Friday, April 10, 2015

5th Edition Alchemist

This character is closely based on the Pathfinder RPG alchemist class, and uses the 5th edition warlock as a template.

Alchemists have four key features: Bombs, Mutagens, Elixirs and Discoveries.

BOMBS
An alchemist's bombs are more powerful than in Pathfinder, but they can be used less frequently. An alchemist can use as many bombs as a Warlock has spell slots. Like a Warlock, they regain their bomb slots when they finish a short or long rest.
The bombs do fire damage equal to a rogue's sneak attack dice, plus their intelligence modifier in a 15'x15' square. A Dex save (DC=8+proficiency bonus+Intelligence modifier) reduces this damage by half.

MUTAGENS
An alchemist's mutagen raises any one ability score by 2. This effect requires concentration, and lasts until concentration is broken, or up to one hour.

ELIXIR
An elixir is similar to a potion in appearance, but is more like a spell in its effects. Unlike a spell, only the alchemist can use an elixir that targets an individual. An alchemist can prepare a number of elixirs equal to half her level, plus her intelligence modifier. They have elixir slots equal to a Ranger's spell slots.

DISCOVERIES
An alchemist gains discoveries as a warlock gains invocations.


Proficiencies
Saves: Dexterity and Intelligence
Skills Two of Arcana, Deception, Detect Magic, Detect Poison and Disease, Insight, Investigation, Nature, Perception, Persuasion, Stealth.
Tools: Alchemy Kit
Light Armor and Simple Weapons.

FIRST LEVEL ELIXIRS Cure Wounds, Comprehend Languages, Expeditious Retreat, Feather Fall, Fog Cloud, Heroism, Jump, Sleep
SECOND LEVEL ELIXIRS Detect Thoughts, Enhance Ability, Invisibility, Lesser Restoration, See Invisibility, Protection from Poison, Spider Climb
THIRD LEVEL ELIXIRS Blink, Fly, Haste, Protection from Energy, Water Breathing, Revivify, Gaseous Form, Stinking Cloud
FOURTH LEVEL ELIXIRS Greater Invisibility, Polymorph, Stoneskin, Death Ward, Freedom of Movement,
FIFTH LEVEL ELIXIRS Cloudkill, Contagion, Greater Restoration, Awaken

DISCOVERIES
Bomb Discoveries: Many bomb discoveries change the damage type of a given bomb, but only one such discovery can be applied to a given bomb. Bomb discoveries that do not change the damage type can be used with any bomb. An alchemist with multiple bomb discoveries can choose which type of bomb to throw when they throw it. They do not have to be readied ahead of time.

Smoke Bomb - Any time an alchemist with this discovery throws a bomb, it can be a smoke bomb instead. In addition to doing damage, this bomb fills the area with smoke, heavily obscuring everything in the area for the next round.
Poison Bomb - Any time an alchemist with this discovery throws a bomb, it can be a poison bomb instead. This changes the damage type to poison, the saving throw to Con, and causes any creature within the area to gain the poisoned condition. They can save again each round to remove the condition.
Frost Bomb  Any time an alchemist with this discovery throws a bomb, it can be a frost bomb instead. This changes the damage type to cold, and any creature that fails their save has their movement reduced by 15' for the next 2 rounds.
Force Bomb - Any time an alchemist with this discovery throws a bomb, it can be a force bomb instead. This changes the damage type to force and the saving throw to Strength. Any creature that fails their save is knocked prone.
Acid Bomb - Any time an alchemist with this discovery throws a bomb, it can be an acid bomb instead. This changes the damage type to acid, and any creature that fails their save takes an additional 1d6 acid damage at the start of their next round.
Poison Gas Bomb - The alchemist must be 9th level and have the Poison Bomb and Smoke Bomb discovery already. When the bomb goes off, it deals poison damage as a Poison Bomb, and creates a cloud of smoke as a smoke bomb. The smoke does not dissipate, however, but drifts 10 feet (in the direction away from the alchemist when the bomb was thrown) each round. Each creature that starts it's turn within the cloud of poison gas takes 5d6 poison damage and gain the poisoned condition. If they make a constitution save, the damage is halved and they do not gain the poisoned condition.
Fast Bomb - This allows an alchemist to throw a bomb as a bonus action.
Shaped Charge - This allows an alchemist to exempt a number of creatures equal to their intelligence modifier in their bomb's area of effect from the effects of the bomb.

Mutagen Discoveries: generally, any discoveries that alter the alchemist's mutagen will stack, unless specifically stated otherwise.
Feral Mutagen - When an alchemist takes his mutagen, he gains two claw attacks and a bite attack, each doing 1d6 damage. These are strength based melee attacks. He also gains advantage on intimidate checks.
Greater Mutagen - When an alchemist with this discovery takes his mutagen, she gains +2 to two ability scores, and +1 to her AC. The alchemist must be 12th level to take this discovery.
Poison Fang - The alchemist must have the Feral Mutagen discovery in order to take this discovery. When an alchemist with this discovery hits with her bite attack, she does an additional 3d6 poison damage, and the target must make a Con save or gain the poisoned condition.






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