Chymist (5A)
Starfox's 5th Edition Fan Page |
- This is a work in progress.
This is an original Artificer Specialization for 5A.
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 outside. Handy at unstable transmutations leading to explosions, something a chymist considers simple. What truly impresses a chymist is permanent tranmutations.
Greyhawk: Chymistry only lately become a recognized branch of Alchemy and still hasn't found its role in the dynamics of the world. Potentially a competitor to sorcerers and wizards when it comes to damage, chymistry may come into full bloom with firebrands.
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 gain proficiency with one other type of artisan's tools of your choice. You also gain proficiency in medium armor.
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, Fog Cloud |
5 | Flame Blade, Flaming Sphere |
9 | Fireball, Stinking Cloud |
13 | Ice Storm, Sickening Radiation |
17 | Cone of Cold, Maelstrom |
Chymric Arms
At 3rd level when you attack with a firearm or crossbow, you can also cast a spell as a part of the same action.
- If the spell has a range less than that of the firearm or crossbow, the spell gains the range of the firearm.
- If the spell has a target, it must be the same as the target of your firearm/crossbow attack. No other target can be affected by the spell.
- If the spell has an attack roll, use the same roll for both the spell and the firearm/crossbow attack.
- If the spell has an area other than a cone, the area originates at the target of the firearm/crossbow attack.
- If the spell has a cone area, the target of the firearm/crossbow attack must be included in the cone.
Simple Reactions
At 5th level, you can choose two of the following cantrips to learn. Acid Splash, Create Bonfire, Fire Bolt, Frostbite, Lightning Lure, Ray of Frost, 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 the cantrips listed above.
Chymic Transmutation
Beginning at 5th level, you can use a bonus action to make a chymic transmutation. When you cast a spell before the end of your current turn that does acid, cold, electricity, fire, or thunder damage, you can change that damage to another type of damage on the list.
Chymic Amplification
At 9th level, when you cast a spell that rolls dice to do damage, roll two additional die of the same type as the spell uses. This damage bonus increases to four dice at level 15, and six dice at level 19.
Chymic Spread
Starting at 15th level, when you cast a spell that affects and area, instead of using the given area you can affect a number of 5 foot cubes equal to your level. The first cube is the target area of the spell, and all later cubes must be adjacent to an existing cube.
Designer's Notes
An artificer blaster with a license to use firearms.