Wild Alchemist

by AileTheAlien

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Wild Alchemist

A DnD 5E Player-Class

by Aile the Alien

 
Unstable Brews

You love to concoct new mixtures! Fire-bombs and flash-bangs for your enemies, and smoke-bombs to escape? Make yourself stronger? Tiny? Huge? Anything is possible, even if it sometimes blows up in your face!

Overview

Your reckless potion brewing gives you the following traits:

  • Hit Dice: D6
  • Proficiencies:
    • simple weapons
    • light armor, medium armor (to help with the explosions!)
    • alchemists' supplies, glassblower's tools, healer's kit
    • intelligence and constitution checks
  • Starting Skills: two from animal handling, acrobatics, arcana, athletics, history, investigation, insight, medicine, nature, religion, survival
  • Starting Equipment:
    • a club, sling and quarterstaff
    • an explorer's pack or scholar's pack
    • alchemists' supplies, glassblower's tools, healer's kit and herbalism kit
    • an alchemical grenade (this document), potion of healing, or oil of slipperiness

Leveling

(PB is proficiency bonus, EP is elixir potency, AP is alchemy-point bonus or penalty, and +SoF stands for ability-score improvement, or taking an optional feat.)

Level PB EP AP Misc
1 2 1 -2 Combustible Character, Wondrous Elixirs
2 2 1 0
3 2 1 2
4 2 1 4 +SoF
5 3 1 6
6 3 1 8
7 3 1 10
8 3 1 12 +SoF
9 4 2 14
10 4 2 16
11 4 2 18
12 4 2 20 +SoF
13 5 2 22
14 5 2 24
15 5 2 26
16 5 2 28 +SoF
17 6 3 30
18 6 3 32 The Bones
19 6 3 34 +SoF
20 6 3 36

Combustible Character

Whether by absorption of so many chemicals, or deliberate sabotage to thwart enemies, your body is highly volatile and will erupt in flames if you suddenly become unconscious or die. (Normal sleep is gradual and safe.) When reduced to 0 HP, you blast flames in a small radius, and when you die the explosion deals triple the fire damage in the smaller radius in addition to a much larger size of thunder / bludgeoning damage. The dexterity check for the initial fire explosion is 20, and the secondary explosions are 15.

Level Initial Fire Damage Fire Radius Explosion Non-Fire Damage Explosion Radius
5 1d4 5 2d8 25
10 2d4 10 3d8 30
15 4d4 15 4d8 35
20 8d4 20 5d8 40

Wondrous Elixirs

These are the elixirs you've been perfecting the longest. Highly potent, other potions pale in comparison. They just...have some side-effects... When quaffed, you must succeed on an INT/IWS/CHA saving throw, and the DC of the elixir's addiction is 15; After this save, the DC increases by 1. (The maximum DC is 28 and minimum is 8.) If you fail the quaffing save, you are affected by The Rage instead of the normal effect, and the DC increases by 1 again. Their effects are long-lasting (unless you become unconscious), but you may choose to end them early. Ending the effects early is a free action in combat but ends your turn, and you must succeed on the addiction DC. (Failing to end them early has no extra effect; Succeeding reduces the addiction DC by 2; The elixirs wearing off in time reduces the DC by 1.) After their effects end, your must succeed vs the DC again; If you fail, you gain a level of exhaustion. You can only be affected by one elixir at a time, but always brew enough to have one ready to go. No other character can safely quaff these elixirs, since the recipe is still experimental. If you are highly stressed, reduced to 1/4 HP, or under the effects of a full moon, etc, you must save against the addiction DC or else be immediately affected by The Rage. If you drink a normal healing potion or gain temporary HP (not from an elixir) at maximum HP, the addiction DC is reduced by 1.

The Doctor

You gain 2 * (PB + INT + WIS) temporary HP, then gain 2 * PB to intelligence, wisdom and charisma, and lose PB / 2 from strength, dexterity and constitution. (Your maximums increase by the same amount.) This elixir's effects last for ten hours, and you may attempt to end its effects early every twenty minutes.

The Mister

You gain PB * (CON + HD) temporary HP, then gain 2 * PB to strength, dexterity and constitution, and lose PB / 2 from intelligence, wisdom and charisma. (Your maximums increase by the same amount.) You regain PB * (CON + HD) HP per turn. This elixir's effects last for thirty minutes, and you may attempt to end its effects early once per minute.

The Rage

 

This effect is as The Mister, but only lasts ten minutes, can't be voluntarily ended early, and has additional effects. You deal an additional PB damage in melee, and your attacks count as magical and silvered for overcoming resistances. You gain 10 feet of movement speed, but may not use ranged combat or cast spells, and you lose concentration on existing spells. Every round you must attack, and move closer if none are in range. If you end your turn without attacking, you smash nearby objects, the ground or yourself, and take PB + STR damage. If you reach 1/3 HP, you fall unconscious, gain a level of exhaustion, and the addiction DC increases by 1.

The Bones

(Prerequisite: level 18)

You've ingested so many of these elixirs in your experiments that they've absorbed into your very bones, giving your bones supernatural abilities. Once per day, you can feel the weather changing - re-roll any die for yourself, friend or foe, and choose the result. You can heal from any disease in 1d20 days, and be cured of any curse in 3d20 days. You can even regrow lost parts, much as a lizard - hands or feet in 1d6 days, arms or legs in 1d10 days, your head or body below your head in 1d20 days, or regrow yourself from a sliver of bone in 2d20 days!

Alchemy Overview

How many? How big?

Every long rest, you may spend alchemy-points to brew potions, grenades or elixirs. (You must be able to afford them in a single expenditure.) Your points total is your INT plus (or minus) AP bonus (or penalty) at that level.

Quality Pounds Single Triple Half-Dozen Baker's Dozen
Simple 1 3 7 12 20
Tricky 2 6 14 24 -
Complex 3 12 21 - -
Masterful 4 24 - - -

Slippery Chemicals

Roll a dexterity check of 10 when crafting potions or alchemical grenades. If you fail, you splash yourself and are effected or it explodes.

Volatile Brews

Your concoctions are inherently unstable. Roll the given die per potion at the end of the day - on a one it explodes, and on a two it simply turns to sludge.

Potion Quality Dice Roll
Simple d6
Tricky d8
Complex d10
Masterful d12

Conventional Chemistries

Quality Name
Simple Dust of disappearance
Simple Dust of dryness
Simple Grenade (smoke)
Simple Oil of slipperiness
Simple Potion of animal friendship
Simple Potion of climbing
Simple Potion of diminution
Simple Potion of growth
Simple Potion of healing
Simple Potion of poison
Simple Potion of water breathing
Simple Restorative ointment
Simple Restorative ointment
Tricky Potion of healing (greater)
Tricky Oil of etherealness
Tricky Potion of gaseous form
Tricky Potion of resistance
Complex Potion of healing (superior)
Complex Oil of sharpness
Complex Potion of flying
Complex Potion of invisibility
Complex Potion of speed
Complex Potion of vitality
Masterful Potion of healing (supreme)
Masterful Sovereign glue
Masterful Universal solvent

Peculiar Potions

Simple

Disguised Aura, Potion of

This potion disguises you, to foil attempts to detect your magical aura for a day.

Disguise Self, Potion of

You disguise your physical appearance for an hour.

Feather-Fall, Potion of

You fall slowly and safely, as the feather fall spell.

Firefly, Essence of

This sticky oil lights as brightly as a torch, hooded lantern, or bullseye lantern when applied to one of those objects. It however is much lighter - one vial contains enough for twenty hours of light!

Glitter-Dust Grendade

This small card-board tube is a pyrotechnic grenade. When thrown to a point up to 60 feet away, it explodes in a 15-foot radius, covering everything in faintly glowing, glittering dust. Everything inside is affected as per the faerie fire spell - they can't be invisible, etc. It also reveals trip-wires, pressure-plates, etc as per the find traps spell.

Grenade (Alchemical Damage)

A one-pound flask of sticky chemicals, which can be thrown up to 30 feet. Any creature in a 15-foot circle is damaged each turn until it makes a dexterity check of 10. Roll between acid, cold and fire damage when crafting. Acid gives advantage to attacks against them, cold slows by 5 feet, and fire gives them disadvantage to hit for the duration. If you drop it when crafting, it deals one round of damage to you.

Instead of throwing it as a grenade, you may use this substance to coat ten daggers, darts or hand-crossbow bolts; four arrows or light crossbow bolts, three heavy crossbow bolts, or one arbalest missile. Those munitions do their normal damage again as the elemental type, but have no lasting effect.

Jumping, Potion of

Your jumping distance is tripled for a minute.

Rot, Powders of Protection from

A corpse, meat, etc is protected from rot for ten days.

Tricky

Dark-Vision, Potion of

You gain darkvision to 120 feet for 10 minutes.

Grenade (Alchemical Damage, Greater)

This stronger grenade deals 2d4 damage.

Grenade, Shock and Awe

This bomb affects creatures within a radius of 20 feet, knocking them unconscious for 10 rounds, or blinding and deafening them for 1. (Roll when crafting. One pound.)

Grenade of Sticky Webbing

This grenade explodes into sticky webbing, trapping creatures.

Grenade (Stinking Cloud)

This grenade causes creatures to gag and choke on a failed save, for a minute.

Haste, Potion of

You move at incredible speed, for a minute.

Purify Food and Drink, Powders of

Powdered chemicals used to purify food and drink as the spell, but only enough for one medium creature's day's rations. It is rendered bitter, bland or sour, but otherwise safe; The water may be filtered with cloth and sand, to reduce the taste.

Stoneskin, Potion of

You gain resistance to blunt, slashing, and piercing damage for an hour.

Complex

Arbitrary Gravity, Potion of

For a minute, you may change the direction of gravity for your person and posessions, as a free action.

Grenade (Alchemical Damage, Superior)

This stronger grenade deals 3d4 damage, and the radius is now 25 feet.

Misty Steps, Potion of

For ten rounds (one minute), you may teleport 30 feet, as the misty step spell.

Non-Detection, Potion of

For 8 hours, you are hidden from magical detection.

See Invisible, Potion of

You can see invisible creatures and objects to 120 feet for 10 minutes.

Sex Bomb

When thrown, this grenade explodes in a cloud of sparkling pink smoke, 60 feet wide. Within that range all creatures are affected by the smoke, unless they succeed on a save with DC 10 + PB + INT. Any affected creatures will drop their weapons, and try to grapple the nearest creature(s). The effects last 1 minute (10 rounds).

Sunbeam Flare

You blind and cause radiant damage in a line, as the sunbeam spell.

Masterful

Grenade (Alchemical Damage, Supreme)

This stronger grenade deals 4d4 damage, the radius is 35 feet, and the save DC is at -2 to end its effects.

Mind-Blanking, Potion of

For a day, you are protected from psychic damage, mind-reading, being charmed, etc.

Grenade (Sunburst)

You blind and cause radiant damage in a large radius, as the sunburst spell.

Time Stop, Potion of

You take multiple turns in a row, as the time stop spell.

Truesight, Potion of

You gain truesight to 120 feet for 10 minutes.

 

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