Alchemist of nonmagic (5e Class)
From D&D Wiki
- 1 Alchemist
- 1.1 Creating an Alchemist of Non-Magic
- 1.2 Class Features
- 1.3 Alchemist Speciality
- 1.4 Alchemy crafting list
Devoid of magical prowess, whether by choice or not, you still wish to seek the knowledge of the universe and unlock its secrets with as much fever as your arcane counterparts so you turn toward the mundane world around you. You mix, stir, heat, grind and fail and fail and fail until you find a combination that produces a viable result, celebrate, record and then move on. Slowly learning about how everything around you fits together to make the world what it is.
As you constantly experiment you mainly find different ways to make dangerous subsistences that melt, poison, burn and explode, only rarely finding a mixture that heals or benefits people.
Despite the mutual distaste alchemists and wizards have for each other, they are very similar. While there are alchemist guilds, many work on their own with few interactions with their fellow professionals, especially those at the forefront of their studies, defending their hard earned secrets with zealous determination.
A small child drops a funny white stone into a barren volcanic lake and giggles as bubbles seemingly pore out of the rock for hours until it disappears, years later that child is standing alongside archmages in both battle and research.
Creating an Alchemist of Non-Magic
- Quick Build
You can make a Non-Magic Alchemist quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by dex. Second, choose the Guild Artisan background. Third, choose two spears.
As a Alchemist of Non-Magic you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Alchemist of Non-Magic level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Alchemist of Non-Magic level after 1st
Armor: Light armor
Weapons: Simple weapons
Tools: Alchemists' Tools
Saving Throws: Intelligence and Dexterity
Skills: Choose two from History, Investigation, Medicine, Nature, Perception, Servival and Sleight of Hand
You start with the following equipment, in addition to the equipment granted by your background:
- (a) 2 simple weapons or (b) Short bow and 20 arrows
- (a) Explorer's pack or (b) Dungeoneer's pack
- (a) Alchemist's satchel or (b) A compass
- Your personal notebook
|4th||+2||Ability Score Improvement, -||9|
|8th||+3||Ability Score Improvement, -|
|12th||+4||Ability Score Improvement, -|
|16th||+5||Ability Score Improvement, -|
|17th||+6||Very Rare Alchemist|
|19th||+6||Ability Score Improvement, -|
You have studied and or experimented with alchemy and as such know how to make basic potions and poisons with many different ingredients. As you travel you find and collect materials that you can use to turn into alchemy products. Because you have to use a portable set of equipment, your products are unstable and do not last long. As you are constantly using different ingredients, you also need to constantly figure out how to make the potions which is mentally taxing, so you have a limited amount of inspiration to make potions every day, only regaining the inspiration after a good rest.
Alchemic products are items that are consumed as they are used like potions, dusts, oils and beads but not forged or obviously enchanted items like chime of opening, feather tokens or spell scrolls. Anything that has a permanent effect like manuals also do not count
During a long rest, you can make a number of Alchemic products as shown in the product inspiration column in the class table. The products you make lose their potency after 24 hours.
To begin with you only know how to make the basic potions. As you gain more levels you learn to make other potions which you pick from the list at the bottom or magic item potions (with limits), you can change the potions that you know when you gain a level.
If someone is under the effect of two non-institaniounce potions then they react violently dealing 2d12 poison damage and ending both effects
At level 2, you gain proficiency in throwing potions and for you the range becomes 30/60 and they gain the finese property. You can also apply poisons to a weapon or ammunition as a bonus action
At 3rd level, you chose a Speciality. Choose between <!-list the subclass options->, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at <!-list all the levels the class gains subclass features->.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
At level 5, you pick one alchemic product from the magic items list with uncommon rarity which you learn how to make. You can then use one of your inspiration to make it per long rest
Increase production at level #, #, # and #
Another recipe at level # and #
At level 11, you learn how to make rare alchemic products
Very Rare Alchemist
At level 17
At level 20, you can make 1 legendary rarity potion during a long rest
One of the features is going to be that they automatically learn potion recipes for their speciality
You can pick one of the sample poisons to make
potion poison; you can make a poison that works by violently reacting to other potions
You have learnt a method to release the power of any potion, no matter what its intended purpose, into an explosion
You regain your int modifier of inspiration after compleating a short rest
you learn one additional potion recipe that you can change each long rest
Creature can have two of your potions active
any health potion brewed by you also gives half as many temporary hit points as is healed, in addition to what is healed.
Alchemy crafting list
The Basic potions;
Basic poison; You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition takes 2d4 poison damage. Once applied, the poison retains potency for 1 minute before drying.
Potion of weak healing; A character who drinks the magical red fluid in this vial regains 1d4 + 1 hit points. Drinking or administering a potion takes an action.
Alchemist's fire; This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 2d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.
Acid; As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage
Basic explosive; When the vial brakes, everything in that 5ft space takes 1d6 fire damage and everything in a 5ft radius makes a DC 10 dex save or takes 1d6 thunder damage.
Smoke grenade; A 10ft foot radius area becomes heavily obscured and 20ft further is lightly obscure
Flashbang; Creatures in a 5ft area make a DC# con save or become stunned for a round and blind and deaf for a minute, resave each round, on success they are blind and deaf for one round, other creatures within 15ft make save or are blind and deaf for one round
Frag grenade; 4d6 P damage, 1/2 damage per 5ft away, dex save for half.
Flare; 5ft of blinding light, 60ft of bright light, 120ft dim light. Can be modified to work underwater
Antitoxin; A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs.
Antibiotic; A creature that drinks this vial of liquid gains advantage on saving throws against diseases for 1 hour and at the end of that one hour if they have a disease that they have not rolled for in the last hour, they get to make another save which they will not suffer any effects if they fail but it is not made with advantage. It confers no benefit to undead or constructs and has no effect on some diseases.
Tear gas; makes a 10ft cloud, creatures in the cloud need to make a DC# con save or become incapacitated with pain
Caustic cloud; makes a 10ft cloud, creatures in the cloud take # acid damage DC# con save for half damage
Purge potion; removes all potions, poisons and dieases and has some negative
Potion of (ability); Exactly like potion of giant strength but other ability scores
ClF3; The most powerful oxidiser, this strange chemical doesn't burn itself instead it causes anything with few exceptions to go up in flames including but not limited to stone, glass, asbestos and water. When ClF3 comes in contact with anything it immediatly catches on fire and a volume equal to the amount of liquid is completely destroyed on top of the damage the heat causes. The damage that the flame causes is equal to ?d6, if ClF3 is splashed onto a creature it takes ?d12. The only thing that can resist ClF3 is specially prepared metal, which also makes the metal brittle and weak (This is a real thing except the real thing also produces toxic gases)
Instant wall: a bottle of liquid that when exposed to air, quickly expands and hardens into a 5ft cube that slowly degrades over a hour. After it hardens it has an AC of 10 and 5x your level of HP
Anti-magic: A creature or object splashed with this potion cannot be affected by magic or use magic for 1 minute