice within 10 feet of you take poison damage equal to your Charisma modifier (minimum of 1).<br />
<br />
;Sprintmaster<br />
Your walking speed increases by 10 feet.<br />
<br />
;Steady Body<br />
You have advantage on Strength checks and saves made against being pushed back.<br />
<br />
;Thorns of Agony (Prerequisite- 4th level)<br />
Whenever you take damage, all creatures you choose within 5 feet of you take piercing damage equal to your Charisma modifier (minimum of 1).<br />
<br />
;Wayward Compass<br />
You have advantage on Wisdom(Survival) checks made to determine your location and direction.<br />
<br />
====2 Notches====<br />
<br />
;Baldur Shell<br />
After using soul points to heal yourself, you gain a +2 bonus to AC until the start of your next turn.<br />
<br />
;Dashmaster (Prerequisite- Path of the Wanderer)<br />
When you use your Moth Wing feature, you can take the dash action while aloft.<br />
<br />
;Fury of the Fallen (Prerequisite- 10th level)<br />
When your hit points are reduced below an amount equal to your Hallownest Knight level, attacks and abilities that deal damage deal an additional 4d6 force damage.<br />
<br />
;Glowing Womb (Prerequisite- 10th level)<br />
As a bonus action, you can expend 5 soul points to summon a small hatchling to defend you. You may have up to 4 hatchlings present at a time, and all hatchlings are slain when you complete a long rest. These hatchlings share your ability scores, have a flying speed of 20 feet, and move on your initiative to attack the closest hostile creature within range (use your Charisma modifier for the attack roll) dealing 1d6 fire damage on a hit and dying in the process. If the hatchling misses its attack, it does not die.<br />
<br />
;Grimmchild (Prerequisite- 9th level, Path of the Troupe)<br />
While this charm is active, you are followed by the Grimmchild. (Use statistics for [[5e SRD:Imp|Imp]]) The Grimmchild moves on your initiative and can only use its action to attack the closest hostile creature to them. Should the Grimmchild die, it is replaced when you complete a short or long rest.<br />
<br />
;Heavy Blow<br />
When you strike a medium or smaller creature with a melee weapon attack, you can choose to push them back up to 10 feet.<br />
<br />
;Lifeblood Heart<br />
Every time you complete a long rest, you gain temporary hit points equal to half your Hallownest Knight level (minimum of 1).<br />
<br />
;Longnail<br />
Melee weapons you wield that don't possess the reach property gain 5 feet additional reach.<br />
<br />
;Shape of Uun (Prerequisite- 15th level)<br />
When you use focus to heal yourself, you can move an extra 10 feet as part of the same action.<br />
<br />
;Sharp Shadow (Prerequisite- 12th level, Path of the Wanderer)<br />
When you use your Moth Wing feature, you can make one melee attack against a creature within range as part of the same action. At the start of each of your turns, roll a d6. On a roll of 6, you may use this feature again.<br />
<br />
;Soul Catcher (Prerequisite- 5th level)<br />
You gain 1 additional soul point when you use your Soul Recovery feature.<br />
<br />
;Spelltwister (Prerequisite- Path of the Shaman)<br />
Path of the Shaman features require 5 less soul points to use.<br />
<br />
;Stalwart Shell (Prerequisite- 7th level)<br />
When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.<br />
<br />
;Unbreakable Heart<br />
Your hit point maximum increases by an amount equal to twice your Hallownest Knight level when you choose this charm. Whenever you gain a level thereafter with this charm active, your hit point maximum increases by an additional 2 hit points.<br />
<br />
;Weaversong (Prerequisite- 9th level, Path of the Weaver)<br />
While this charm is active, you are followed by 3 weaverlings. (Use statistics for [[5e SRD:Giant Wolf Spider|Giant Wolf Spider]].) These weaverlings move on your initiative and can only use their action to attack the closest hostile creature to them. Should a weaverling die, it is replaced when you complete a short or long rest.<br />
<br />
====3 Notches====<br />
<br />
;Carefree Melody (Prerequisite- 18th level)<br />
This charm begins with a 0% chance to negate damage and gains a cumulative 10% chance upon being hit to instead take no damage. If you are hit by an attack, roll a d100. If you roll below the percentage chance, you instead take no damage. When an attack is negated in this way, the charm is reset to 0% and resumes its function.<br />
<br />
;Dream Shield (Prerequisite- 16th level)<br />
You gain +2 to AC, resistance to force damage, and immunity to the [[5e SRD:Magic Missile|''magic missile'']] spell.<br />
<br />
;Flukenest (Prerequisite- 15th level, Path of the Shaman)<br />
Your Vengeful spirit range becomes a 30 feet cone which is full of wriggling flukes that remain until the start of your next turn. The area becomes difficult terrain, and any creature that begins its turn in the area or enters the area for the first time on their turn takes 2d6 radiant damage. <br />
<br />
;Grubberfly’s Elegy<br />
While you have more than half your maximum number of hit points, your melee weapon can attack creatures out to a range of 30 feet Any melee attack made past 5 feet deals half damage.<br />
<br />
;Lifeblood Core (Prerequisite- 8th level)<br />
Every time you complete a long rest, you gain temporary hit points equal to your Hallownest Knight level. <br />
<br />
;Mark of Pride (Prerequisite- 15th level)<br />
Melee weapons you wield that don't possess the reach property gain 10 feet additional reach.<br />
<br />
;Quick Focus (6th level)<br />
You can heal yourself with soul points as a bonus action on your turn.<br />
<br />
;Quick Slash (Prerequisite- 12th level)<br />
You can make one melee attack as a bonus action on each of your turns.<br />
<br />
;Shaman Stone (Prerequisite- 8th level, Path of the Shaman)<br />
You can apply your Charisma modifier to the damage rolls of features gained from the Path of the Shaman.<br />
<br />
;Unbreakable Strength (Prerequisites- 8th level)<br />
Attacks you make that use Strength apply twice your Strength modifier to the damage roll.<br />
<br />
====4 Notches====<br />
<br />
;Deep Focus<br />
When you use soul points to regain health, you must use your action and bonus action, but you can restore a total number of hit points on your turn equal to twice your Hallownest Knight Level.<br />
<br />
;Hiveblood (Prerequisite- 18th level)<br />
While below half your hit point maximum, you heal for 1d8 + your Charisma modifier every round on your turn up to half your hit point maximum. You do not gain this benefit at 0 hit points.<br />
<br />
;Joni’s Blessing (Prerequisite- 17th level)<br />
All of your hit points become temporary hit points and you gain an additional number of temporary hit points equal to twice your Hallownest Knight level. Any lost temporary hit points are restored upon completing a long rest.<br />
<br />
;Soul Eater (Prerequisite- 16th level)<br />
You gain 2 additional soul points when you use your Soul Recovery feature.<br />
<br />
====5 Notches====<br />
<br />
;Kingsoul (Prerequisites- 20th level, Cannot equip Voidheart)<br />
When you complete a short rest, you regain all spent soul points.<br />
<br />
;Void Heart (Prerequisites- 20th level, Cannot equip Kingsoul)<br />
All of your attacks with your bonded weapon deal an additional extra 4d8 necrotic damage.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Hallownest Knight class, you must meet these prerequisites: Dexterity 13, Charisma 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Hallownest Knight class, you gain the following proficiencies: Martial Weapons that deal Slashing damage.<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>PunnyDM12https://www.dandwiki.com/w/index.php?title=Alchemist_(5e_Class)&diff=1225629Alchemist (5e Class)2019-10-02T05:34:00Z<p>PunnyDM12: /* Create Elixirs */</p>
<hr />
<div>==Alchemist==<br />
<br />
Reaching into her satchel, an elf quickly downs a flask of glowing blue liquid. The bitter taste of the concoctions makes her shudder. Her fingers begin to tremble as energy builds into a streak of lightning that arcs forth from her, surprising the attacking orc horde.<br />
<br />
A gnome giggles to himself as he pulls the string on a small sphere. A faint ticking can be heard before he shouts, “FIRE IN THE HOLE!” A bang and a fizzle. A few moments later, and the goblin troupe is no more than ash.<br />
<br />
The dwarf tosses his broken axe aside to produce a bottle of syrupy liquid. Uncorking the potion, he guzzles it down as the minotaur charges. As the beast would come to clash with him, the dwarf is moved nary an inch. <br />
<br />
A halfling walks up the side of an estate, striding with confidence. Peering through the open window, she examines her sleeping target: the baron of a nearby town. Vaulting over the windowsill, she produces a dagger and a vial of green liquid. The nobleman wouldn’t be waking up in the morning.<br />
<br />
<br />
“This class was created using the Alchemist class from Pathfinder as a reference with a few other ideas sprinkled in.” [https://www.d20pfsrd.com/classes/base-classes/alchemist/ Alchemist]<br />
<br />
<br />
===Creating an Alchemist===<br />
Think about why your character became an alchemist. Do they wish to help or harm people? Were they always seeking adventure? Who taught them the trade, or are they self taught: driven by trial and error? Is alchemy a noble profession in your world, or is it considered “almost magic” and not really worth practicing compared to real magic. Discuss these with your DM to determine the function of your alchemist and their role in society.<br />
<br />
;Quick Build<br />
You can make an Alchemist by quickly following these suggestions. First put your highest ability score into Intelligence followed by Constitution. If you plan on following the School of the Venomist or the School of the Grenadier, put your second highest ability score into Strength or Dexterity as you will likely be using weapons or explosives very often. Secondly, choose the Guild Artisan or Sage background. Other potentially good backgrounds would be Criminal (particularly if you plan of following the School of the Venomist), or Hermit.<br />
<br />
{{5e Class Features<br />
|name=Alchemist<br />
|summary=One who places spell effects into elixirs and creates volatile explosives.<br />
|hd=8<br />
|spellcasting=half<br />
|armor= Light Armor, Medium Armor<br />
|weapons=Simple weapons, Blowguns, Hand Crossbows, and Scimitars.<br />
|tools=Alchemy Supplies<br />
|saves=Constitution, Intelligence<br />
|skills=Choose 3 from Acrobatics, Arcana, Insight, Investigation, Medicine, Nature, Perception, Persuasion, Sleight of Hand, and Survival<br />
|item1a=any simple weapon<br />
|item1b=a scimitar<br />
|item2a=any simple weapon<br />
|item2b=a light crossbow and 20 bolts<br />
|item3a=a Dungeoneer's Pack<br />
|item3b=an Explorer's Pack<br />
|item4a= Alchemy supplies, leather armor, and a dagger<br />
|item4b=<br />
|item4c=<br />
|wealth=4d4 x 10gp<br />
|classfeatures1={{inpage|Basic Alchemy}}, {{inpage|Everfull Bag}}, {{inpage|Volatile Mixture}}<br />
|classfeatures2={{inpage|Create Elixirs}}, {{inpage|Discovery}}<br />
|classfeatures3={{inpage|Alchemical School}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Arcane Explosives}}<br />
|classfeatures6=<br />
|classfeatures7={{inpage|Evasion}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Alchemical School Feature}}<br />
|classfeatures10=<br />
|classfeatures11={{inpage|Fire in the Hole}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Alchemical School Feature}}<br />
|classfeatures14=<br />
|classfeatures15={{inpage|Product Testing}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Alchemical School Feature}}<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Eclectic Alchemist}}<br />
<br />
|extra1_name=Discoveries Known<br />
|extra1_1=-<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=2<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=3<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=4<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=6<br />
|extra1_17=6<br />
|extra1_18=7<br />
|extra1_19=7<br />
|extra1_20=8<br />
<br />
|extra2_name=Formulae Known<br />
|extra2_1=-<br />
|extra2_2=4<br />
|extra2_3=5<br />
|extra2_4=6<br />
|extra2_5=7<br />
|extra2_6=8<br />
|extra2_7=9<br />
|extra2_8=10<br />
|extra2_9=11<br />
|extra2_10=12<br />
|extra2_11=13<br />
|extra2_12=14<br />
|extra2_13=15<br />
|extra2_14=16<br />
|extra2_15=17<br />
|extra2_16=18<br />
|extra2_17=19<br />
|extra2_18=20<br />
|extra2_19=21<br />
|extra2_20=22<br />
}}<br />
<br />
====Basic Alchemy====<br />
You gain proficiency with a Herbalism Kit or a Poisoner’s Kit.<br />
<br />
====Everfull Bag====<br />
You have a magic bag used to cart around your alchemy lab. When you reach into the bag to produce any alchemical supplies you create (elixirs, explosives, mutagens, and toxins) you pull them out with ease (no action required) otherwise the bag functions like an empty backpack that you can fill with other items. You do not run out of reagents used to create your alchemical supplies if those reagents are not consumed or have a negligible cost while this bag is on your person. Additionally, the weight of your alchemy supplies are reduced to 1lb. If this bag is ever lost or destroyed you can spend 50gp to purchase a new one or half as much in material costs to craft one over the course of three days.<br />
<br />
====Volatile Mixture====<br />
Occasionally your experiments go awry. You’ve learned to harness this ability in the form of explosives. Upon completing a long rest, an alchemist can create a number of explosives equal to their Intelligence modifier plus their alchemist level. These explosives can be thrown as an action to a range of 20ft. and deal 1d8 fire damage to a target it comes into contact with. Use your proficiency bonus + your Dexterity modifier for the attack roll. All creatures within 5ft. of the impacted target are subject to the explosive’s splash damage and must make a Dexterity saving throw against your spell save DC or take fire damage equal to your Intelligence modifier (minimum of 1). All prepared explosives become inert as soon as you complete your next long rest. You need alchemy supplies to prepare explosives<br />
<br />
====Create Elixirs====<br />
After many hours of practice and study, you are able to duplicate spells by infusing a small amount of magic into your creations. When an alchemist mixes an elixir, they infuse the chemicals and reagents in the extract with magic siphoned from their own magical aura. To “cast” these spell effects, the alchemist must imbibe the potion as an action. If the spell has a casting time of one action or one bonus action, you use whichever action you used to drink the elixir to cast the spell effect. Spell effects found on the formulae list with a casting time of 1 reaction can be withheld for a number of minutes equal to your Intelligence modifier after the elixir is imbibed or until the appropriate trigger occurs at which point you may expend your reaction and the actual duration starts. All spell effects provided by elixirs can be dispelled by spells such as ''dispel magic'' and ''counterspell''. Any elixirs removed from the alchemist’s possession become inert until returned. If a spell effect calls for a material component with a cost or one that is consumed, the cost or ingredient must be included in the making of the elixir.<br />
<br />
;;;Your Formulae List<br />
At 2nd level you have a book with a formulae list containing four 1st-level alchemical formulae of your choice. Your formulae list is the repository of the formulae you know and is to an alchemist what a spellbook is to a wizard.<br />
<br />
;;;Adding New Formulae<br />
When you find an alchemical formula of first level or higher, you can add it to your formulae list if it is of a level which you can prepare and if you can spare the time to decipher and copy it. An alchemist can study a wizard’s spellbook, potion, or a spell scroll to learn any formula that is equivalent to a spell the spellbook, potion, or scroll contains. Wizards cannot learn spells from your formulae list.<br />
<br />
For each level of the formula, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the formula to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the formula just like your other formulae.<br />
<br />
;;;Replacing Your Formulae List<br />
You can copy a formula from your own formulae list into another book. This is just like copying a new formula into your formulae list, but faster and easier, since you understand your own notation and already know how to craft the elixir. You need spend only 1 hour and 10 gp for each level of the copied spell.<br />
<br />
If you lose your formulae list, you can use the same procedure to transcribe the elixirs that you have prepared into a new formulae list. Filling out the remainder of your formulae list requires you to find new formulae to do so, as normal.<br />
<br />
;;;Preparing and Crafting Elixirs<br />
The Alchemist table shows how many elixir slots (spell slots) you have to craft your Alchemist elixirs of 1st level and higher. When an alchemist prepares an elixir, they must designate what spell effect from their formulae list goes into the elixir and at what level the effect will be used at. An alchemist prepares a number of elixirs as they have slots. An alchemist can change any spell effects in any number of their remaining elixirs to another they have written in their formulae list when they complete a short rest. The level of the changed formula must equal the level of it's current effect. For example, a prepared ''alter self'' elixir can be changed to a ''barkskin'' elixir or a 2nd-level cure wounds elixir if the alchemist chooses. Alchemy supplies are required to prepare your elixirs. All previously prepared elixirs become inert after taking a long rest.<br />
<br />
You regain all expended elixir slots when you complete a long rest.<br />
<br />
;;;Spellcasting Ability<br />
Intelligence is your spellcasting ability for your Alchemist elixirs. You use your Intelligence whenever a spell or feature refers to your spellcasting modifier.<br />
<br />
In addition, you use your Intelligence modifier and proficiency bonus for the spell save DC of an Alchemist elixir or Alchemist features you use unless explicitly stated.<br />
<br />
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier.<br />
<br />
Spellcasting modifier = your proficiency bonus + your Intelligence modifier.<br />
<br />
;;;Learning Formulae of 1st Level and Higher<br />
You begin with four formulae on your formulae list. Each time you gain an Alchemist level, you can add one alchemical formula of your choice from the Alchemical Formulae list located later in the class description. Each of these formulae must be of a level which you have elixir slots as shown on the Alchemist table. On your adventures. you might find other formulae that you can add to your formulae list.<br />
<br />
====Discovery====<br />
Your research into the alchemical arts has led you to some very interesting information. At 2nd level you learn two discoveries located at the end of the class description. You learn additional discoveries at 6th, 10th, 14th, 16th, 18th, and 20th levels. <br />
<br />
====Alchemical School====<br />
At 3rd level you decide to devote yourself to a refined school of study: School of the Brewer, School of the Great Work, School of the Grenadier, School of the Mutator, or School of the Venomist. Choose a school of alchemy to follow detailed later in the class description. Your choice grants you features at 3rd level and again at 9th, 13th, and 17th levels.<br />
<br />
==== Ability Score Increase ====<br />
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.<br />
<br />
====Arcane Explosives====<br />
You infuse a small string of warding magic into your bombs. Beginning at 5th level any creatures you designate are unaffected by your explosive’s splash damage. Additionally, your bombs are considered magic for the purpose of overcoming resistances and immunities to nonmagical weapons.<br />
<br />
====Evasion====<br />
Beginning at 7th level, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
====Fire in the Hole====<br />
Starting at 10th level, after throwing one of your explosives or drinking an elixir, you can make a weapon attack as a bonus action. <br />
<br />
====Product Testing====<br />
After ingesting various reagents and breathing less-than-savory fumes, you have some measure of protection from toxins. At 15th level you gain resistance to acid and poison damage and have advantage on saving throws against poisons. Upon reaching 18th level you gain immunity to poison damage and the poisoned condition.<br />
<br />
====Eclectic Alchemist====<br />
At level 20 you’ve completed most of your schooling, so you branch into the knowledge of another school. Choose another Alchemic School. You gain the benefits of that school’s 3rd and 9th level features. (You are considered to be a 9th level Alchemist of that school for the purposes of discovery prerequisites and class features.)<br />
<br />
===School of the Brewer===<br />
Although the most common school of alchemy, alchemists enrolled in the School of the Brewer are experts at both making and drinking potions with a plethora of effect and potencies.<br />
<br />
;Heterogeneous Mixture<br />
Starting at 3rd level, you can change the spell effects of one of your elixirs as a bonus action following the rules of changing elixir effects located under ''Preparing and Crafting Elixirs''. You may do this a number of times equal to your Intelligence modifier. You regain all expended uses of this feature after completing a long rest.<br />
<br />
;Arcane Tether<br />
You connect yourself to your elixirs through intangible arcane channels. Starting at 9th level, any elixirs you prepare can leave your possession while retaining their magical benefits, allowing a creature you designate to use the elixir’s effects. The effects of the elixir still use your spellcasting modifier and spell save DC.<br />
<br />
;Swift Quaff<br />
After drinking many concoctions, you find they go down easier most of the time. Beginning at 13th level, you may drink one of your elixirs as a bonus action (but only one elixir per turn) a number of times equal to your Constitution modifier. You regain all expended uses of this feature after completing a long rest.<br />
<br />
;Expert Brewer<br />
You’ve become an expert at crafting elixirs. At 17th level, you can prepare an extra powerful elixir. Choose a 6th level formula and a 7th level formula from the Alchemical Formulae list located at the end of this class’s description. You learn those formulae and can prepare one elixir of each formula when you prepare the rest of your elixirs. These formulae don't count against your prepared elixirs. (These formulae cannot benefit from your Arcane Tether or Swift Quaff features.)<br />
<br />
===School of the Great Work===<br />
Although not technically a formal school, those who follow the beliefs of this school seek out the cure for all ailments and the power to transmute base metals into silver and gold. Although many alchemists would wish to discover such treasures, those who follow this school seek it above all else.<br />
<br />
;Crystalized Aether<br />
Through diligent research, you’ve learned to harness cosmic energy into a small, saffron-colored shard. This energy can be used to fuel some of your elixir effects. When you take this school at 3rd level you no longer require material components with a total value of 10gp when you prepare your elixirs.<br />
<br />
;Thorough Research<br />
At 9th level, you learn two additional discoveries in addition to the ones you know, assuming you meet the prerequisites.<br />
<br />
;Anima Mundi<br />
You have discovered that all things are connected in some way, and you are capable of tapping into such forces. Beginning at 13th level, when a creature damages you with an attack, you can expend your reaction to halve the damage against you. The attacking creature is then subject to the other half. This damage cannot be reduced in any way. You must complete a short or long rest before you can use this feature again.<br />
<br />
;Materia Prima<br />
You’ve made a major breakthrough with your research toward your Magnum Opus and discovered a slightly unstable yet potent form of reddish liquid material. Starting at 17th level, you no longer age and do not suffer the frailty of old age. Additionally, whenever you prepare your elixirs, you can perform one of the following effects.<br />
<br />
''Azoth''<br />
<br />
You can end all diseases, and poisons affecting a creature. Additionally, the creature loses all levels of exhaustion if they have any and regains all hit points.<br />
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''Chaos''<br />
<br />
You increase the damage of one of your explosives to 4d10.<br />
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''Chrysopoeia''<br />
<br />
You can transmute any amount of base metals (iron, lead, tin, or zinc for example) with a maximum value of 500cp into an equal number of copper pieces or bars of the same value. Additionally, you may transmute a number of copper bars or pieces with a maximum value of 500cp into an equal number of silver pieces or silver bars. You may transmute a number of silver bars or pieces with a value of up to 500sp into an equal number of gold pieces or gold bars. (Once you use this feature to transmute any metals in this way, you must wait 7 days before you can use any of your Materia Prima again.)<br />
<br />
''Elixir of Life''<br />
<br />
You can cast the ‘’raise dead’’ spell on a body within 5ft. of you.<br />
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''Genesis''<br />
<br />
You do not need to provide material components when preparing your elixirs.<br />
<br />
===School of the Grenadier===<br />
Fanatic demolition experts, those who follow the School of the Grenadier excel at making bombs and grenades. Those who follow this school look to make more powerful explosives and even apply elemental effects to them.<br />
<br />
;Hurl Anything<br />
When you choose this archetype at 3rd level you apply your proficiency bonus to improvised weapons when you throw them at a target.<br />
<br />
;Good Arm<br />
You’ve become adept at throwing your explosives at distant enemies. At 3rd level the distance you can throw your explosives is doubled. Additionally, you can throw one of your explosives as a bonus action (but only one per turn). (This feature applies to flasks of acid, alchemist’s fire, and holy water as well.)<br />
<br />
;Demolitionist<br />
Starting at 9th level, when preparing elixirs, you may choose to prepare a number of explosives in their place. The number of explosives you can create with this feature equals half your Alchemist level. Additionally, regardless of the elixir slot it occupies (if any) the damage of all your explosives increase to 2d8. This damage increases to 3d8 at 17th level.<br />
<br />
;Elemental Affinity<br />
When you throw one of your explosives, you can channel a small amount of your magic into it, altering its properties. Beginning at 13th level, an explosive you throw deals your choice of acid, cold, fire, or lightning damage on a hit.<br />
<br />
;Arcane Shrapnel<br />
Beginning at 17th level all creatures within 5ft. of the target of one of your explosives must succeed on a Dexterity saving throw or take damage equal to half your Alchemist level. Additionally, the actual target of the explosive is affected by additional condition if it can apply to the target.<br />
<br />
''Acid''<br />
<br />
The target takes additional acid damage at the start of its next turn equal to half your Alchemist level.<br />
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''Cold''<br />
<br />
The target’s movement speed is reduced by half until the start of your next turn.<br />
<br />
''Fire''<br />
<br />
The target takes fire damage equal to your Intelligence modifier for one minute or until they succeed on a Dexterity saving throw against your spell save DC to put out the flames. <br />
<br />
''Lightning''<br />
<br />
The target cannot take reactions until the start of your next turn.<br />
<br />
===School of the Mutator===<br />
The reclusive School of the Mutator holds an old form of alchemy thought to be more pure than the other forms. This school focuses on creating special elixirs that change the very nature of one’s body.<br />
<br />
;Mutagen<br />
Your alchemical study involves change, but there must always be a trade off. Beginning at 3rd level, upon completing a short or long rest, you can create one mutagen. When you drink this mutagen as an action you gain a +1 bonus to your AC and gain advantage on all Strength, Dexterity, and Constitution ability checks for 10 minutes. You also gain disadvantage on all Intelligence, Wisdom, and Charisma ability checks for the duration as well. You can create two mutagens upon reaching 9th level and three upon reaching 13th level. You can only be under the effects of one mutagen at a time. Attempting to drink a second mutagen cancels out both mutagens and gives you two levels of exhaustion. You require alchemy supplies to create mutagens.<br />
<br />
;Flush Mutagen<br />
Beginning at 9th level you can choose to end any mutagen affecting you as a bonus action. You may use this feature up to two times before you must complete a long rest. At 13th level you gain two more uses of this feature until you must complete a long rest; and at 17th level, you may use this feature a number of times equal to half your Alchemist level until you must complete a long rest.<br />
<br />
;Unflinching Mutagen<br />
At 13th level, while under the effects of a mutagen you cannot be charmed, and you are immune to the frightened condition.<br />
<br />
;Master Mutagen<br />
You’ve learned the secret to a perfect mutation. Starting at 17th level you can create one special mutagen in addition to the other mutagens you can create. When you drink this mutagen, its benefits last for one hour. Additionally, its benefits apply to the relevant saving throws as well. You do not receive the detriments of a normal mutagen when you use a master mutagen. You must complete a long rest before you can make any more master mutagens. (If you have the Cognatogen Discovery, this feature applies to those mutagens as well. This feature does not apply to the Beast Transformation, Combat Prowess, or Feral Mutagen discoveries.)<br />
<br />
===School of the Venomist===<br />
Perhaps the most obscure school of alchemy, the School of the Venomist focuses on creating deadly poisons with a variety of debilitating effects.<br />
<br />
====Quick Slather====<br />
When you choose this archetype at 3rd level you can apply poisons and toxins you create to a melee weapon or piece of ammunition as a bonus action. When a toxin is applied to a weapon, it retains potency for one minute or until you land an attack against a creature.<br />
<br />
====Toxin Maker====<br />
Instead of pursuing conventional alchemy, you’ve decided to delve into the realm of virulent poisons. Beginning at 3rd level, when preparing elixirs, you may choose to prepare a number of toxins in their place. The number of toxins you can create equals your Intelligence modifier. The toxins you create and apply to weapons deal poison damage equal to 1d4 per level of the elixir it replaces + your Intelligence modifier. On a hit, the target of your toxin must then make a Constitution saving throw against your spell save DC or become poisoned for one minute. The target can make a saving throw at the beginning of one of it’s turns, ending this condition early on a success. You require alchemy supplies to prepare toxins.<br />
<br />
====Secondary Effects====<br />
Instead of sickening your opponent, your toxins can take on a variety of other effects. Beginning at level 9, you know two of these effects and gain additional effects at 13th and 17th levels. These effects replace the poisoned condition that your toxins would normally do.<br />
<br />
''Clouded Mind''<br />
<br />
The target must make an Intelligence saving throw against your spell save DC. On a failed save, roll a d6 at the start of each of the target’s turns. On a roll of 1-4 the target takes its turn as normal. On a roll of 5-6, the target wastes it’s turn doing nothing. The target can repeat the saving throw at the beginning of each of their turns, ending this condition early on a success. <br />
<br />
''Darkness'' <br />
<br />
The target must make a Wisdom saving throw against your spell save DC or become blinded for one minute. The target can repeat the saving throw at the beginning of each of their turns, ending this condition early on a success.<br />
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''Drowsy'' <br />
<br />
The target must make a Constitution saving throw against your spell save DC or fall asleep for one minute, until the sleeper takes damage, or until someone uses their action to jostle the target awake.<br />
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''Feeble'' <br />
<br />
The target must make a Constitution saving throw against your spell save DC or become incredibly feeble. The target deals only half damage from weapon attacks that use Strength for one minute. The target can repeat the saving throw at the beginning of each of their turns, ending this condition early on a success.<br />
<br />
''Locked Joints'' <br />
<br />
The target must make a Strength saving throw equal to your spell save DC or become paralyzed for one minute. The target can repeat the saving throw at the beginning of each of their turns, ending this condition early on a success.<br />
<br />
====Incapacitation====<br />
You can prepare your poisons in such a way so as to incapacitate rather than kill. At 13th level, when you prepare a toxin in this way, it does no damage, but the target has disadvantage their initial saving throw against the poisoned condition of your toxins or conditions applied from your Secondary Effects feature.<br />
<br />
====Potent Toxins====<br />
Starting at 17th level the number of toxins you can prepare equals half your Alchemist level. Additionally, you can apply two effects granted by your Secondary Effects feature or one effect and the poisoned condition to a number of toxins equal to your Intelligence modifier (separate saves are required for each effect). Toxins prepared in this way deal no damage.<br />
<br />
===Discoveries===<br />
As an alchemist, you gain bouts of inspiration and focus. These pursuits often lead to discoveries that you might work towards or abandon halfway through. You can learn a discovery at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class. Additionally, when you gain a level in this class, you can choose one of the discoveries you know and replace it with another discovery that you could learn at that level unless stated otherwise. (Upon obtaining the Eclectic Alchemist feature, you are considered to be a 9th level character in whatever school you chose.)<br />
<br />
;Aether Bomb: ''Prerequisite- School of the Great Work''<br />
When you throw one of your explosives, you can choose to have it deal necrotic damage on a hit.<br />
<br />
;Additional Master Mutagen: ''Prerequisite- 20th Level, School of the Mutator'' <br />
You can prepare an additional Master Mutagen for the cost of two normal mutagens.<br />
<br />
;Adept Arcane Studies: ''Prerequisites- 12th Level, Arcane Studies, Extra Arcane Studies'' <br />
You may cast the spells you chose from your ''Extra Arcane Studies'' discovery more frequently. These spells are now restored after completing a short or long rest. (This discovery is permanent. Additionally, your ''Extra Arcane Studies'' discovery becomes permanent when you learn this discovery.)<br />
<br />
;Adept Esoteric Studies: ''Prerequisite- 15th Level, Esoteric Studies, School of the Great Work''<br />
You may cast the spells you chose from your ''Esoteric Studies'' discovery more frequently. These spells are now restored after completing a short or long rest. (This discovery is permanent. Additionally, your ''Esoteric Studies'' discovery becomes permanent when you learn this discovery.)<br />
<br />
;Alchemical Makeup<br />
You gain proficiency in the Deception and Persuasion skills.<br />
<br />
;Alchemic Mine: ''Prerequisite- 5th Level, School of the Grenadier''<br />
You can prepare one special explosive in place of an explosive you could normally prepare to explode when a creature approaches. You can set this explosive against a flat surface as an action. A creature can make a Wisdom(Perception) check against your spell save DC to notice the mine. If you spend one round burying the mine under a small layer of dirt or similarly light cover, the creature has disadvantage on the check. When a small or larger creature unaware of the mine's presence enters the mine's space, they set it off unless they are flying or otherwise aloft. The creature must make a Dexterity saving throw against your spell save DC or take damage equal to one of your explosives or half as much on a successful save. (This particular kind of explosive does not have splash damage) A creature aware of the mine can choose to move half its speed on its turn to move through the mine's space without setting it off.<br />
<br />
;Alchemy Practice <br />
You gain proficiency in either an Herbalism Kit or a Poisoner’s Kit. Alternatively, you can choose to double your proficiency in Alchemy Supplies, Herbalism Kits, or Poisoner’s Kits that you're proficient with. (Alchemists of the School of the Venomist immediately doubles their proficiency with Poisoner's Kits in addition to another affect of this discovery.)<br />
<br />
;Alkahest: ''Prerequisite- 10th Level, School of the Great Work''<br />
You can prepare an additional concoction of sorts when you prepare your elixirs in addition to any other elixirs you can prepare. As an action, you can choose to throw this item as if it were an explosive. This particular explosive deals 3d10 acid damage on a hit and deals half your Alchemist level with it’s splash damage. Alternatively, you can pour this concoction onto a substance covering no more than 1 square foot. This concoction dissolves any material it comes into contact with including ''sovereign glue''.<br />
<br />
;Arcane Studies<br />
You learn three cantrips from the Wizard spell list. (This discovery is permanent. An alchemist of the School of the Great Work learns an additional cantrip from the druid spell list when they learn this discovery.)<br />
<br />
;Assassin's Blade: ''Prerequisite- 6th Level'' <br />
Any weapon attack you make that doesn't already apply poison damage deals an extra 1d4 poison damage. (Alchemists of the School of the Venomist deals 1d6 extra damage when they use this discovery.)<br />
<br />
;Augmented Anatomy: ''Prerequisite- 20th Level, Enhanced Anatomy'' <br />
One ability score of your choice increases by 4 and the maximum of that score increases to 24. (This discovery is permanent. This ability score increase need not be the one you chose for your ''Enhanced Anatomy'' discovery.)<br />
<br />
;Axiomatic Bomb: ''Prerequisite- 15th Level, Flashbang, School of the Grenadier'' <br />
Your bombs are now capable of dealing radiant damage when you use your Elemental Affinity feature. All creatures affected by this explosive must make a Constitution saving throw against your spell save DC or become blinded for one minute and deafened until the start of your next turn. A creature can repeat this saving throw at the start of subsequent turns, ending these effects early on a success.<br />
<br />
;Beast Transformation: ''Prerequisite- 10th Level, School of the Mutator'' <br />
You have learned how to change in a more bestial way. You can prepare this mutagen in the place of another you could prepare. When you drink this mutagen, you take on the effects of the ''polymorph'' spell, targeting only yourself. Your mental ability scores stay the same (though you cannot speak in this form) and your hit points equal your Alchemist level unless the beast’s are higher. <br />
<br />
;Breaching Charge: ''Prerequisite- 6th Level''<br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare to blow through solid objects. The damage type of these bombs changes to thunder, and they deal double damage to solid objects and siege engines not being worn or carried. (If you have the ''Delayed Bomb'' discovery, you can stick these explosives to solid objects before using your action (or possible bonus action) to detonate them.)<br />
<br />
;Brewmaster <br />
You gain proficiency with Brewing Supplies. (Alchemists of the School of the Brewer receive expertise in Brewing Supplies.)<br />
<br />
;Caustic Blood<br />
Whenever a creature within 5ft. of you hits you with an attack, that creature takes acid damage equal to your Constitution modifier (minimum of 1). (Alchemists of the School of the Mutator deals damage equal to half their Alchemist level or their Constitution modifier (whichever is higher) when using this discovery.)<br />
<br />
;Celestial Poison: ''Prerequisite- School of the Venomist'' <br />
Your toxins now affect undead.<br />
<br />
;Chameleon: ''Prerequisite- School of the Mutator'' <br />
You gain proficiency in stealth. Additionally, you double your proficiency bonus with this skill.<br />
<br />
;Choking Gas: ''Prerequisite- School of the Venomist'' <br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare to produce a thick plume of greenish, toxic smoke. Instead of dealing instant damage, the explosive fills a 15ft. sphere with smoke, heavily obscuring the area for one minute. A creature that enters the smoke or starts its turn in the smoke takes poison damage equal to your Intelligence modifier. A creature that doesn’t need to breathe is unaffected. A wind of at least 10 miles per hour disperses the smoke in one round.<br />
<br />
;Cluster Bomb: ''Prerequisite- 20th Level, School of the Grenadier'' <br />
You can throw two explosives at once as an action provided they are the same damage type. Additionally, you can throw an explosive using a bonus action and still use other explosives using your action on that turn.<br />
<br />
;Cognatogen: ''Prerequisite- School of the Mutator'' <br />
You’ve learned how to flip the basic mutagen benefits to allow for more versatility. You can prepare a special mutagen in place of a normal one. Upon drinking this mutagen, you gain a +1 bonus to all Intelligence, Wisdom, and Charisma saving throws and gain advantage on all Intelligence, Wisdom, and Charisma ability checks for 10 minutes. You also gain disadvantage on all Strength, Dexterity, and Constitution ability checks for the duration as well.<br />
<br />
;Combat Prowess: ''Prerequisite- 5th Level, School of the Mutator'' <br />
You’ve learned how to bolster your combat effectiveness with mutagens. You can prepare a special mutagen in place of a normal one, and for a number of minutes equal to your Intelligence modifier you can attack twice instead of once when you take the attack option on your turn. Additionally, if you are wearing light or no armor, your armor class becomes 10 + your Dexterity Modifier + your Intelligence modifier. While under the effects of this mutagen, you cannot drink any of your elixirs. Treat elixirs as a mutagen for purposes of drinking multiple mutagens.<br />
<br />
;Concussion Grenade: ''Prerequisite- School of the Grenadier'' <br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare to deliver a disorienting assault. Instead of dealing damage, any creature within the explosion's splash damage radius must make a Constitution saving throw or become stunned for a number of rounds equal to your Intelligence modifier and be blinded until the start of your next turn. A creature can repeat this saving throw at the start of subsequent turns, ending these effects early on a success. <br />
<br />
;Cosmic Shard: ''Prerequisite- School of the Great Work''<br />
Your Crystalized Aether feature replaces material components with a value of 25gp or less.<br />
<br />
;Darkness Bomb: ''Prerequisite- 10th Level'' <br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare to remove all light from an area. After you throw this bomb a 15ft. sphere of magical darkness springs forth for one minute. The darkness spreads around corners, and a creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If any of this explosive’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled. (If the alchemist is at least 9th level and follows the School of the Grenadier, the level of the ''darkness'' effect equals the appropriate slot (if any) the explosive occupies assuming the slot is 3rd-level or higher. Otherwise it's cast at it's lowest level.)<br />
<br />
;Delayed Bomb <br />
You can delay the detonation of an explosive you’ve thrown within 30 ft. of you for a number of rounds equal to your Intelligence modifier. As an action, you can detonate this explosive, otherwise is explodes after all rounds are expended. (Alchemists of the School of the Grenadier can detonate their explosive as a bonus action.) <br />
<br />
;Directed Bomb: ''Prerequisite- School of the Grenadier'' <br />
You can prepare any number of special explosive in place of any explosives you could normally prepare to explode in a 15ft. cone rather than a sphere. When you throw the explosive, you choose the direction of the cone.<br />
<br />
;Dispelling Bomb: ''Prerequisite- 8th Level'' <br />
You can prepare up to two special explosives in place of up to two explosives you could normally prepare to mimic the effects of the ''dispel magic'' spell within a 15ft. sphere as if cast at its lowest level. This explosive utilizes your spellcasting modifier. (If the alchemist is at least 9th level and follows the School of the Grenadier, the level of the ''dispel magic'' effect equals the appropriate slot (if any) the explosive occupies assuming the slot is 4th-level or higher. Otherwise it's cast at it's lowest level.)<br />
<br />
;Draught of Mutation: ''Prerequisite 15th Level''<br />
You can prepare one mutagen upon completing a long rest. (Alchemists of the School of the Mutator can prepare an additional mutagen whenever they prepare mutagens during a short or long rest.)<br />
<br />
;Duck and Cover: ''Prerequisite- 3rd Level.'' <br />
You gain proficiency in Dexterity saving throws.<br />
<br />
;Eldritch Transmutation: ''Prerequisite- 12th Level''<br />
You learn the ''fabricate'' spell and can cast it as a wizard does without expending an elixir slot. You must complete a long rest before you can cast this spell again. (An alchemist of the School of the Great Work can cast this spell again after completing a short or long rest.)<br />
<br />
;Elixir Adept: ''Prerequisite- School of the Brewer'' <br />
You can prepare an additional two 1st-level elixirs.<br />
<br />
;Elixir of Recovery: ''Prerequisite- 10th Level, School of the Brewer'' <br />
When you prepare your elixirs, you can prepare one Elixir of Recovery. This elixir does not count against the number of elixirs you can prepare. If this item is poured on a corpse that has died within the past minute, it returns to life with 1 hit point. You can prepare one Elixir of Recovery after completing a long rest.<br />
<br />
;Elixir of Unlife: ''Prerequisite- 10th Level'' <br />
When you prepare your elixirs, you can prepare an Elixir of Unlife. This elixir does not count against the number of elixirs you can prepare. This item is poured onto a corpse or pile of bones, granting the semblance of the ''animate undead'' spell targeting only one target. You can prepare one Elixir of Unlife after completing a long rest.<br />
<br />
;Enhanced Anatomy <br />
One ability score of your choice increases by 2 to a maximum of 20. (You may select this discovery multiple times, each time choosing a different ability score. You cannot choose the same ability score more than once. This discovery is permanent.)<br />
<br />
;Enhanced Keen Sight: ''Prerequisite- Keen Sight'' <br />
You can see normally in darkness, both magical and nonmagical, to a distance of 60 feet. Additionally, the distance your ''Keen Sight'' discovery covers is increased by 30 ft. (This discovery is permanent. Additionally, when you choose this discovery, your ''Keen Sight'' discovery becomes permanent as well.)<br />
<br />
;Esoteric Studies: ''Prerequisite- 5th Level, School of the Great Work''<br />
Choose one 1st-level spell and one 2nd-level spell from the druid spell list. You can cast those spells in the way a druid does without expending an elixir slot. You must complete a long rest before you can cast either of these spells again.<br />
<br />
;Explosive Ammunition: ''Prerequisite- 10th Level, School of the Grenadier'' <br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare and attach them to a form of ammunition. If the ammunition hits when fired, the bomb explodes as if you threw it. If the attack misses, the explosive does not go off. (If the ammunition is destroyed upon impact, the explosive is destroyed as well.)<br />
<br />
;Extra Arcane Studies: ''Prerequisite- 8th Level, Arcane Studies'' <br />
Choose one 1st-level and one 2nd-level formulae that you know. You can cast those spells in the way a wizard does without expending an elixir slot. You must complete a long rest before you can cast either of these spells in this way again.<br />
<br />
;Eyes of Arcana <br />
You can sense the presence of magic within 30ft. of you. (An alchemist of the School of the Great Work can sense the presence of magic within 60ft. of themself at 10th level if they learn this discovery.)<br />
<br />
;Eyes of Detection: ''Prerequisite- 15th Level'' <br />
You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30ft. of you and within line of sight. (A 17th level alchemist of the School of the Mutator gains truesight out to a range of 30ft. when they choose this discovery.)<br />
<br />
;Featherweight Tonic: ''Prerequisite- 9th Level'' <br />
When you prepare your elixirs, you can prepare an elixir of ''levitate''. A creature that drinks this tonic can only target themself, otherwise this functions as a normal elixir. This elixir does not count against the number of elixirs you can prepare.<br />
<br />
;Feral Mutation: ''Prerequisite- 15th Level, School of the Mutator'' <br />
When you prepare your mutagens you can choose to prepare a special one in place of a normal one. When you drink this mutagen you grow wings, granting you a 30ft. flying speed while wearing light or no armor; and you grow sharp claws, fangs, or horns granting yourself natural weapons that deal 2d10 + your Strength modifier slashing or piercing damage. These weapons count as magical for the purposes of overcoming resistances and immunities to nonmagical weapons and use your proficiency bonus + your Strength modifier for the attack rolls. Additionally, you gain a +2 bonus to attack rolls. This mutagen lasts for a number of minutes equal to your Intelligence modifier. While under the effects of this mutagen if you use your action to perform anything other than the Attack action, you take 2d6 psychic damage. This damage cannot be reduced in any way. If you attempt to end your turn within 5ft. of a creature and still have your action, you must use it to attack that creature. If a creature provokes an attack of opportunity as a result of leaving your reach, you must attempt to attack that creature.<br />
<br />
;Flashbang <br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare to deliver a burst of light. Instead of dealing damage, any creature within the explosion's splash damage radius must make a Constitution saving throw or become blinded for a number of rounds equal to your Intelligence modifier and deafened until the start of your next turn. A creature can repeat this saving throw at the start of subsequent turns, ending these effects early on a success.<br />
<br />
;Forceful Bomb <br />
You can prepare any number of special explosive in place of any explosives you could normally prepare to deliver a burst of force. Instead of dealing damage, any creature within the explosive's splash damage radius must make a Strength saving throw or be pushed 20ft. away from the center of the explosion and be knocked prone, or be pushed half as much and stay standing on a successful save.<br />
<br />
;Hasty Mixture: ''Prerequisite- 5th Level'' <br />
You can prepare a number of explosives equal to half your Intelligence modifier (minimum of 1) during a short rest. These explosives aren’t as powerful and only deal 1d4 fire damage on a hit and half your Intelligence modifier (minimum of 1) to all creatures affected by the explosive's splash damage. (Alchemists of the School of the Grenadier do not receive this damage reduction upon reaching 9th level.)<br />
<br />
;Homing Grenade: ''Prerequisites- 5th Level'' <br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare with magic to track an enemy. This special grenade has been fitted with magics akin to the ''magic missile'' spell. When you throw this explosive at a creature in range, you strike the target for 2d4 Force damage. All creatures within 5ft. of the target must make a Dexterity saving throw against your spell save DC or take force damage equal to your Intelligence modifier.<br />
<br />
;Improved Quaff: ''Prerequisite- 15th Level, School of the Brewer'' <br />
You are not restricted to drinking one elixir per turn when using your Swift Quaff feature, but one of the elixirs cannot exceed 1st level.<br />
<br />
;Keen Sight <br />
You gain darkvision out to a range of 60ft. If you already possess darkvision, increase the range you can see by 30ft. (Alchemists of the School of Mutation, double the range of this discovery.) <br />
<br />
;Luminescence<br />
You can create two small, clear flasks of glowing liquid over the course of a short rest. This liquid sheds bright light out to a range of 15ft. and dim light 15ft. beyond that for 8 hours. A creature can also choose to fill a lamp or lantern with Luminescence, doubling the range of the bright and dim light produced by the lamp or lantern, but the Luminescence can only burn for 1 hour. You must complete a short or long rest before you can create any more Luminescence. (An alchemist of the School of the Great Work can burn Luminescence in a lamp or lantern for a number of hours equal to their Intelligence modifier.)<br />
<br />
;Master Elixir: ''Prerequisite- 20th Level, School of the Brewer'' <br />
You can prepare another 6th level elixir when you prepare your elixirs.<br />
<br />
;Masterful Arcane Studies: ''Prerequisite- 18th Level, Adept Arcane Studies, Arcane Studies, Extra Arcane Studies'' <br />
You may cast the spells you chose from your Extra Arcane Studies at will without expending an elixir slot. (This discovery is permanent.)<br />
<br />
;Net Bomb:<br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare to entangle your enemies. These explosives do not deal damage, and anyone within the explosive's splash damage radius must make a Dexterity saving throw against your spell save DC or become restrained for one minute. A creature can attempt to make a Strength saving throw at the beginning of each of their turns, freeing themselves on a success.<br />
<br />
;Packed Explosives: ''Prerequisite- 12th Level'' <br />
Your explosive deal additional damage to its struck target equal to your Intelligence modifier.You may also use your intelligence instead of your dexterity on attack rolls made with your bombs. Additionally, the explosive's splash damage increases to 10ft. (This discovery does not apply to other discoveries that have an explicit explosive splash damage radius or the ''Explosive Ammunition'' discovery.)<br />
<br />
;Phantom Elixir: ''Prerequisite- 12th Level'' <br />
When preparing your elixirs, you can prepare a Phantom elixir. When you drink this elixir, you become incorporeal for one minute. While incorporeal, you can walk through walls and creatures as if they were difficult terrain. If this effect ends while you're inside a creature or object, you are shunted to the nearest unoccupied space and take force damage equal to the number of feet you were pushed. This elixir does not count against the number of elixirs you can prepare. (A 17th level alchemist of the School of the Brewer can prepare an additional Phantom Elixir in the place of one of their 6th or 7th level formulae.)<br />
<br />
;Philosopher's Stone: ''Prerequisite- 20th Level, School of the Great Work''<br />
You can use your Materia Prima feature twice when you prepare your elixirs.<br />
<br />
;Potions Expert: ''Prerequisite- School of the Brewer'' <br />
You can identify the properties of any potion assuming you handle it for one minute.<br />
<br />
;Powder Bomb<br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare to explode with a white dust. The explosive deals no damage, but dust fills a 30ft. sphere and reveals the location of any tangible invisible creatures in its area. (Upon reaching 5th level, this discovery applies to invisible incorporeal creatures as well.)<br />
<br />
;Quicksilver Coating<br />
You can prepare two special coatings in the place of one of the elixirs of 1st level or higher you can normally prepare. When this liquid is applied to a melee weapon or twenty pieces of ammunition, the weapon becomes "silvered" for 8 hours. Upon reaching 5th level, you can prepare a number of coatings equal to your Intelligence modifier for every elixir it replaces.<br />
<br />
;Reagent Research<br />
You gain proficiency in Nature and Survival. If you already have either proficiency, you gain expertise in those skills.<br />
<br />
;Sluggish Toxin: ''Prerequisite- 10th Level, School of the Venomist'' <br />
When a creature is affected by the poisoned condition from one of your toxins, they only add half their Dexterity modifier to their armor class (if applicable) and can only take one action or bonus action on their turn.<br />
<br />
;Speedy Metabolism: ''Prerequisite- 5th Level, School of the Brewer'' <br />
Whenever you would roll dice to heal yourself from a potion or elixir, you instead heal for the maximum amount.<br />
<br />
;Strong Brew <br />
1st-level elixirs you create that deal damage add your Intelligence modifier to the damage roll. (Level 13 alchemists of the School of the Brewer can apply this bonus to all elixir effects they create.)<br />
<br />
;Smoke Bomb<br />
You can prepare any number of special explosives in place of any explosives you could normally prepare to produce a thick plume of smoke. Instead of dealing damage, the explosive fills a 15ft. sphere with smoke, heavily obscuring the area for one minute. A wind of at least 10 miles per hour disperses the smoke in one round.<br />
<br />
;Tonic of Aptitude: ''Prerequisite- 10th Level''<br />
When you prepare your elixirs, you can prepare an elixir of ''enhance ability'' at its lowest level. This elixir does not count against the number of elixirs you can prepare. (Alchemists of the School of Mutation can replace one of their mutagens with this elixir upon reaching 15th level.)<br />
<br />
;Tonic of Energy: ''Prerequisite- 11th Level''<br />
When you prepare your elixirs, you can prepare an elixir of ''haste'' targeting whoever drank it. This elixir does not count against the number of elixirs you can prepare.<br />
<br />
;Tonic of Leaping: ''Prerequisite- 9th Level'' <br />
When you prepare your elixirs, you can prepare an elixir of ''jump''. This elixir does not count against the number of elixirs you can prepare.<br />
<br />
;Tonic of Nourishment: <br />
You can prepare two special tonics in the place of one of the elixirs of 1st level or higher you can normally prepare. When a creature drinks this tonic, they receive the benefits of having eaten a berry from the ''goodberry'' spell. Upon reaching 10th level, you can prepare a number of tonics equal to your Intelligence modifier for every elixir it replaces.<br />
<br />
;Tonic of Warding <br />
When you prepare your elixirs, you can prepare an elixir of ''mage armor''. This elixir does not count against the number of elixirs you can prepare.<br />
<br />
;Touch of Death: ''Prerequisite- 5th Level, School of the Venomist'' <br />
You can apply poisons and toxins you create to your hand without poisoning yourself. You can then make a melee spell attack or unarmed strike against a target. On a hit, the poison is applied to the target.<br />
<br />
;Virulent Gas: ''Prerequisite- 15th Level, Choking Gas, School of the Venomist'' <br />
Your choking gas now affects creatures whether they need to breathe or not. The gas deals an additional 3d8 acid damage as well.<br />
<br />
;Volatile Toxins: ''Prerequisite- 20th Level, School of the Venomist'' <br />
Toxins can benefit from both your Potent Toxins feature and deal damage as well.<br />
<br />
===Alchemical Formulae List===<br />
<br />
;1st Level<br />
''absorb elements, animal friendship, armor of agathys, arms of hadar, burning hands, cause fear, chaos bolt, charm person, chromatic orb, command, comprehend languages, create or destroy water, cure wounds, detect evil and good, detect magic, detect poison and disease, disguise self, expeditious retreat, false life, featherfall, find familiar, fog cloud, guiding bolt, hellish rebuke, heroism, hunter’s mark, ice knife, identify, illusory script, jump, longstrider, mage armor, magic missile, protection from evil and good, shield of faith, speak with animals, thunderwave, witch bolt, zephyr strike''<br />
<br />
;2nd Level<br />
''aganazzer's scorcher, aid, alter self, augury, barkskin, blindness/deafness, blur, continual flame, darkness, darkvision, detect thoughts, dragon’s breath, earthbind, enhance ability, enlarge/reduce, enthrall, find traps, gentle repose, gust of wind, heat metal, invisibility, knock, lesser restoration, levitate, locate animals or plants, locate object, magic weapon, maximilian's earthen grasp, mind spike, mirror image, misty step, nystul’s magic aura, pass without trace, protection from poison, see invisibility, spider climb, suggestion, warding bond, web, zone of truth''<br />
<br />
;3rd Level<br />
''beacon of hope, blink, catnap, continual flame, counterspell, dispel magic, elemental weapon, fear, feign death, fireball, fly, gaseous form, glyph of warding, haste, hypnotic pattern, life transference, lightning bolt, meld into stone, nondetection, protection from energy, remove curse, revivify, sending, slow, speak with dead, speak with plants, thunder step, tiny servant, tongues, water breathing, water walk''<br />
<br />
;4th Level<br />
''arcane eye, aura of purity, charm monster, compulsion, death ward, dimension door, elemental bane, fire shield, freedom of movement, greater invisibility, locate creature, otiluke’s resilient sphere, polymorph, shadow of moil, stone shape, stoneskin''<br />
<br />
;5th Level<br />
''awaken, circle of power, cone of cold, contagion, creation, far step, greater restoration, legend lore, mass cure wounds, mislead, modify memory, passwall, skill empowerment, steel wind strike, swift quiver, telekinesis, transmute rock''<br />
<br />
;6th Level*<br />
''chain lightning, circle of death, eyebite, find the path, flesh to stone, heal, investiture of flame, investiture of ice, investiture of stone, investiture of wind, mass suggestion, move earth, otiluke’s freezing sphere, scatter, tenser’s transformation, true seeing, wind walk''<br />
<br />
;7th Level*<br />
''crown of stars, delayed blast fireball, etherealness, plane shift, prismatic spray, regenerate, resurrection, teleport''<br />
<br />
<br />
'''''The School of the Brewer gains 6th and 7th level spells at 17th level.'''''*<br />
<br />
===Multiclassing===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Alchemist class, you must meet these prerequisites: Constitution 13 and Intelligence 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Alchemist class, you gain the following proficiencies: Alchemy Supplies<br />
<br />
(For purposes of Multiclassing, spell slots used for elixirs are considered separate from other spell slots gained from other classes.)<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>PunnyDM12https://www.dandwiki.com/w/index.php?title=Alchemist_(5e_Class)&diff=1225628Alchemist (5e Class)2019-10-02T05:33:13Z<p>PunnyDM12: /* Creating an Alchemist */</p>
<hr />
<div>==Alchemist==<br />
<br />
Reaching into her satchel, an elf quickly downs a flask of glowing blue liquid. The bitter taste of the concoctions makes her shudder. Her fingers begin to tremble as energy builds into a streak of lightning that arcs forth from her, surprising the attacking orc horde.<br />
<br />
A gnome giggles to himself as he pulls the string on a small sphere. A faint ticking can be heard before he shouts, “FIRE IN THE HOLE!” A bang and a fizzle. A few moments later, and the goblin troupe is no more than ash.<br />
<br />
The dwarf tosses his broken axe aside to produce a bottle of syrupy liquid. Uncorking the potion, he guzzles it down as the minotaur charges. As the beast would come to clash with him, the dwarf is moved nary an inch. <br />
<br />
A halfling walks up the side of an estate, striding with confidence. Peering through the open window, she examines her sleeping target: the baron of a nearby town. Vaulting over the windowsill, she produces a dagger and a vial of green liquid. The nobleman wouldn’t be waking up in the morning.<br />
<br />
<br />
“This class was created using the Alchemist class from Pathfinder as a reference with a few other ideas sprinkled in.” [https://www.d20pfsrd.com/classes/base-classes/alchemist/ Alchemist]<br />
<br />
<br />
===Creating an Alchemist===<br />
Think about why your character became an alchemist. Do they wish to help or harm people? Were they always seeking adventure? Who taught them the trade, or are they self taught: driven by trial and error? Is alchemy a noble profession in your world, or is it considered “almost magic” and not really worth practicing compared to real magic. Discuss these with your DM to determine the function of your alchemist and their role in society.<br />
<br />
;Quick Build<br />
You can make an Alchemist by quickly following these suggestions. First put your highest ability score into Intelligence followed by Constitution. If you plan on following the School of the Venomist or the School of the Grenadier, put your second highest ability score into Strength or Dexterity as you will likely be using weapons or explosives very often. Secondly, choose the Guild Artisan or Sage background. Other potentially good backgrounds would be Criminal (particularly if you plan of following the School of the Venomist), or Hermit.<br />
<br />
{{5e Class Features<br />
|name=Alchemist<br />
|summary=One who places spell effects into elixirs and creates volatile explosives.<br />
|hd=8<br />
|spellcasting=half<br />
|armor= Light Armor, Medium Armor<br />
|weapons=Simple weapons, Blowguns, Hand Crossbows, and Scimitars.<br />
|tools=Alchemy Supplies<br />
|saves=Constitution, Intelligence<br />
|skills=Choose 3 from Acrobatics, Arcana, Insight, Investigation, Medicine, Nature, Perception, Persuasion, Sleight of Hand, and Survival<br />
|item1a=any simple weapon<br />
|item1b=a scimitar<br />
|item2a=any simple weapon<br />
|item2b=a light crossbow and 20 bolts<br />
|item3a=a Dungeoneer's Pack<br />
|item3b=an Explorer's Pack<br />
|item4a= Alchemy supplies, leather armor, and a dagger<br />
|item4b=<br />
|item4c=<br />
|wealth=4d4 x 10gp<br />
|classfeatures1={{inpage|Basic Alchemy}}, {{inpage|Everfull Bag}}, {{inpage|Volatile Mixture}}<br />
|classfeatures2={{inpage|Create Elixirs}}, {{inpage|Discovery}}<br />
|classfeatures3={{inpage|Alchemical School}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Arcane Explosives}}<br />
|classfeatures6=<br />
|classfeatures7={{inpage|Evasion}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Alchemical School Feature}}<br />
|classfeatures10=<br />
|classfeatures11={{inpage|Fire in the Hole}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Alchemical School Feature}}<br />
|classfeatures14=<br />
|classfeatures15={{inpage|Product Testing}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Alchemical School Feature}}<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Eclectic Alchemist}}<br />
<br />
|extra1_name=Discoveries Known<br />
|extra1_1=-<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=2<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=3<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=4<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=6<br />
|extra1_17=6<br />
|extra1_18=7<br />
|extra1_19=7<br />
|extra1_20=8<br />
<br />
|extra2_name=Formulae Known<br />
|extra2_1=-<br />
|extra2_2=4<br />
|extra2_3=5<br />
|extra2_4=6<br />
|extra2_5=7<br />
|extra2_6=8<br />
|extra2_7=9<br />
|extra2_8=10<br />
|extra2_9=11<br />
|extra2_10=12<br />
|extra2_11=13<br />
|extra2_12=14<br />
|extra2_13=15<br />
|extra2_14=16<br />
|extra2_15=17<br />
|extra2_16=18<br />
|extra2_17=19<br />
|extra2_18=20<br />
|extra2_19=21<br />
|extra2_20=22<br />
}}<br />
<br />
====Basic Alchemy====<br />
You gain proficiency with a Herbalism Kit or a Poisoner’s Kit.<br />
<br />
====Everfull Bag====<br />
You have a magic bag used to cart around your alchemy lab. When you reach into the bag to produce any alchemical supplies you create (elixirs, explosives, mutagens, and toxins) you pull them out with ease (no action required) otherwise the bag functions like an empty backpack that you can fill with other items. You do not run out of reagents used to create your alchemical supplies if those reagents are not consumed or have a negligible cost while this bag is on your person. Additionally, the weight of your alchemy supplies are reduced to 1lb. If this bag is ever lost or destroyed you can spend 50gp to purchase a new one or half as much in material costs to craft one over the course of three days.<br />
<br />
====Volatile Mixture====<br />
Occasionally your experiments go awry. You’ve learned to harness this ability in the form of explosives. Upon completing a long rest, an alchemist can create a number of explosives equal to their Intelligence modifier plus their alchemist level. These explosives can be thrown as an action to a range of 20ft. and deal 1d8 fire damage to a target it comes into contact with. Use your proficiency bonus + your Dexterity modifier for the attack roll. All creatures within 5ft. of the impacted target are subject to the explosive’s splash damage and must make a Dexterity saving throw against your spell save DC or take fire damage equal to your Intelligence modifier (minimum of 1). All prepared explosives become inert as soon as you complete your next long rest. You need alchemy supplies to prepare explosives<br />
<br />
====Create Elixirs====<br />
After many hours of practice and study, you are able to duplicate spells by infusing a small amount of magic into your creations. When an alchemist mixes an elixir, they infuse the chemicals and reagents in the extract with magic siphoned from their own magical aura. To “cast” these spell effects, the alchemist must imbibe the potion. If the spell has a casting time of one action or one bonus action, you use whichever action you used to drink the elixir to cast the spell effect. Spell effects found on the formulae list with a casting time of 1 reaction can be withheld for a number of minutes equal to your Intelligence modifier after the elixir is imbibed or until the appropriate trigger occurs at which point you may expend your reaction and the actual duration starts. All spell effects provided by elixirs can be dispelled by spells such as ''dispel magic'' and ''counterspell''. Any elixirs removed from the alchemist’s possession become inert until returned. If a spell effect calls for a material component with a cost or one that is consumed, the cost or ingredient must be included in the making of the elixir.<br />
<br />
;;;Your Formulae List<br />
At 2nd level you have a book with a formulae list containing four 1st-level alchemical formulae of your choice. Your formulae list is the repository of the formulae you know and is to an alchemist what a spellbook is to a wizard.<br />
<br />
;;;Adding New Formulae<br />
When you find an alchemical formula of first level or higher, you can add it to your formulae list if it is of a level which you can prepare and if you can spare the time to decipher and copy it. An alchemist can study a wizard’s spellbook, potion, or a spell scroll to learn any formula that is equivalent to a spell the spellbook, potion, or scroll contains. Wizards cannot learn spells from your formulae list.<br />
<br />
For each level of the formula, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the formula to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the formula just like your other formulae.<br />
<br />
;;;Replacing Your Formulae List<br />
You can copy a formula from your own formulae list into another book. This is just like copying a new formula into your formulae list, but faster and easier, since you understand your own notation and already know how to craft the elixir. You need spend only 1 hour and 10 gp for each level of the copied spell.<br />
<br />
If you lose your formulae list, you can use the same procedure to transcribe the elixirs that you have prepared into a new formulae list. Filling out the remainder of your formulae list requires you to find new formulae to do so, as normal.<br />
<br />
;;;Preparing and Crafting Elixirs<br />
The Alchemist table shows how many elixir slots (spell slots) you have to craft your Alchemist elixirs of 1st level and higher. When an alchemist prepares an elixir, they must designate what spell effect from their formulae list goes into the elixir and at what level the effect will be used at. An alchemist prepares a number of elixirs as they have slots. An alchemist can change any spell effects in any number of their remaining elixirs to another they have written in their formulae list when they complete a short rest. The level of the changed formula must equal the level of it's current effect. For example, a prepared ''alter self'' elixir can be changed to a ''barkskin'' elixir or a 2nd-level cure wounds elixir if the alchemist chooses. Alchemy supplies are required to prepare your elixirs. All previously prepared elixirs become inert after taking a long rest.<br />
<br />
You regain all expended elixir slots when you complete a long rest.<br />
<br />
;;;Spellcasting Ability<br />
Intelligence is your spellcasting ability for your Alchemist elixirs. You use your Intelligence whenever a spell or feature refers to your spellcasting modifier.<br />
<br />
In addition, you use your Intelligence modifier and proficiency bonus for the spell save DC of an Alchemist elixir or Alchemist features you use unless explicitly stated.<br />
<br />
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier.<br />
<br />
Spellcasting modifier = your proficiency bonus + your Intelligence modifier.<br />
<br />
;;;Learning Formulae of 1st Level and Higher<br />
You begin with four formulae on your formulae list. Each time you gain an Alchemist level, you can add one alchemical formula of your choice from the Alchemical Formulae list located later in the class description. Each of these formulae must be of a level which you have elixir slots as shown on the Alchemist table. On your adventures. you might find other formulae that you can add to your formulae list.<br />
<br />
====Discovery====<br />
Your research into the alchemical arts has led you to some very interesting information. At 2nd level you learn two discoveries located at the end of the class description. You learn additional discoveries at 6th, 10th, 14th, 16th, 18th, and 20th levels. <br />
<br />
====Alchemical School====<br />
At 3rd level you decide to devote yourself to a refined school of study: School of the Brewer, School of the Great Work, School of the Grenadier, School of the Mutator, or School of the Venomist. Choose a school of alchemy to follow detailed later in the class description. Your choice grants you features at 3rd level and again at 9th, 13th, and 17th levels.<br />
<br />
==== Ability Score Increase ====<br />
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.<br />
<br />
====Arcane Explosives====<br />
You infuse a small string of warding magic into your bombs. Beginning at 5th level any creatures you designate are unaffected by your explosive’s splash damage. Additionally, your bombs are considered magic for the purpose of overcoming resistances and immunities to nonmagical weapons.<br />
<br />
====Evasion====<br />
Beginning at 7th level, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
====Fire in the Hole====<br />
Starting at 10th level, after throwing one of your explosives or drinking an elixir, you can make a weapon attack as a bonus action. <br />
<br />
====Product Testing====<br />
After ingesting various reagents and breathing less-than-savory fumes, you have some measure of protection from toxins. At 15th level you gain resistance to acid and poison damage and have advantage on saving throws against poisons. Upon reaching 18th level you gain immunity to poison damage and the poisoned condition.<br />
<br />
====Eclectic Alchemist====<br />
At level 20 you’ve completed most of your schooling, so you branch into the knowledge of another school. Choose another Alchemic School. You gain the benefits of that school’s 3rd and 9th level features. (You are considered to be a 9th level Alchemist of that school for the purposes of discovery prerequisites and class features.)<br />
<br />
===School of the Brewer===<br />
Although the most common school of alchemy, alchemists enrolled in the School of the Brewer are experts at both making and drinking potions with a plethora of effect and potencies.<br />
<br />
;Heterogeneous Mixture<br />
Starting at 3rd level, you can change the spell effects of one of your elixirs as a bonus action following the rules of changing elixir effects located under ''Preparing and Crafting Elixirs''. You may do this a number of times equal to your Intelligence modifier. You regain all expended uses of this feature after completing a long rest.<br />
<br />
;Arcane Tether<br />
You connect yourself to your elixirs through intangible arcane channels. Starting at 9th level, any elixirs you prepare can leave your possession while retaining their magical benefits, allowing a creature you designate to use the elixir’s effects. The effects of the elixir still use your spellcasting modifier and spell save DC.<br />
<br />
;Swift Quaff<br />
After drinking many concoctions, you find they go down easier most of the time. Beginning at 13th level, you may drink one of your elixirs as a bonus action (but only one elixir per turn) a number of times equal to your Constitution modifier. You regain all expended uses of this feature after completing a long rest.<br />
<br />
;Expert Brewer<br />
You’ve become an expert at crafting elixirs. At 17th level, you can prepare an extra powerful elixir. Choose a 6th level formula and a 7th level formula from the Alchemical Formulae list located at the end of this class’s description. You learn those formulae and can prepare one elixir of each formula when you prepare the rest of your elixirs. These formulae don't count against your prepared elixirs. (These formulae cannot benefit from your Arcane Tether or Swift Quaff features.)<br />
<br />
===School of the Great Work===<br />
Although not technically a formal school, those who follow the beliefs of this school seek out the cure for all ailments and the power to transmute base metals into silver and gold. Although many alchemists would wish to discover such treasures, those who follow this school seek it above all else.<br />
<br />
;Crystalized Aether<br />
Through diligent research, you’ve learned to harness cosmic energy into a small, saffron-colored shard. This energy can be used to fuel some of your elixir effects. When you take this school at 3rd level you no longer require material components with a total value of 10gp when you prepare your elixirs.<br />
<br />
;Thorough Research<br />
At 9th level, you learn two additional discoveries in addition to the ones you know, assuming you meet the prerequisites.<br />
<br />
;Anima Mundi<br />
You have discovered that all things are connected in some way, and you are capable of tapping into such forces. Beginning at 13th level, when a creature damages you with an attack, you can expend your reaction to halve the damage against you. The attacking creature is then subject to the other half. This damage cannot be reduced in any way. You must complete a short or long rest before you can use this feature again.<br />
<br />
;Materia Prima<br />
You’ve made a major breakthrough with your research toward your Magnum Opus and discovered a slightly unstable yet potent form of reddish liquid material. Starting at 17th level, you no longer age and do not suffer the frailty of old age. Additionally, whenever you prepare your elixirs, you can perform one of the following effects.<br />
<br />
''Azoth''<br />
<br />
You can end all diseases, and poisons affecting a creature. Additionally, the creature loses all levels of exhaustion if they have any and regains all hit points.<br />
<br />
''Chaos''<br />
<br />
You increase the damage of one of your explosives to 4d10.<br />
<br />
''Chrysopoeia''<br />
<br />
You can transmute any amount of base metals (iron, lead, tin, or zinc for example) with a maximum value of 500cp into an equal number of copper pieces or bars of the same value. Additionally, you may transmute a number of copper bars or pieces with a maximum value of 500cp into an equal number of silver pieces or silver bars. You may transmute a number of silver bars or pieces with a value of up to 500sp into an equal number of gold pieces or gold bars. (Once you use this feature to transmute any metals in this way, you must wait 7 days before you can use any of your Materia Prima again.)<br />
<br />
''Elixir of Life''<br />
<br />
You can cast the ‘’raise dead’’ spell on a body within 5ft. of you.<br />
<br />
''Genesis''<br />
<br />
You do not need to provide material components when preparing your elixirs.<br />
<br />
===School of the Grenadier===<br />
Fanatic demolition experts, those who follow the School of the Grenadier excel at making bombs and grenades. Those who follow this school look to make more powerful explosives and even apply elemental effects to them.<br />
<br />
;Hurl Anything<br />
When you choose this archetype at 3rd level you apply your proficiency bonus to improvised weapons when you throw them at a target.<br />
<br />
;Good Arm<br />
You’ve become adept at throwing your explosives at distant enemies. At 3rd level the distance you can throw your explosives is doubled. Additionally, you can throw one of your explosives as a bonus action (but only one per turn). (This feature applies to flasks of acid, alchemist’s fire, and holy water as well.)<br />
<br />
;Demolitionist<br />
Starting at 9th level, when preparing elixirs, you may choose to prepare a number of explosives in their place. The number of explosives you can create with this feature equals half your Alchemist level. Additionally, regardless of the elixir slot it occupies (if any) the damage of all your explosives increase to 2d8. This damage increases to 3d8 at 17th level.<br />
<br />
;Elemental Affinity<br />
When you throw one of your explosives, you can channel a small amount of your magic into it, altering its properties. Beginning at 13th level, an explosive you throw deals your choice of acid, cold, fire, or lightning damage on a hit.<br />
<br />
;Arcane Shrapnel<br />
Beginning at 17th level all creatures within 5ft. of the target of one of your explosives must succeed on a Dexterity saving throw or take damage equal to half your Alchemist level. Additionally, the actual target of the explosive is affected by additional condition if it can apply to the target.<br />
<br />
''Acid''<br />
<br />
The target takes additional acid damage at the start of its next turn equal to half your Alchemist level.<br />
<br />
''Cold''<br />
<br />
The target’s movement speed is reduced by half until the start of your next turn.<br />
<br />
''Fire''<br />
<br />
The target takes fire damage equal to your Intelligence modifier for one minute or until they succeed on a Dexterity saving throw against your spell save DC to put out the flames. <br />
<br />
''Lightning''<br />
<br />
The target cannot take reactions until the start of your next turn.<br />
<br />
===School of the Mutator===<br />
The reclusive School of the Mutator holds an old form of alchemy thought to be more pure than the other forms. This school focuses on creating special elixirs that change the very nature of one’s body.<br />
<br />
;Mutagen<br />
Your alchemical study involves change, but there must always be a trade off. Beginning at 3rd level, upon completing a short or long rest, you can create one mutagen. When you drink this mutagen as an action you gain a +1 bonus to your AC and gain advantage on all Strength, Dexterity, and Constitution ability checks for 10 minutes. You also gain disadvantage on all Intelligence, Wisdom, and Charisma ability checks for the duration as well. You can create two mutagens upon reaching 9th level and three upon reaching 13th level. You can only be under the effects of one mutagen at a time. Attempting to drink a second mutagen cancels out both mutagens and gives you two levels of exhaustion. You require alchemy supplies to create mutagens.<br />
<br />
;Flush Mutagen<br />
Beginning at 9th level you can choose to end any mutagen affecting you as a bonus action. You may use this feature up to two times before you must complete a long rest. At 13th level you gain two more uses of this feature until you must complete a long rest; and at 17th level, you may use this feature a number of times equal to half your Alchemist level until you must complete a long rest.<br />
<br />
;Unflinching Mutagen<br />
At 13th level, while under the effects of a mutagen you cannot be charmed, and you are immune to the frightened condition.<br />
<br />
;Master Mutagen<br />
You’ve learned the secret to a perfect mutation. Starting at 17th level you can create one special mutagen in addition to the other mutagens you can create. When you drink this mutagen, its benefits last for one hour. Additionally, its benefits apply to the relevant saving throws as well. You do not receive the detriments of a normal mutagen when you use a master mutagen. You must complete a long rest before you can make any more master mutagens. (If you have the Cognatogen Discovery, this feature applies to those mutagens as well. This feature does not apply to the Beast Transformation, Combat Prowess, or Feral Mutagen discoveries.)<br />
<br />
===School of the Venomist===<br />
Perhaps the most obscure school of alchemy, the School of the Venomist focuses on creating deadly poisons with a variety of debilitating effects.<br />
<br />
====Quick Slather====<br />
When you choose this archetype at 3rd level you can apply poisons and toxins you create to a melee weapon or piece of ammunition as a bonus action. When a toxin is applied to a weapon, it retains potency for one minute or until you land an attack against a creature.<br />
<br />
====Toxin Maker====<br />
Instead of pursuing conventional alchemy, you’ve decided to delve into the realm of virulent poisons. Beginning at 3rd level, when preparing elixirs, you may choose to prepare a number of toxins in their place. The number of toxins you can create equals your Intelligence modifier. The toxins you create and apply to weapons deal poison damage equal to 1d4 per level of the elixir it replaces + your Intelligence modifier. On a hit, the target of your toxin must then make a Constitution saving throw against your spell save DC or become poisoned for one minute. The target can make a saving throw at the beginning of one of it’s turns, ending this condition early on a success. You require alchemy supplies to prepare toxins.<br />
<br />
====Secondary Effects====<br />
Instead of sickening your opponent, your toxins can take on a variety of other effects. Beginning at level 9, you know two of these effects and gain additional effects at 13th and 17th levels. These effects replace the poisoned condition that your toxins would normally do.<br />
<br />
''Clouded Mind''<br />
<br />
The target must make an Intelligence saving throw against your spell save DC. On a failed save, roll a d6 at the start of each of the target’s turns. On a roll of 1-4 the target takes its turn as normal. On a roll of 5-6, the target wastes it’s turn doing nothing. The target can repeat the saving throw at the beginning of each of their turns, ending this condition early on a success. <br />
<br />
''Darkness'' <br />
<br />
The target must make a Wisdom saving throw against your spell save DC or become blinded for one minute. The target can repeat the saving throw at the beginning of each of their turns, ending this condition early on a success.<br />
<br />
''Drowsy'' <br />
<br />
The target must make a Constitution saving throw against your spell save DC or fall asleep for one minute, until the sleeper takes damage, or until someone uses their action to jostle the target awake.<br />
<br />
''Feeble'' <br />
<br />
The target must make a Constitution saving throw against your spell save DC or become incredibly feeble. The target deals only half damage from weapon attacks that use Strength for one minute. The target can repeat the saving throw at the beginning of each of their turns, ending this condition early on a success.<br />
<br />
''Locked Joints'' <br />
<br />
The target must make a Strength saving throw equal to your spell save DC or become paralyzed for one minute. The target can repeat the saving throw at the beginning of each of their turns, ending this condition early on a success.<br />
<br />
====Incapacitation====<br />
You can prepare your poisons in such a way so as to incapacitate rather than kill. At 13th level, when you prepare a toxin in this way, it does no damage, but the target has disadvantage their initial saving throw against the poisoned condition of your toxins or conditions applied from your Secondary Effects feature.<br />
<br />
====Potent Toxins====<br />
Starting at 17th level the number of toxins you can prepare equals half your Alchemist level. Additionally, you can apply two effects granted by your Secondary Effects feature or one effect and the poisoned condition to a number of toxins equal to your Intelligence modifier (separate saves are required for each effect). Toxins prepared in this way deal no damage.<br />
<br />
===Discoveries===<br />
As an alchemist, you gain bouts of inspiration and focus. These pursuits often lead to discoveries that you might work towards or abandon halfway through. You can learn a discovery at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class. Additionally, when you gain a level in this class, you can choose one of the discoveries you know and replace it with another discovery that you could learn at that level unless stated otherwise. (Upon obtaining the Eclectic Alchemist feature, you are considered to be a 9th level character in whatever school you chose.)<br />
<br />
;Aether Bomb: ''Prerequisite- School of the Great Work''<br />
When you throw one of your explosives, you can choose to have it deal necrotic damage on a hit.<br />
<br />
;Additional Master Mutagen: ''Prerequisite- 20th Level, School of the Mutator'' <br />
You can prepare an additional Master Mutagen for the cost of two normal mutagens.<br />
<br />
;Adept Arcane Studies: ''Prerequisites- 12th Level, Arcane Studies, Extra Arcane Studies'' <br />
You may cast the spells you chose from your ''Extra Arcane Studies'' discovery more frequently. These spells are now restored after completing a short or long rest. (This discovery is permanent. Additionally, your ''Extra Arcane Studies'' discovery becomes permanent when you learn this discovery.)<br />
<br />
;Adept Esoteric Studies: ''Prerequisite- 15th Level, Esoteric Studies, School of the Great Work''<br />
You may cast the spells you chose from your ''Esoteric Studies'' discovery more frequently. These spells are now restored after completing a short or long rest. (This discovery is permanent. Additionally, your ''Esoteric Studies'' discovery becomes permanent when you learn this discovery.)<br />
<br />
;Alchemical Makeup<br />
You gain proficiency in the Deception and Persuasion skills.<br />
<br />
;Alchemic Mine: ''Prerequisite- 5th Level, School of the Grenadier''<br />
You can prepare one special explosive in place of an explosive you could normally prepare to explode when a creature approaches. You can set this explosive against a flat surface as an action. A creature can make a Wisdom(Perception) check against your spell save DC to notice the mine. If you spend one round burying the mine under a small layer of dirt or similarly light cover, the creature has disadvantage on the check. When a small or larger creature unaware of the mine's presence enters the mine's space, they set it off unless they are flying or otherwise aloft. The creature must make a Dexterity saving throw against your spell save DC or take damage equal to one of your explosives or half as much on a successful save. (This particular kind of explosive does not have splash damage) A creature aware of the mine can choose to move half its speed on its turn to move through the mine's space without setting it off.<br />
<br />
;Alchemy Practice <br />
You gain proficiency in either an Herbalism Kit or a Poisoner’s Kit. Alternatively, you can choose to double your proficiency in Alchemy Supplies, Herbalism Kits, or Poisoner’s Kits that you're proficient with. (Alchemists of the School of the Venomist immediately doubles their proficiency with Poisoner's Kits in addition to another affect of this discovery.)<br />
<br />
;Alkahest: ''Prerequisite- 10th Level, School of the Great Work''<br />
You can prepare an additional concoction of sorts when you prepare your elixirs in addition to any other elixirs you can prepare. As an action, you can choose to throw this item as if it were an explosive. This particular explosive deals 3d10 acid damage on a hit and deals half your Alchemist level with it’s splash damage. Alternatively, you can pour this concoction onto a substance covering no more than 1 square foot. This concoction dissolves any material it comes into contact with including ''sovereign glue''.<br />
<br />
;Arcane Studies<br />
You learn three cantrips from the Wizard spell list. (This discovery is permanent. An alchemist of the School of the Great Work learns an additional cantrip from the druid spell list when they learn this discovery.)<br />
<br />
;Assassin's Blade: ''Prerequisite- 6th Level'' <br />
Any weapon attack you make that doesn't already apply poison damage deals an extra 1d4 poison damage. (Alchemists of the School of the Venomist deals 1d6 extra damage when they use this discovery.)<br />
<br />
;Augmented Anatomy: ''Prerequisite- 20th Level, Enhanced Anatomy'' <br />
One ability score of your choice increases by 4 and the maximum of that score increases to 24. (This discovery is permanent. This ability score increase need not be the one you chose for your ''Enhanced Anatomy'' discovery.)<br />
<br />
;Axiomatic Bomb: ''Prerequisite- 15th Level, Flashbang, School of the Grenadier'' <br />
Your bombs are now capable of dealing radiant damage when you use your Elemental Affinity feature. All creatures affected by this explosive must make a Constitution saving throw against your spell save DC or become blinded for one minute and deafened until the start of your next turn. A creature can repeat this saving throw at the start of subsequent turns, ending these effects early on a success.<br />
<br />
;Beast Transformation: ''Prerequisite- 10th Level, School of the Mutator'' <br />
You have learned how to change in a more bestial way. You can prepare this mutagen in the place of another you could prepare. When you drink this mutagen, you take on the effects of the ''polymorph'' spell, targeting only yourself. Your mental ability scores stay the same (though you cannot speak in this form) and your hit points equal your Alchemist level unless the beast’s are higher. <br />
<br />
;Breaching Charge: ''Prerequisite- 6th Level''<br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare to blow through solid objects. The damage type of these bombs changes to thunder, and they deal double damage to solid objects and siege engines not being worn or carried. (If you have the ''Delayed Bomb'' discovery, you can stick these explosives to solid objects before using your action (or possible bonus action) to detonate them.)<br />
<br />
;Brewmaster <br />
You gain proficiency with Brewing Supplies. (Alchemists of the School of the Brewer receive expertise in Brewing Supplies.)<br />
<br />
;Caustic Blood<br />
Whenever a creature within 5ft. of you hits you with an attack, that creature takes acid damage equal to your Constitution modifier (minimum of 1). (Alchemists of the School of the Mutator deals damage equal to half their Alchemist level or their Constitution modifier (whichever is higher) when using this discovery.)<br />
<br />
;Celestial Poison: ''Prerequisite- School of the Venomist'' <br />
Your toxins now affect undead.<br />
<br />
;Chameleon: ''Prerequisite- School of the Mutator'' <br />
You gain proficiency in stealth. Additionally, you double your proficiency bonus with this skill.<br />
<br />
;Choking Gas: ''Prerequisite- School of the Venomist'' <br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare to produce a thick plume of greenish, toxic smoke. Instead of dealing instant damage, the explosive fills a 15ft. sphere with smoke, heavily obscuring the area for one minute. A creature that enters the smoke or starts its turn in the smoke takes poison damage equal to your Intelligence modifier. A creature that doesn’t need to breathe is unaffected. A wind of at least 10 miles per hour disperses the smoke in one round.<br />
<br />
;Cluster Bomb: ''Prerequisite- 20th Level, School of the Grenadier'' <br />
You can throw two explosives at once as an action provided they are the same damage type. Additionally, you can throw an explosive using a bonus action and still use other explosives using your action on that turn.<br />
<br />
;Cognatogen: ''Prerequisite- School of the Mutator'' <br />
You’ve learned how to flip the basic mutagen benefits to allow for more versatility. You can prepare a special mutagen in place of a normal one. Upon drinking this mutagen, you gain a +1 bonus to all Intelligence, Wisdom, and Charisma saving throws and gain advantage on all Intelligence, Wisdom, and Charisma ability checks for 10 minutes. You also gain disadvantage on all Strength, Dexterity, and Constitution ability checks for the duration as well.<br />
<br />
;Combat Prowess: ''Prerequisite- 5th Level, School of the Mutator'' <br />
You’ve learned how to bolster your combat effectiveness with mutagens. You can prepare a special mutagen in place of a normal one, and for a number of minutes equal to your Intelligence modifier you can attack twice instead of once when you take the attack option on your turn. Additionally, if you are wearing light or no armor, your armor class becomes 10 + your Dexterity Modifier + your Intelligence modifier. While under the effects of this mutagen, you cannot drink any of your elixirs. Treat elixirs as a mutagen for purposes of drinking multiple mutagens.<br />
<br />
;Concussion Grenade: ''Prerequisite- School of the Grenadier'' <br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare to deliver a disorienting assault. Instead of dealing damage, any creature within the explosion's splash damage radius must make a Constitution saving throw or become stunned for a number of rounds equal to your Intelligence modifier and be blinded until the start of your next turn. A creature can repeat this saving throw at the start of subsequent turns, ending these effects early on a success. <br />
<br />
;Cosmic Shard: ''Prerequisite- School of the Great Work''<br />
Your Crystalized Aether feature replaces material components with a value of 25gp or less.<br />
<br />
;Darkness Bomb: ''Prerequisite- 10th Level'' <br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare to remove all light from an area. After you throw this bomb a 15ft. sphere of magical darkness springs forth for one minute. The darkness spreads around corners, and a creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If any of this explosive’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled. (If the alchemist is at least 9th level and follows the School of the Grenadier, the level of the ''darkness'' effect equals the appropriate slot (if any) the explosive occupies assuming the slot is 3rd-level or higher. Otherwise it's cast at it's lowest level.)<br />
<br />
;Delayed Bomb <br />
You can delay the detonation of an explosive you’ve thrown within 30 ft. of you for a number of rounds equal to your Intelligence modifier. As an action, you can detonate this explosive, otherwise is explodes after all rounds are expended. (Alchemists of the School of the Grenadier can detonate their explosive as a bonus action.) <br />
<br />
;Directed Bomb: ''Prerequisite- School of the Grenadier'' <br />
You can prepare any number of special explosive in place of any explosives you could normally prepare to explode in a 15ft. cone rather than a sphere. When you throw the explosive, you choose the direction of the cone.<br />
<br />
;Dispelling Bomb: ''Prerequisite- 8th Level'' <br />
You can prepare up to two special explosives in place of up to two explosives you could normally prepare to mimic the effects of the ''dispel magic'' spell within a 15ft. sphere as if cast at its lowest level. This explosive utilizes your spellcasting modifier. (If the alchemist is at least 9th level and follows the School of the Grenadier, the level of the ''dispel magic'' effect equals the appropriate slot (if any) the explosive occupies assuming the slot is 4th-level or higher. Otherwise it's cast at it's lowest level.)<br />
<br />
;Draught of Mutation: ''Prerequisite 15th Level''<br />
You can prepare one mutagen upon completing a long rest. (Alchemists of the School of the Mutator can prepare an additional mutagen whenever they prepare mutagens during a short or long rest.)<br />
<br />
;Duck and Cover: ''Prerequisite- 3rd Level.'' <br />
You gain proficiency in Dexterity saving throws.<br />
<br />
;Eldritch Transmutation: ''Prerequisite- 12th Level''<br />
You learn the ''fabricate'' spell and can cast it as a wizard does without expending an elixir slot. You must complete a long rest before you can cast this spell again. (An alchemist of the School of the Great Work can cast this spell again after completing a short or long rest.)<br />
<br />
;Elixir Adept: ''Prerequisite- School of the Brewer'' <br />
You can prepare an additional two 1st-level elixirs.<br />
<br />
;Elixir of Recovery: ''Prerequisite- 10th Level, School of the Brewer'' <br />
When you prepare your elixirs, you can prepare one Elixir of Recovery. This elixir does not count against the number of elixirs you can prepare. If this item is poured on a corpse that has died within the past minute, it returns to life with 1 hit point. You can prepare one Elixir of Recovery after completing a long rest.<br />
<br />
;Elixir of Unlife: ''Prerequisite- 10th Level'' <br />
When you prepare your elixirs, you can prepare an Elixir of Unlife. This elixir does not count against the number of elixirs you can prepare. This item is poured onto a corpse or pile of bones, granting the semblance of the ''animate undead'' spell targeting only one target. You can prepare one Elixir of Unlife after completing a long rest.<br />
<br />
;Enhanced Anatomy <br />
One ability score of your choice increases by 2 to a maximum of 20. (You may select this discovery multiple times, each time choosing a different ability score. You cannot choose the same ability score more than once. This discovery is permanent.)<br />
<br />
;Enhanced Keen Sight: ''Prerequisite- Keen Sight'' <br />
You can see normally in darkness, both magical and nonmagical, to a distance of 60 feet. Additionally, the distance your ''Keen Sight'' discovery covers is increased by 30 ft. (This discovery is permanent. Additionally, when you choose this discovery, your ''Keen Sight'' discovery becomes permanent as well.)<br />
<br />
;Esoteric Studies: ''Prerequisite- 5th Level, School of the Great Work''<br />
Choose one 1st-level spell and one 2nd-level spell from the druid spell list. You can cast those spells in the way a druid does without expending an elixir slot. You must complete a long rest before you can cast either of these spells again.<br />
<br />
;Explosive Ammunition: ''Prerequisite- 10th Level, School of the Grenadier'' <br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare and attach them to a form of ammunition. If the ammunition hits when fired, the bomb explodes as if you threw it. If the attack misses, the explosive does not go off. (If the ammunition is destroyed upon impact, the explosive is destroyed as well.)<br />
<br />
;Extra Arcane Studies: ''Prerequisite- 8th Level, Arcane Studies'' <br />
Choose one 1st-level and one 2nd-level formulae that you know. You can cast those spells in the way a wizard does without expending an elixir slot. You must complete a long rest before you can cast either of these spells in this way again.<br />
<br />
;Eyes of Arcana <br />
You can sense the presence of magic within 30ft. of you. (An alchemist of the School of the Great Work can sense the presence of magic within 60ft. of themself at 10th level if they learn this discovery.)<br />
<br />
;Eyes of Detection: ''Prerequisite- 15th Level'' <br />
You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30ft. of you and within line of sight. (A 17th level alchemist of the School of the Mutator gains truesight out to a range of 30ft. when they choose this discovery.)<br />
<br />
;Featherweight Tonic: ''Prerequisite- 9th Level'' <br />
When you prepare your elixirs, you can prepare an elixir of ''levitate''. A creature that drinks this tonic can only target themself, otherwise this functions as a normal elixir. This elixir does not count against the number of elixirs you can prepare.<br />
<br />
;Feral Mutation: ''Prerequisite- 15th Level, School of the Mutator'' <br />
When you prepare your mutagens you can choose to prepare a special one in place of a normal one. When you drink this mutagen you grow wings, granting you a 30ft. flying speed while wearing light or no armor; and you grow sharp claws, fangs, or horns granting yourself natural weapons that deal 2d10 + your Strength modifier slashing or piercing damage. These weapons count as magical for the purposes of overcoming resistances and immunities to nonmagical weapons and use your proficiency bonus + your Strength modifier for the attack rolls. Additionally, you gain a +2 bonus to attack rolls. This mutagen lasts for a number of minutes equal to your Intelligence modifier. While under the effects of this mutagen if you use your action to perform anything other than the Attack action, you take 2d6 psychic damage. This damage cannot be reduced in any way. If you attempt to end your turn within 5ft. of a creature and still have your action, you must use it to attack that creature. If a creature provokes an attack of opportunity as a result of leaving your reach, you must attempt to attack that creature.<br />
<br />
;Flashbang <br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare to deliver a burst of light. Instead of dealing damage, any creature within the explosion's splash damage radius must make a Constitution saving throw or become blinded for a number of rounds equal to your Intelligence modifier and deafened until the start of your next turn. A creature can repeat this saving throw at the start of subsequent turns, ending these effects early on a success.<br />
<br />
;Forceful Bomb <br />
You can prepare any number of special explosive in place of any explosives you could normally prepare to deliver a burst of force. Instead of dealing damage, any creature within the explosive's splash damage radius must make a Strength saving throw or be pushed 20ft. away from the center of the explosion and be knocked prone, or be pushed half as much and stay standing on a successful save.<br />
<br />
;Hasty Mixture: ''Prerequisite- 5th Level'' <br />
You can prepare a number of explosives equal to half your Intelligence modifier (minimum of 1) during a short rest. These explosives aren’t as powerful and only deal 1d4 fire damage on a hit and half your Intelligence modifier (minimum of 1) to all creatures affected by the explosive's splash damage. (Alchemists of the School of the Grenadier do not receive this damage reduction upon reaching 9th level.)<br />
<br />
;Homing Grenade: ''Prerequisites- 5th Level'' <br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare with magic to track an enemy. This special grenade has been fitted with magics akin to the ''magic missile'' spell. When you throw this explosive at a creature in range, you strike the target for 2d4 Force damage. All creatures within 5ft. of the target must make a Dexterity saving throw against your spell save DC or take force damage equal to your Intelligence modifier.<br />
<br />
;Improved Quaff: ''Prerequisite- 15th Level, School of the Brewer'' <br />
You are not restricted to drinking one elixir per turn when using your Swift Quaff feature, but one of the elixirs cannot exceed 1st level.<br />
<br />
;Keen Sight <br />
You gain darkvision out to a range of 60ft. If you already possess darkvision, increase the range you can see by 30ft. (Alchemists of the School of Mutation, double the range of this discovery.) <br />
<br />
;Luminescence<br />
You can create two small, clear flasks of glowing liquid over the course of a short rest. This liquid sheds bright light out to a range of 15ft. and dim light 15ft. beyond that for 8 hours. A creature can also choose to fill a lamp or lantern with Luminescence, doubling the range of the bright and dim light produced by the lamp or lantern, but the Luminescence can only burn for 1 hour. You must complete a short or long rest before you can create any more Luminescence. (An alchemist of the School of the Great Work can burn Luminescence in a lamp or lantern for a number of hours equal to their Intelligence modifier.)<br />
<br />
;Master Elixir: ''Prerequisite- 20th Level, School of the Brewer'' <br />
You can prepare another 6th level elixir when you prepare your elixirs.<br />
<br />
;Masterful Arcane Studies: ''Prerequisite- 18th Level, Adept Arcane Studies, Arcane Studies, Extra Arcane Studies'' <br />
You may cast the spells you chose from your Extra Arcane Studies at will without expending an elixir slot. (This discovery is permanent.)<br />
<br />
;Net Bomb:<br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare to entangle your enemies. These explosives do not deal damage, and anyone within the explosive's splash damage radius must make a Dexterity saving throw against your spell save DC or become restrained for one minute. A creature can attempt to make a Strength saving throw at the beginning of each of their turns, freeing themselves on a success.<br />
<br />
;Packed Explosives: ''Prerequisite- 12th Level'' <br />
Your explosive deal additional damage to its struck target equal to your Intelligence modifier.You may also use your intelligence instead of your dexterity on attack rolls made with your bombs. Additionally, the explosive's splash damage increases to 10ft. (This discovery does not apply to other discoveries that have an explicit explosive splash damage radius or the ''Explosive Ammunition'' discovery.)<br />
<br />
;Phantom Elixir: ''Prerequisite- 12th Level'' <br />
When preparing your elixirs, you can prepare a Phantom elixir. When you drink this elixir, you become incorporeal for one minute. While incorporeal, you can walk through walls and creatures as if they were difficult terrain. If this effect ends while you're inside a creature or object, you are shunted to the nearest unoccupied space and take force damage equal to the number of feet you were pushed. This elixir does not count against the number of elixirs you can prepare. (A 17th level alchemist of the School of the Brewer can prepare an additional Phantom Elixir in the place of one of their 6th or 7th level formulae.)<br />
<br />
;Philosopher's Stone: ''Prerequisite- 20th Level, School of the Great Work''<br />
You can use your Materia Prima feature twice when you prepare your elixirs.<br />
<br />
;Potions Expert: ''Prerequisite- School of the Brewer'' <br />
You can identify the properties of any potion assuming you handle it for one minute.<br />
<br />
;Powder Bomb<br />
You can prepare up to two special explosive in place of up to two explosives you could normally prepare to explode with a white dust. The explosive deals no damage, but dust fills a 30ft. sphere and reveals the location of any tangible invisible creatures in its area. (Upon reaching 5th level, this discovery applies to invisible incorporeal creatures as well.)<br />
<br />
;Quicksilver Coating<br />
You can prepare two special coatings in the place of one of the elixirs of 1st level or higher you can normally prepare. When this liquid is applied to a melee weapon or twenty pieces of ammunition, the weapon becomes "silvered" for 8 hours. Upon reaching 5th level, you can prepare a number of coatings equal to your Intelligence modifier for every elixir it replaces.<br />
<br />
;Reagent Research<br />
You gain proficiency in Nature and Survival. If you already have either proficiency, you gain expertise in those skills.<br />
<br />
;Sluggish Toxin: ''Prerequisite- 10th Level, School of the Venomist'' <br />
When a creature is affected by the poisoned condition from one of your toxins, they only add half their Dexterity modifier to their armor class (if applicable) and can only take one action or bonus action on their turn.<br />
<br />
;Speedy Metabolism: ''Prerequisite- 5th Level, School of the Brewer'' <br />
Whenever you would roll dice to heal yourself from a potion or elixir, you instead heal for the maximum amount.<br />
<br />
;Strong Brew <br />
1st-level elixirs you create that deal damage add your Intelligence modifier to the damage roll. (Level 13 alchemists of the School of the Brewer can apply this bonus to all elixir effects they create.)<br />
<br />
;Smoke Bomb<br />
You can prepare any number of special explosives in place of any explosives you could normally prepare to produce a thick plume of smoke. Instead of dealing damage, the explosive fills a 15ft. sphere with smoke, heavily obscuring the area for one minute. A wind of at least 10 miles per hour disperses the smoke in one round.<br />
<br />
;Tonic of Aptitude: ''Prerequisite- 10th Level''<br />
When you prepare your elixirs, you can prepare an elixir of ''enhance ability'' at its lowest level. This elixir does not count against the number of elixirs you can prepare. (Alchemists of the School of Mutation can replace one of their mutagens with this elixir upon reaching 15th level.)<br />
<br />
;Tonic of Energy: ''Prerequisite- 11th Level''<br />
When you prepare your elixirs, you can prepare an elixir of ''haste'' targeting whoever drank it. This elixir does not count against the number of elixirs you can prepare.<br />
<br />
;Tonic of Leaping: ''Prerequisite- 9th Level'' <br />
When you prepare your elixirs, you can prepare an elixir of ''jump''. This elixir does not count against the number of elixirs you can prepare.<br />
<br />
;Tonic of Nourishment: <br />
You can prepare two special tonics in the place of one of the elixirs of 1st level or higher you can normally prepare. When a creature drinks this tonic, they receive the benefits of having eaten a berry from the ''goodberry'' spell. Upon reaching 10th level, you can prepare a number of tonics equal to your Intelligence modifier for every elixir it replaces.<br />
<br />
;Tonic of Warding <br />
When you prepare your elixirs, you can prepare an elixir of ''mage armor''. This elixir does not count against the number of elixirs you can prepare.<br />
<br />
;Touch of Death: ''Prerequisite- 5th Level, School of the Venomist'' <br />
You can apply poisons and toxins you create to your hand without poisoning yourself. You can then make a melee spell attack or unarmed strike against a target. On a hit, the poison is applied to the target.<br />
<br />
;Virulent Gas: ''Prerequisite- 15th Level, Choking Gas, School of the Venomist'' <br />
Your choking gas now affects creatures whether they need to breathe or not. The gas deals an additional 3d8 acid damage as well.<br />
<br />
;Volatile Toxins: ''Prerequisite- 20th Level, School of the Venomist'' <br />
Toxins can benefit from both your Potent Toxins feature and deal damage as well.<br />
<br />
===Alchemical Formulae List===<br />
<br />
;1st Level<br />
''absorb elements, animal friendship, armor of agathys, arms of hadar, burning hands, cause fear, chaos bolt, charm person, chromatic orb, command, comprehend languages, create or destroy water, cure wounds, detect evil and good, detect magic, detect poison and disease, disguise self, expeditious retreat, false life, featherfall, find familiar, fog cloud, guiding bolt, hellish rebuke, heroism, hunter’s mark, ice knife, identify, illusory script, jump, longstrider, mage armor, magic missile, protection from evil and good, shield of faith, speak with animals, thunderwave, witch bolt, zephyr strike''<br />
<br />
;2nd Level<br />
''aganazzer's scorcher, aid, alter self, augury, barkskin, blindness/deafness, blur, continual flame, darkness, darkvision, detect thoughts, dragon’s breath, earthbind, enhance ability, enlarge/reduce, enthrall, find traps, gentle repose, gust of wind, heat metal, invisibility, knock, lesser restoration, levitate, locate animals or plants, locate object, magic weapon, maximilian's earthen grasp, mind spike, mirror image, misty step, nystul’s magic aura, pass without trace, protection from poison, see invisibility, spider climb, suggestion, warding bond, web, zone of truth''<br />
<br />
;3rd Level<br />
''beacon of hope, blink, catnap, continual flame, counterspell, dispel magic, elemental weapon, fear, feign death, fireball, fly, gaseous form, glyph of warding, haste, hypnotic pattern, life transference, lightning bolt, meld into stone, nondetection, protection from energy, remove curse, revivify, sending, slow, speak with dead, speak with plants, thunder step, tiny servant, tongues, water breathing, water walk''<br />
<br />
;4th Level<br />
''arcane eye, aura of purity, charm monster, compulsion, death ward, dimension door, elemental bane, fire shield, freedom of movement, greater invisibility, locate creature, otiluke’s resilient sphere, polymorph, shadow of moil, stone shape, stoneskin''<br />
<br />
;5th Level<br />
''awaken, circle of power, cone of cold, contagion, creation, far step, greater restoration, legend lore, mass cure wounds, mislead, modify memory, passwall, skill empowerment, steel wind strike, swift quiver, telekinesis, transmute rock''<br />
<br />
;6th Level*<br />
''chain lightning, circle of death, eyebite, find the path, flesh to stone, heal, investiture of flame, investiture of ice, investiture of stone, investiture of wind, mass suggestion, move earth, otiluke’s freezing sphere, scatter, tenser’s transformation, true seeing, wind walk''<br />
<br />
;7th Level*<br />
''crown of stars, delayed blast fireball, etherealness, plane shift, prismatic spray, regenerate, resurrection, teleport''<br />
<br />
<br />
'''''The School of the Brewer gains 6th and 7th level spells at 17th level.'''''*<br />
<br />
===Multiclassing===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Alchemist class, you must meet these prerequisites: Constitution 13 and Intelligence 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Alchemist class, you gain the following proficiencies: Alchemy Supplies<br />
<br />
(For purposes of Multiclassing, spell slots used for elixirs are considered separate from other spell slots gained from other classes.)<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>PunnyDM12https://www.dandwiki.com/w/index.php?title=Talk:Alchemist_(5e_Class)&diff=1225623Talk:Alchemist (5e Class)2019-10-02T05:29:45Z<p>PunnyDM12: /* Question */</p>
<hr />
<div>I’m preemptively starting off this discussion page by saying I’ll gladly take constructive criticism. If you can justify your reasoning for offering changes or offer suggestions, that’s perfectly fine. I don’t claim to be the master of game balance, so any legitimate help is appreciated.<br />
[[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 10:45, 19 November 2018 (MST)<br />
<br />
The School of the Great Work is a new archetype and is likely subject to change at some point. <br />
[[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 00:34, 4 December 2018 (MST)<br />
<br />
==Question==<br />
In the "Create Elixirs" feature it says "If the spell has a casting time of one action or one bonus action, you use whichever action you used to drink the elixir to cast the spell effect."<br />
What I don't understand is does it take an action to drink the elixir? Do you get to choose action or bonus action to drink an elixir? or do you use whichever action the spell would use to drink the elixir?<br />
Love what of read of this class so far btw. Might add it to my homebrew :) --[[User:Tiero|Tiero]] ([[User talk:Tiero|talk]]) 18:01, 24 September 2019 (MDT)<br />
<br />
:It uses an action to drink an elixir like with any potion, class feature or not. But under the Brewer archetype it allows an elixir to be imbibed with a bonus action. I suppose I should have been more clear, and it's my mistake for making the assumption that the elixirs function like drinking a potion in terms of action economy. [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 23:29, 1 October 2019 (MDT)</div>PunnyDM12https://www.dandwiki.com/w/index.php?title=Talk:Doctor_(5e_Background)&diff=1221504Talk:Doctor (5e Background)2019-09-21T06:28:13Z<p>PunnyDM12: </p>
<hr />
<div>The main reason I changed the tool proficiency is that I don't think there is a MEDICINE kit.--[[Special:Contributions/209.97.85.48|209.97.85.48]] 13:08, 26 March 2016 (MDT)<br />
<br />
: it's unofficial. It's on the wiki. I made it for this background. It just isn't linked. --''[[user:Kydo|Kydo]] ([[User talk:Kydo|talk]])'' 01:52, 27 March 2016 (MDT)<br />
::Kydo, Don't you mean BACKGROUND.--Redrum 18:39, 30 March 2016 (MDT)<br />
:::Oh. Thank you. Freudian slip. --''[[user:Kydo|Kydo]] ([[User talk:Kydo|talk]])'' 08:51, 6 April 2016 (MDT)<br />
<br />
Wouldn't Herbalism Kit proficiency make more sense considering it's used to make healing potions, and healing kits don't actually require or use a proficiency?</div>PunnyDM12https://www.dandwiki.com/w/index.php?title=Enhanced_Fighting_Styles_(5e_Class_Feature)&diff=1208043Enhanced Fighting Styles (5e Class Feature)2019-08-23T01:28:42Z<p>PunnyDM12: </p>
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<div><br />
{{5e Image|float:right|https://nerdarchy.com/wp-content/uploads/2017/01/fighter.jpg|(the writer of this feat & D&D Wiki do not claim to own this image)}}<br />
{{5e Feat<br />
|name= Experienced Fighter<br />
|prereqs= Must have a Fighting Style.<br />
|benefit=<br />
You have trained and honed your fighting style to the point where you have started to develop your own versions of your selected fighting style:<br />
<br />
'''Rules'''<br />
* From below, select two options based on the fighting style you have already chosen. If you have access to more than one, you can select from either options.<br />
<br />
'''Archery'''<br />
<br />
* ''Elven Archery:'' You deal additional damage with any longbow or shortbow equal to half your proficiency modifier. <br />
<br />
* ''Piercing Shot:'' When you hit a creature with a crossbow attack, you can weaken the their armor and reduce the targets AC by 2. This lasts until the start of your next turn. Once you use this ability, you can’t do so again until you finish a short or long rest<br />
<br />
* ''Hunters Lore:'' Choose a creature type from the list: Aberrations, Beasts, Celestials, constructs, Dragons, Elementals, fey, Fiends, Giants, Monstrosities, oozes, Plants, Undead, or Humanoids. You gain a bonus to all attack rolls equal to half your proficiency modifier when making attacks against your chosen creature type. (If you are a {{5e|Ranger}} you must choose one of your favored enemies.)<br />
<br />
* ''Steady Aim:'' As a bonus action, you can make your next ranged attack roll on your turn with advantage against a target you can see. The target must be within the effective range of your ranged weapon. After you use this ability twice, you can’t do so again until you finish a short or long rest.<br />
<br />
* ''Return Fire:'' When another creature damages you with an attack, you can expend your reaction to fire a ranged attack back at the attacker. After you use this ability twice, you can’t do so again until you finish a short or long rest.<br />
<br />
'''Defense'''<br />
<br />
* ''Armor Master:'' When you are hit by an attack, as a reaction, you can increase your AC by 3 until the start of your next turn, including against the triggering attack. Once you use this ability, you can’t do so again until you finish a short or long rest.<br />
<br />
* ''Stealth Training:'' Wearing medium armor doesn't impose disadvantage on {{5s|stealth}} checks.<br />
<br />
* ''Dwarven Armor Training:'' You aren't slowed by heavy armor.<br />
<br />
* ''Fist Fighter:'' While wearing medium or heavy armor, you deal additional damage when striking with your fists equal to half your proficiency bonus.<br />
<br />
* ''Light Armor Training:'' While wearing light or medium armor, your movement speed increases by 10 feet.<br />
<br />
'''Dueling'''<br />
<br />
* ''Botta-in-tempo:'' When you are hit by an attack while you're wielding a weapon in one hand and no other weapons, as a reaction, you can increase your AC by 3 until the start of your next turn, including against the triggering attack. Once you use this ability, you can’t do so again until you finish a short or long rest.<br />
<br />
* ''Contratempo:'' When a creature damages you with an attack, you can use your reaction to make a melee attack against the attacking creature. Once you use this ability, you can’t do so again until you finish a short or long rest.<br />
<br />
* ''Coup de main:'' As a bonus action, you can cause your next attack roll to be made with advantage against a target you can see. After you use this ability twice, you can’t do so again until you finish a short or long rest.<br />
<br />
* ''Bravazzo:'' When there are two or more hostile creatures within your reach, you gain a +1 bonus to your AC while wielding a weapon in one hand and no other weapons.<br />
<br />
'''Great Weapon Fighting'''<br />
<br />
* ''Mighty Training:'' When you hit a medium or smaller creature with a melee weapon that you are wielding with two hands, you can use a bonus action to {{5e|Melee Attacks#Shoving a Creature|shove}} the creature. Once you use this ability, you can’t do so again until you finish a short or long rest.<br />
<br />
* ''Mighty Wind Up:'' As an action, you can cause your next attack to target all hostile creatures within your melee range. (Roll separate attack rolls for each target.)<br />
<br />
* ''Savage Fighter:'' As a reaction, whenever you hit a target with a melee weapon that you are wielding with two hands, you can force the target of the attack to make a {{5a|con}} saving throw equal to 8 + your {{5a|str}} modifier + your proficiency bonus or be {{5c|Stunned|stunned}} until the start of your next turn. Once you use this ability, you can’t do so again until you finish a short or long rest<br />
<br />
* ''Wounding Strike:'' When you make an attack on your turn, you can expend a bonus action to deal half the weapon's damage when you attack on your turn. If the attack hits, the target's movement speed is reduced by 10 feet and can't take reactions until the start of your next turn.<br />
<br />
* ''Giant Training:'' When you hit a large or larger target with a melee weapon that you are wielding with two hands, you can force them to make a {{5a|dex}} saving throw equal to 8 + your {{5a|str}} modifier + your proficiency bonus or be knocked {{5c|Prone|prone}}. Once you use this ability, you can’t do so again until you finish a short or long rest<br />
<br />
* ''Small Folk Training:'' When you hit a small or smaller target with a melee weapon that you are wielding with two hands, you can force them to make a {{5a|str}} saving throw equal to 8 + your {{5a|str}} modifier + your proficiency bonus or be knocked {{5c|Prone|prone}}. Once you use this ability, you can’t do so again until you finish a short or long rest.<br />
<br />
'''Protection'''<br />
<br />
* ''Shield Protector Training:'' Friendly creature within five feet of you gains a bonus to their AC equal to half your shield's bonus. You must be wielding a shield to grant this bonus.<br />
<br />
* ''Hold Out:'' When a creature hits you with an attack, you gain a +2 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.<br />
<br />
* ''Rally:'' Whenever an ally is struck with an attack within 30 feet of you, you can use your reaction to move up to 15 feet toward them.<br />
<br />
* ''Brace:'' As a bonus action, you can gain advantage on all ability checks and saving throws against effects made to {{5e|Melee Attacks#Shoving a Creature|shove}} you until the start of your next turn.<br />
<br />
'''Two-Weapon Fighting'''<br />
<br />
* ''Cunning Fighter:'' While you are holding different weapons in each hand and you hit a medium or smaller creature with both weapons on the same turn you can force it to make a {{5a|dex}} saving throw equal to 8 + your {{5a|str}} or {{5a|dex}} modifier + your proficiency bonus or cause it to be knocked {{5c|Prone|prone}}. Once you use this ability, you can’t do so again until you finish a short or long rest. <br />
<br />
* ''Brutal Fighter:'' When you hit with two different weapons on your turn, you can deal an additional 1d4 damage of the second weapon's damage type.<br />
<br />
* ''Overwhelming Fighter:'' While you are holding a different weapons in each hand, when you hit a foe with a weapon attack on your turn, your next attack gains a +2 bonus to its attack roll. After you use this ability twice, you can’t do so again until you finish a short or long rest<br />
<br />
* ''Berserk Fighter:'' Whenever you hit a creature with an attack while you are holding a different weapons in each hand, you can use your reaction to make another weapon attack.<br />
}}<br />
----<br />
{{5e Feats Breadcrumb}}<br />
<br />
[[Category:Combat Feat]]</div>PunnyDM12