Difference between revisions of "Chymist (5A)"

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* 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 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 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 attack roll, use the same roll for both the spell and the firearm/crossbow attack, made with disadvantage at long range.
 
* 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 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.
 
* If the spell has a cone area, the target of the firearm/crossbow attack must be included in the cone.

Revision as of 13:55, 8 March 2022

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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 explosions and firearms, chymists rival sorcerers, warlocks, and wizards as battlefield mages.

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 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, Melf's Minute Meteors
13 Ice Storm, Vitriolic Sphere
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, made with disadvantage at long range.
  • 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 all the cantrips listed above.

Chymic Amplification

At 5th level, when you cast a 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 not a cantrip and has an instantaneous duration, double the damage bonus from Chymic Amplification. If the spell cases multiple types of damage, you chose one damage type to amplify.

Chymic Transmutation

Beginning at 9th 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 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. The damage bonus is intended to give damage competitive with a sorcerer or wizard, with more effective cantrips.