School of Alchemy

by Geph

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School of Alchemy

An Achemist is an expert at combining exotic reagents to produce mystical effects. Among Wizards, members of this subclass are the greatest healers, as well as the ones most adept at wielding dangerous chemicals. While many a village has an apothecary grinding odd herbs and roots into potent concoctions, the careful process of mixing and brewing is just one way to achieve results. Some are radicals who find ways to modify their own bodies or thrill-seekers or junkies who ingest elements to alter the composition of their anatomy.

Alchemist's Proficiency

When you choose this Arcane Tradition at 2nd level, you gain proficiency with a blowgun, hand crossbow, alchemist’s supplies and herbalism kit. You also become proficient in the Nature skill if you are not already.

Collection of Concoctions

Instead of the Arcane Recovery or Spell Book class features, you've acquired a collection of useful basic concoctions, similar to a component pouch or bag. You've tucked away things that will come in handy, and can retrieve them as part of using an ability that requires them. As long as you have this item on your person, you use the alchemist's features and it is considered as alchemy supplies for crafting. If you lose your concoction collection, you can spend gold pieces to reacquire the various stocks you need, or spend time gathering them for free from a natural environment.

Alchemical Infusions

At 2nd level, you can create chemical reactions without the process of grinding, simmering and mixing required for refined potion brewing. You know enough ways to do these that with just a few standard supplies, you can get results out of a wide range of materials you can gather in almost any locale and a pinch from your reagent pouch.

This ability enables you to make Alchemical Infusions in the form of potions, salves or sprays, that are the equivalent of spells. When you cast spells in this way, they do not take effect immediately, but are infused instead. If the spell grants an effect or restores health, the creature will gain the effect of the spell when it is consumed as an action.

The following spells are added to your spell list:

Spell Level Spells
cantrip primal savagery, produce flame, resistance
1st entangle, cure wounds, purify food and drink
2nd acid arrow, enhance ability, lesser restoration
3rd plant growth, water walk, meld into stone
4th blight, dominate beast

If the spell has an area of effect, that area of effect takes place when the and where it is used. As an action, you or another creature can either consume a vial, or throw it up to 30 feet where it shatters on impact.

If the spell has a persistent effect that requires concentration, it does not require concentration to maintain, but its duration is shortened to a number of rounds equal to your intelligence modifier.

A spell that does not require concentration lasts its normal duration. An infused potion loses its potency if it is not used by the end of your next long rest.

Wondrous Distribution

Starting at 6th level, you have learned to craft your infusions in a way that's easy to share with others - potions, elixirs and salves! When other creatures use your infusions, the they still uses your spell save DC and spell attack modifier. You may share infusions (spells) of up to 2nd level with this feature and they expire after 1 hour.

Chemical Savant

At 10th level you have been exposed to enough chemicals and unlocked their secrets that they pose little risk to you. You gain resistance to acid damage and poison damage and gain advantage on saving throws against poison.

Potent Reagents

By 10th level your study of alchemy has taught you special ingredients to make your spells extra potent. As you cast a spell by using a potion, you may apply potent reagents to do one of the following:

  • Reroll one of the damage or healing dice.
  • Increase the area of any area of effect by increasing the radius of a sphere or cylinder or the length of a cone or cube by 50%, rounded up.
  • Gain advantage on the first Constitution saving throw to maintain concentration on the spell.
  • Impose disadvantage for one target on the second saving throw caused by the spell.
Authors
Inspiration

The abilities featured in this homebrew subclass are inspired by the Kibbles' Artificer and the Wizards of the Coast Artificer.

Art Credits
Changelog

1.0 - First public release.


Potent reagents can only be used once per turn, and are used before the potion is expended (ie. you do not see the results before choosing to use them). You can use potent reagents a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses of it when you finish a short or long rest.

Eureka Formula

At 14th level, you've learned to make exceptionally potent reagents. When you use potent reagents, you can apply up to two potent reagents effects per each use. (If a potent reagent effect is selected twice, effects that say first or second should be treated as if they say first and second, or second and third).

You may also share infusions, as described in Wondrous Distribution, of 3rd level and higher.

 

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