|Starfox's 5th Edition Fan Page
- 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.
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.
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.
|Chromatic Orb, Thunderwave
|Flame Blade, Flaming Sphere
|Fireball, Melf's Minute Meteors
|Ice Storm, Vitriolic Sphere
|Cone of Cold, Maelstrom
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.
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.
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.
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.
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.
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.