Difference between revisions of "Chymist (5A)"

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This is an original [[Artificer (5A)|Artificer]] Specialization for [[5A]].
 
This is an original [[Artificer (5A)|Artificer]] Specialization for [[5A]].
  
''An Chymist is an expert at combining reagents to produce mystical effects in a way similar to alchemists.
+
:''If it isn't bo-om-ing, its bo-ring!''—Tim Todd, goblin chymist.
But where alchemists focus on the internal workings of the body, chymists focus on affecting the world outside.
 
Handy at unstable transmutations leading to explosions, something a chymist considers simple.
 
What truly impresses a chymist is permanent tranmutations.
 
  
'' '''Greyhawk:''' ''
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An Chymist is an expert at combining reagents to produce mystical effects in a way similar to alchemists.
''Chymists
+
But where alchemists focus on the internal workings of the body, chymists focus on affecting the world around them.
 +
Handy at explosions and firearms, chymists rival sorcerers, warlocks, and wizards as battlefield mages.
 +
Gnomes and goblins excel at this art.
  
 +
'''Greyhawk:'''
 +
Chymistry  only lately become a recognized branch of [[Alchemist (5A)|Alchemy]] and still hasn't found its role in the dynamics of the world.
 +
Chymistry may come into full bloom as firebrands become more common.
  
 
== Subclass features ==
 
== Subclass features ==
=== Tool Proficiency ===
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=== Tools of the Trade ===
When you adopt this specialization at 3rd level, you gain proficiency with chymist's supplies. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
+
When you adopt this specialization at 3rd level, you gain proficiency with alchemist's supplies. If you already have this proficiency, you learn a language or gain proficiency with another type of artisan's tools of your choice.
  
 
=== Chymist Spells ===
 
=== Chymist Spells ===
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|| '''Artificer Level''' ||valign="bottom" | '''Chymist Spells '''  
 
|| '''Artificer Level''' ||valign="bottom" | '''Chymist Spells '''  
 
|-
 
|-
| valign=top align=center | 3 ||valign="top"| Healing Word, Ray of Sickness
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| valign=top align=center | 3 ||valign="top"| [http://dnd5e.wikidot.com/spell:chromatic-orb Chromatic Orb], [http://dnd5e.wikidot.com/spell:thunderwave Thunderwave]
 
|-
 
|-
| valign=top align=center | 5 ||valign="top"| Flaming Sphere, Melf's Acid Arrow
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| valign=top align=center | 5 ||valign="top"| [http://dnd5e.wikidot.com/spell:flame-blade Flame Blade], [http://dnd5e.wikidot.com/spell:flaming-sphere Flaming Sphere]
 
|-
 
|-
| valign=top align=center | 9 ||valign="top"| Gaseous Form, Mass Healing Word
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| valign=top align=center | 9 ||valign="top"| [http://dnd5e.wikidot.com/spell:fireball Fireball], [http://dnd5e.wikidot.com/spell:melfs-minute-meteors Melf's Minute Meteors]
 
|-
 
|-
| valign=top align=center | 13 ||valign="top"| Blight, Death Ward
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| valign=top align=center | 13 ||valign="top"| [http://dnd5e.wikidot.com/spell:ice-storm Ice Storm], [http://dnd5e.wikidot.com/spell:vitriolic-sphere Vitriolic Sphere]
 
|-
 
|-
| valign=top align=center | 17 ||valign="top"| Cloudkill, Raise Dead
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| valign=top align=center | 17 ||valign="top"| [http://dnd5e.wikidot.com/spell:cone-of-cold Cone of Cold], [http://dnd5e.wikidot.com/spell:maelstrom Maelstrom]
 
|-
 
|-
 
|}
 
|}
  
=== Experimental Elixir ===
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=== Simple Reactions ===
Beginning at 3rd level, whenever you finish a long <span style="background-color:yellow">or short</span> rest, you can magically produce an experimental elixir in an empty flask you touch.  
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At 3rd level, you can choose two of the following cantrips to learn.
Roll on the Experimental Elixir table for the elixir's effect, which is triggered when someone drinks the elixir.  
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[http://dnd5e.wikidot.com/spell:acid-splash Acid Splash],
<span style="text-decoration: line-through;background-color:coral">As an action, A creature can drink the elixir or administer it to an incapacitated creature.</span>
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[http://dnd5e.wikidot.com/spell:create-bonfire Create Bonfire],
<span style="background-color:yellow">Using an Experimental Elixir is the same type of action as using a potion.</span>
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[http://dnd5e.wikidot.com/spell:fire-bolt Fire Bolt],
 +
[http://dnd5e.wikidot.com/spell:frostbite Frostbite],
 +
[http://dnd5e.wikidot.com/spell:gust Gust],
 +
[http://dnd5e.wikidot.com/spell:lightning-lure Lightning Lure],
 +
[http://dnd5e.wikidot.com/spell:ray-of-frost Ray of Frost],
 +
[http://dnd5e.wikidot.com/spell:poison-spray Poison Spray],  
 +
[http://dnd5e.wikidot.com/spell:shocking-grasp Shocking Grasp], or
 +
[http://dnd5e.wikidot.com/spell:thunderclap Thunderclap].
 +
All these cantrips become artificer spells to you. The chosen cantrips do not count against your limit on cantrips known.
  
Creating an experimental elixir requires you to have chymist supplies on your person, and any elixir you create with this feature lasts until it is drunk or until the end of your next long rest.
+
When you finish a short rest (instead of when you gain a level in this class), you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list, including all the cantrips listed above.
When you reach certain levels in this class, you can make more elixirs at the end of a long
 
<span style="background-color:yellow">or short</span>
 
rest: two at 6th level and three at 15th level. Roll for each elixir's effect separately.
 
<span style="background-color:yellow">You know the effect of each Experimental Elixir as it is created.</span>
 
Each elixir requires its own flask.
 
You can create additional experimental elixirs by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the elixir in an empty flask you touch.
 
<span style="background-color:yellow">You create a number of elixirs equal to the level of the spell slot used</span>, and you choose the elixirs' effects from the Experimental Elixir table.
 
  
==== Experimental Elixir Table (d6) ====
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=== Chymic Amplification ===
# '''Healing.''' The drinker regains a number of hit points equal to 2d4 + your Intelligence Modifier <span style="background-color:yellow">plus your Proficency Bonus</span>.
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At 3rd level, when you use alchemist's supplies
# '''Swiftness.''' The drinker's walking speed increases by <span style="background-color:yellow">5 feet times your proficiency bonus</span> for 1 hour.
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or an [http://dnd5e.wikidot.com/wondrous-items:all-purpose-tool all-purpose tool]
# '''Resilience.''' The drinker gains a +1 bonus to AC for 10 minutes. <span style="background-color:yellow">at 15th level the AC bonus becomes +2</span>.
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as a spell focus to cast an artificer spell that rolls dice to do damage, roll an additional die of the same type the spell uses.  
# '''Boldness.''' The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute. <span style="background-color:yellow">At 15th level the duration becomes 10 minutes</span>.
+
This damage bonus increases to two dice at level 9, three dice at level 15, and four dice at level 19.  
# '''Flight.''' The drinker gains a flying speed of <span style="background-color:yellow">5 feet times your proficiency bonus</span> for 10 minutes.
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If the spell is level 1 or greater and has an instantaneous duration, double the damage bonus from Chymic Amplification.
# '''Transformation.''' The drinker's body is transformed as if by the Alter Self spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes. <span style="background-color:yellow">At 15th level the effect improves as if you used a 5th level spell slot.</span>
+
If the spell causes multiple types of damage, you chose one damage type to amplify.
  
=== <span style="background-color:yellow">Alchemical Infusions</span> ===
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=== Chymic Resistance ===
At 3rd level you learn to can create infusions of all potions, magical oils, ointments, and salves, creating two of these instead of one normal infusion. At level 3 you can create common items. At level 6 you can also create uncommon items. At level 10 you can also create rare items. At level 14 you can also create very rare items. If there is a variable effect other than damage or healing (such as a Potion of Resistance) you determine the result.  
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At 5th, when you finish a long or short rest, select acid, cold, electricity, fire, poison, or thunder damage.
 +
You gain resistance to the chosen type of damage until you use this ability again.
  
=== Alchemical Savant ===
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=== Chymic Transmutation ===
At <span style="background-color:yellow">3rd level</span>, you've developed masterful command of magical chemicals, enhancing the healing and damage you create through them. Whenever you cast a spell using your chymist's supplies as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid, fire, necrotic, or poison damage, and the bonus equals your Intelligence modifier
+
Beginning at 9th level, when you use alchemist's supplies
<span style="background-color:yellow">plus your Proficency Bonus</span>
+
or an [http://dnd5e.wikidot.com/wondrous-items:all-purpose-tool all-purpose tool]
(minimum of +1).
+
as a spell focus to cast a spell that does acid, cold, electricity, fire, poison, or thunder damage, you can change that damage to another type of damage on the list.
<span style="background-color:yellow">The bonus can apply to multiple targets but the aspect of the spell (damage type, healing) that gets the bonus is the same against all targets.</span>
 
  
=== <span style="background-color:yellow">Alchemical Weapon Proficiency </span> ===
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=== Chymic Spread ===
At 3rd level you become proficient in substances used as weapons, such as acid, chymist's fire, and holy water. At 5th level you can apply your Alchemical Savant bonus to the first damage inflicted by each substance used, but not to any continuing damage in later rounds.
+
Starting at 15th level, when you use alchemist's supplies
 +
or an [http://dnd5e.wikidot.com/wondrous-items:all-purpose-tool all-purpose tool]
 +
as a spell focus to cast a spell that affects and area, you can exercise great control of the area of effect.  
 +
Instead of using the given area you can affect a number of 5 foot cubes up to your level. The first cube is the target area of the spell, and you can place each later cube adjacent to an existing cube.
  
=== <span style="background-color:yellow">Counter-Agent</span> ===
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== Designer's Notes ==
At 5th level you have developed various alchemical reagents you can use to reduce the damage you take. As a reaction when you are hit by an attack, you can give yourself resistance to one type of damage that attack inflicts until the start of your next turn.
+
An artificer blaster.
 
+
The damage bonus is intended to give damage competitive with a sorcerer or wizard, with more effective cantrips but much less other magic and fewer spell slots.
=== Restorative Reagents ===
 
Starting at 9th level, you can incorporate restorative reagents into some of your works:
 
 
 
Whenever a creature drinks an experimental elixir you created, the creature gains temporary hit points equal to 2d6 + your Intelligence modifier
 
<span style="background-color:yellow">+ your Proficency Bonus</span>
 
(minimum of 1 temporary hit point).
 
 
 
You can cast Lesser Restoration without expending a spell slot and without preparing the spell, provided you use chymist's supplies as the spellcasting focus. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long
 
<span style="background-color:yellow">or short</span>
 
rest.
 
 
 
=== Chemical Mastery ===
 
By 15th level, you have been exposed to so many chemicals that they pose little risk to you, and you can use them to quickly end certain ailments:
 
 
 
You gain resistance to acid damage and poison damage, and you are now immune to the poisoned condition.
 
 
 
You can cast Greater Restoration and Heal without expending a spell slot, without preparing the spell, and without providing the material component, provided you use chymist’s supplies as the spellcasting focus. Once you cast either spell with this feature, you can't cast that spell with it again until you finish a long
 
<span style="background-color:yellow">or short</span>
 
rest.
 
 
 
== Editor's Notes ==
 
The chymist is the poor cousin of the poor artificer, and needed significant upgrades.
 
* Experimental Elixir are now created on a long or short rest and has level-dependent effects.
 
* Alchemical Infusions is a new ability that allows the creation of many consumables as infusions.
 
* Alchemical Weapon Proficiency is a new ability that adds your proficiency bonus to attacks with alchemical weapons. [[Alchemical_Substances_(5A)#Fulminants|Fulminants]] offer a wide variety of such substances.
 
* The Alchemical Savant bonus has been increased by adding your Proficiency Bonus.
 
* The spells provided by Restorative Reagents and Chemical Mastery now recharge on a long or short rest.
 

Latest revision as of 12:51, 26 May 2023

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This is an original Artificer Specialization for 5A.

If it isn't bo-om-ing, its bo-ring!—Tim Todd, goblin chymist.

An Chymist is an expert at combining reagents to produce mystical effects in a way similar to alchemists. But where alchemists focus on the internal workings of the body, chymists focus on affecting the world around them. Handy at explosions and firearms, chymists rival sorcerers, warlocks, and wizards as battlefield mages. Gnomes and goblins excel at this art.

Greyhawk: Chymistry only lately become a recognized branch of Alchemy and still hasn't found its role in the dynamics of the world. Chymistry may come into full bloom as firebrands become more common.

Subclass features

Tools of the Trade

When you adopt this specialization at 3rd level, you gain proficiency with alchemist's supplies. If you already have this proficiency, you learn a language or gain proficiency with another type of artisan's tools of your choice.

Chymist Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Chymist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Artificer Level Chymist Spells
3 Chromatic Orb, Thunderwave
5 Flame Blade, Flaming Sphere
9 Fireball, Melf's Minute Meteors
13 Ice Storm, Vitriolic Sphere
17 Cone of Cold, Maelstrom

Simple Reactions

At 3rd level, you can choose two of the following cantrips to learn. Acid Splash, Create Bonfire, Fire Bolt, Frostbite, Gust, Lightning Lure, Ray of Frost, Poison Spray, Shocking Grasp, or Thunderclap. All these cantrips become artificer spells to you. The chosen cantrips do not count against your limit on cantrips known.

When you finish a short rest (instead of when you gain a level in this class), you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list, including all the cantrips listed above.

Chymic Amplification

At 3rd level, when you use alchemist's supplies or an all-purpose tool as a spell focus to cast an artificer spell that rolls dice to do damage, roll an additional die of the same type the spell uses. This damage bonus increases to two dice at level 9, three dice at level 15, and four dice at level 19. If the spell is level 1 or greater and has an instantaneous duration, double the damage bonus from Chymic Amplification. If the spell causes multiple types of damage, you chose one damage type to amplify.

Chymic Resistance

At 5th, when you finish a long or short rest, select acid, cold, electricity, fire, poison, or thunder damage. You gain resistance to the chosen type of damage until you use this ability again.

Chymic Transmutation

Beginning at 9th level, when you use alchemist's supplies or an all-purpose tool as a spell focus to cast a spell that does acid, cold, electricity, fire, poison, or thunder damage, you can change that damage to another type of damage on the list.

Chymic Spread

Starting at 15th level, when you use alchemist's supplies or an all-purpose tool as a spell focus to cast a spell that affects and area, you can exercise great control of the area of effect. Instead of using the given area you can affect a number of 5 foot cubes up to your level. The first cube is the target area of the spell, and you can place each later cube adjacent to an existing cube.

Designer's Notes

An artificer blaster. The damage bonus is intended to give damage competitive with a sorcerer or wizard, with more effective cantrips but much less other magic and fewer spell slots.