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- Alchemist: Renown worldwide for their ability to concoct various serums and formulas, Alchemy can be traced to many things throughout the world. The Holy Water and Silver weapons that the church uses, for instance, is often from the work of an Alchemist. Most Alchemists work closely with the Shadow Hunters guild, though not necessarily serving as Shadow Hunters themselves, the opportunity to explore the world gives them the potential to find countless ingredients for their many products, all in exchange for a little risk in their life.
- Select Two Professions: Arcane, Acrobatics, Crafting, Deception, History, Intimidation, Investigation, Perception, Medical, Occult, Nature, Persuasion, Sense Motive, Stealth, Sleight of Hand, Religion
- Level 1:
- Alchemy: The Alchemist begins with the Alchemy profession by default. They also gain twice the proficiency bonus as one would normally receive for beginning with a profession, having a +6 base bonus as opposed to +3. When making an Alchemy or Nature check to determine whether they know the product has a use in Alchemy, they may consult a special catalog that will automatically detail to them its uses, rather than require a standard check.
- Alchemy Lab: The Alchemist begins with various tools of their trade that allows them to perform Alchemy on the road.
- --Ingredients: Alchemists are allowed greater access to special regents and formulas that others would normally not be allowed to begin with. How they store these regents is up to the Alchemist; be it a satchel, or a complicated kit of vials and beakers. Every long rest, the Alchemist is assumed to have refreshed their supplies.
- If an Alchemist would normally not have access to Ingredients that are required for the flasks they learn from the Alchemist class, then they may use their magic to synthesize artificial versions of their ingredients, using simpler plants as a base. This process takes some time and preparation; and can only be done at the beginning of a long rest. Ingredients are measured in 'Units' to determine how many uses they have of each ingredient.
- The general rule of thumb is that an Alchemist is capable of having up to 5 different cataloged ingredients on hand, with uses depending on the ingredient requested. (Typically ranging between 3-6)
- --Catalog: Alchemists begin with a very special catalog. This catalog contains various potential alchemical regents, dangerous or otherwise, that they may potentially make use of. Inquire the DM about whether or not something may be within the catalog. (If the Google Document (with all the ingredients) mentions the ingredients, they are assumed to be on the catalog.)
- --Portable Station: Station that allows the Alchemist to mix and create their potions without the need of finding a lab or shop. Essentially just several beakers and vials, a solstone for cooking their products, tongs, the like. Potions all require different amounts of time to cook and prepare; meaning that the Alchemist doesn't have the luxury of creating them on the fly. They do, however, have the luxury of stocking up.
- Synthesize Mana: It's no secret that Alchemy is magical. Seasoned Alchemists (such as yourself!) are capable of synthesizing their raw mana for a variety of simple effects that they can add to their potions. These effects are distilled into the potion making process, granting the alchemist a bit more versatility for their creations. Abilities with an asterisk* will denote the ability requiring mana synthesis.
- --Explosive Flasks*: The Alchemist may enhance a potion so that it has an explosive effect, widening out into a larger area. Effects that are already volatile or explosive simply have a larger, or more violent explosion.
- Level 2:
- Ice Flask: The Alchemist may have the normally peaceful substance turn volatile, creating a flask of liquid that instantly freezes once it contacts air. Requires Frost Mint.
- Level 3:
- +1 Ability Point
- Level 4:
- Chain Reaction*: The Alchemist may cause their next potion to react in tandem with another potion in a different way. This chain reaction may be set to react randomly with another specific potion, another random potion, or trigger a certain effect through specific circumstances, detailed below:
- --When taking beneficial potions together, their duration are increased depending on the effects. (5 Minute~An hour boost.). Alternatively, the combined potions have increased potency.
- --The potion may be caused to react violently to another one. This reaction is random.
- --The effects may be safely contained together in a single vial, combined into one potion that can be used. This single potion combines both effects in some way, or reacts appropriately depending on the properties of the ingredients used.
- Level 5:
- Liquid Lightning: The Alchemist may synthesize a special potion that vastly enhances the speed and agility of the user. Such a potion is very dangerous to make; as the ingredients used are actually poisonous by default. The Lightning Flask grants whoever drinks it the ability to perceive actions as if they were slowed in time. This allows them to perform two actions rather than one in one round, grants them a +4 bonus to their dodge score, and advantage on all dexterity based rolls. Alchemists move so fast that they may actually prep a single potion while under this spell's effect.
- Requires storm berries.
- Level 6:
- +1 Ability Point
- Level 7:
- Alkahest*: The Alchemist may create a special universal solvent, using Holy Water as a base. This solvent, called an Alkahest, may be applied to various different potions as an added effect. The Alkahest may actually be applied to a potion that already has mana synthesized into it.
- Invisible effects*: The Alchemist renders the effects of whatever potion they create to appear invisible. For example, a fire bomb would release an unseen blast of fire.
- Level 8:
- Cloud in a Bottle*: The Alchemist causes whatever effect to explode in a violent, swirling cloud of chemicals. This chemical storm may encapsulate a large area (about 30 feet in diameter) for up to three rounds. Certain cloud effects last shorter than others.
- Level 9:
- +1 Ability Point
- Level 10:
- EUREKA!: The Alchemist makes a magnificent breakthrough! This breakthrough grants them a different bonus or ability that they may utilize thanks to their intense research. The Alchemist may select from one of the breakthroughs below, or make a unique one themselves.
- --Eternal Youth: The Alchemist discovers the 'cure' for aging. This allows them to render themselves effectively immortal.
- --Permanency Potion: The Alchemist learns how to craft a very powerful potion. This potion requires a long amount of preparation to create, but renders the beneficial effects of another potion's effect to continue on for an exceptionally long time; some indefinitely. Only one permanency effect may be affecting an area or subject at once. Any more after the first replaces the previous one.
- --Regeneration: The Alchemist perfects a regenerative serum that permanently grants them ability to regenerate wounds over time. Limbs also grow back in a given amount of time. The Alchemist still ages normally.
- --Open the Mind: The Alchemist unleashes all potential within one of their mental ability scores. (CHA, WIS, or INT). They select one and gain advantage to all rolls made with that ability score. They also gain a +1 bonus to those three ability scores.
- --Perfect the Body: The Alchemist unlocks potential within their physical ability scores. (DEX, FORT, or STR). They select one and gain advantage to most rolls made with that ability score, subject to the DM's discretion. They also gain a +1 bonus in those physical ability scores.
- --Poisonous Body: Through intense exposure to countless chemicals, the Alchemist renders himself immune to most diseases and poisons. Their blood also becomes poisonous, and they gain a poisonous touch attack that causes victims to quickly wither away at a touch.
- --Elixir of Life: This tonic effectively allows the Alchemist to bring anyone back from death's door. Dying victims stabilize quickly,with their bleeding stopping, and their wounds quickly sealing away. Their body rapidly regenerates to its former state. This tonic is very difficult to brew; and requires very rare ingredients that makes it impossible for them to have one too often. (About 1/Week)
- --Void Bomb: The Alchemist creates a deadly potion that violently warps and causes everything nearby to be swiftly pulled inwards. Targets within 30 feet of the Void bomb are pulled 10 feet towards the center for three rounds, taking bludgeoning damage if they're already within the center with other objects.
- The bomb then explodes, violently causing everything that collected within the center to be sent flying away.
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