Chemist (5e Class)

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Chemist

Chemist

The old man reels back with a vial full of a thick liquid the color of a burning fire and throws it at a pack of Gnolls. As it impacts the red liquid combusts into a blaze the size of a city block engulfing the oncoming horde singing the hair off the Gnolls the smell of burning hair reeked throughout the valley and the surrounding land. Never again did the Gnolls bug the old man for his later life.

Once an ordinary man, he smiles with malice as he drinks a vial of a mysterious liquid. He touches a stone wall and out of it comes a blade of stone. He shreds the two heroes bits in an instant. He walks out of the cave blood on his blade 4 more vials on his belt. The fire lit under him got him started but he will never stop.

Creating a Chemist


Quick Build

You can make a Chemist quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity. Second, choose the Hermit background. Third, choose Arcana and Nature for your Skills

Class Features

As a Chemist you gain the following class features.

Hit Points

Hit Dice: 1d8 per Chemist level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Chemist level after 1st

Proficiencies

Armor: Light, Medium
Weapons: Simple, Hand Crossbows
Tools: Alchemist's Supplies, Poisoner's Kit, Herbalist's Kit
Saving Throws: Intelligence, Dexterity
Skills: Choose two from Arcana, Deception, History, Insight, Investigation, Medicine, Nature, Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) A quarterstaff or (b) A hand crossbow and 20 bolts
  • (a) A component pouch or (b) An arcane focus
  • (a) A dungeoneer's pack or (b) A scholar's pack
  • Leather armor, Alchemist's supplies, Two daggers
  • If you are using starting wealth, you have 3d4 x 10 gp in funds.

Table: The Chemist

Level Proficiency
Bonus
Features Cantrips Known Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Chemical Studies 2 2 2
2nd +2 Brewer 2 3 3
3rd +2 Spell Bottling, Chemical Studies Feature 2 6 4 2
4th +2 Ability Score Improvement 3 7 4 3
5th +3 Trigger Happy 3 9 4 3 2
6th +3 Unique Bottles, Chemical Studies Feature 3 10 4 3 3
7th +3 3 11 4 3 3 1
8th +3 Ability Score Improvement 3 12 4 3 3 2
9th +4 3 14 4 3 3 3 1
10th +4 Chemical Studies Feature Side Effects 3 15 4 3 3 3 2
11th +4 4 16 4 3 3 3 2 1
12th +4 Ability Score Improvement 4 16 4 3 3 3 2 1
13th +5 4 17 4 3 3 3 2 1 1
14th +5 Chemical Studies Feature 4 17 4 3 3 3 2 1 1
15th +5 Philosopher's Touch 4 18 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 4 18 4 3 3 3 2 1 1 1
17th +6 4 19 4 3 3 3 2 1 1 1 1
18th +6 Chemical Studies Feature 4 20 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 21 4 3 3 3 3 2 1 1 1
20th +6 Chemical Mastery 4 22 4 3 3 3 3 2 2 1 1

Throwing Potions

   When throwing a potion, you make a ranged attack against the targets AC. If you are aiming for a specific spot rather than a creature, that spot's AC is treated as 10, unless the DM states otherwise. When you hit the target with the potion, the bottle breaks, and the potion's effect is used on the target it hits. If the potion misses however, it lands in a random spot within 10 ft of the intended target, and the potion's effect is used on whatever it hits.

Spellcasting

Your spellcasting draws on the divine essence of nature itself. You choose cantrips and spells from the chemist's spell list as described at the bottom of the page, as well as any spell or cantrip that handles plants. These spells are considered chemist spells when cast by you.

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your chemist spells.

Cantrips

At first level, you know two cantrips of your choice from your chemist spell list. You learn additional chemist cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Chemist table.

Spell Slots

The Chemist table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell sleep and have a 1st-level and a 2nd-level spell slot available, you can cast sleep using either slot.

Spells Known of 1st Level and Higher

At first level, you know two 1st-level spells of your choice from the Chemist spell list. You gain additional spells known as shown on the Chemist spell list.

Additionally, when you gain a level in this class, you can choose one of the spells you know and replace it with another spell, which also must be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your spells, since the power of your magic comes from the divine essence of nature. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier

Chemical Studies

At 1st level, you chose a Chemical Study. Choose between Volatility, Toxicity, or Reparation, all detailed at the end of the class description. Your choice grants you features at 1st level and again at 3rd, 6th, 10th, 14th and 18th level.

Brewer

At 2nd level, your proficiency bonus is doubled for any ability check you make using your Alchemist's Supplies, Poisoner's Kit, Brewer´s Kit, or Herbalist's Kit. You also can add your proficiency bonus to attack rolls when throwing potions.

Spell Bottling

Starting at 3rd level you gain the ability to bottle spells of 1st level or higher into liquid potions that can be drunk, poured out, or applied to the skin to activate at a later time. In order to bottle a spell, you must spend 10 minutes, one spell slot of the corresponding level, and 5 gp worth of materials per spell slot level. You can carry up to five bottled spells at any one time.

When bottling spells or using a bottled spell, the following rules apply:

  • All material components the spell would require must be present when the spell is bottled, and any that would be consumed when casting the spell, are consumed when the spell is bottled.
  • When a spell with a cylinder, cube or sphere area is drunk or poured out, the point at which the spell originates is where the potion is poured out or consumed

For example, when a fog cloud spell is drunk, the point that the spell originates is on the creature that consumed the spell, forming a 20-foot-radius sphere around that creature.

  • When a spell with a cone or line area of effect is drunk, the direction of the spell's path is chosen at random and the creature that drinks it is effected.

For example, when a lightning bolt spell is drunk, the spell faces a random direction and all creatures in that path are dealt damage as well as the creature that drank the spell.

  • When a spell with a cone or line area of effect or a ranged spell attack is poured out, the direction of the spell's path is chosen at random with the point it lands on being unaffected.

For example, when a lightning bolt spell is poured out, the spell's path is chosen at random and all creatures in that path are dealt damage excluding any creatures in the area the spell is poured onto.

  • When a ranged or touch spell attack is drunk, the spell's effect only affect the creature that drank the potion.

For example, when a creature drinks a inflict wounds spell, only the creature that drank the potion takes damage.

  • When a spell that creates or summons an object, creature, illusion, or non-damaging sound is drunk, the potion has no effect and is used up.

For example, when a goodberry spell is drunk, the spell has no effect.

  • When a spell that has multiple effects is being bottled, the spell's effect must be chosen as the potion is bottled.

For example, when a minor illusion spell is bottled, you must choose what audio or visual effect is created when the potion is used.

  • When a spell that would require concentration is drunk or poured out, the effects the spell has don't require concentration and last as long as the duration of the spell.

For example, when a compulsion spell is used against a creature, that creature is effected for the entire 1 minute, or until the creature succeeds its saving throw.

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Trigger Happy

When you reach 5th level, whenever you are dealt damage, you may use your reaction to drink or throw one of your potions or bottled spells. Additionally, when a hostile creature's movement provokes an opportunity attack from, you can use your reaction to throw a potion, throw a bottled spell or cast a spell at that creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and can only target that creature.

Unique Bottles

Whenever you reach 6th level, you gain the ability to add special attributes to your bottle's spells. Whenever you bottle a spell, you may choose up to one unique bottle attribute to give to your bottled spells (whether listed below or in the Chemical study Unique Bottle List),

Pressurized

Whenever the spell is poured out, if it is a spell with one or more targets, its effects reach all creatures within 5-ft of where the liquid is poured out.

Sleek

You have advantage on attack rolls when throwing this bottle.

Spouted

Whenever the spell is poured out, if its range is a line, cone, or is a ranged spell attack, you may choose the direction the spell faces.

Spiked

Whenever this bottle is thrown and hits a creature, it deals an additional 1d8 piercing damage.

Philosopher's Touch

Whenever you reach 15th level, you choose a 1st or 2nd-level chemistry spell, or a 1st or 2nd-level spell from your chemistry studies spell list. Once a day, you can bottle the chosen spell at its highest level that you have spell slots for without spending a spell slot or any of the material components.

By spending 8 hours in study, you can exchange the spell you chose for a different 1st or 2nd-level chemistry spell, or a 1st or 2nd-level spell from your chemistry studies spell list.

Chemical Mastery

When you reach 20th level you can control the chemical makeup of spells with mastery and speed no one has ever thought could exist. You get the following features.

When you bottle a spell it is always treated as the highest level.

Whenever you expend a spell slot you may bottle a spell with a lower spell level instantly without any components. You regain the use of this ability when you finish a long rest.

Chemical Studies

Study of Reparation

Medical Touch

Starting at 1st level, when you use a spell of 1st level or higher that restores hit points to a creature other than you, that creature regains additional hit points equal to 1d4+the spells level.

Studious Spell List

Study into Reparation allows you to learn the following spells. They are chemistry spells for you, but don't count against your number of spells known.

Study of Reparation Spells
Chemist Level Spells
1st cure wounds, shield of faith
3rd lesser restoration, prayer of healing
5th aura of vitality, revivify
7th death ward, freedom of movement
9th greater restoration, mass cure wounds

Skilled Physician

Starting at 3rd level, whenever you bottle a spell from your Study of Reperation Spell List, you may do so in half the required time, and do so without spending the required spell slot (given you have at least one spell slot of the required level).

Syringe

Once you reach 6th level, in addition to your other unique bottles, you gain the ability to choose Syringe as a unique bottle, which grants the following attributes, As long as you within 5 feet of a creature, as an action, you may forcibly inject the spell into that creature. Treat this as if that creature had drunken the spell. If the creature is unwilling, make a melee attack against that creature. You can also shoot the syringe out of a blowgun or a firearm. If you do it this way you also inflict the damage that the blowgun or firearm does.

Side Effects

Starting at 10th level, whenever you bottle a spell, in addition to choosing a unique bottle, you may choose a side effect from the following list,

Heightened Senses

Whenever a creature drinks this spell, until your next turn, the target’s speed is increased by 15, it gains a +1 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

Heightened Mind

Whenever a creature drinks this spell, for the next ten minutes, that creature has advantage on all checks and saving throws that use Intelligence, Wisdom, or Charisma.

Smiting Rush

Starting at 14th level, when you use a spell of 1st level or higher that restores hit points to a creature other than you, you may have each hostile creature within 5 feet of that creature must make a Dexterity saving throw against your spell save DC. On a failed save, that creature is dealt damage equal to the amount of hit points restored this way, or half as much on a successful save. Once you use this feature, you can't use it again until you finish a short or long rest.

An undead makes its saving throw with disadvantage.

Mutagenic Hyperdrive

Starting at 18th level you can spend 1 hour and 1 bottle slot to create a mutagen that has inhuman effects but after a short time, your abilities weaken the effects only happen when the mutagen is injected or ingested.

Mutagenic Speed

Until your next turn, that creature affected has their speed increased by 60, it gains a +3 bonus to AC, a +2 bonus to Dexterity saving throws, it has advantage on Dexterity saving throws, and it gains an additional 3 actions on its turn. These actions can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. after this effect wears off you become unconscious for 1d6 turns. You can only be woken by being dealt 10 or more lightning damage.

Mutagenic Intellect

For the next ten minutes, the creature affected has advantage on all checks and saving throws that use Intelligence, Wisdom, or Charisma also their Charisma, Wisdom, and intelligence are raised to 24. When the effect wears off the creatures hp becomes halve along with their dexterity and strength for 1d6 Hours.


study of volatility

explosives expertise

you may now make a number of explosives per long rest equal to your proficiency bonus that deal 2d6 fire damage in a 15 ft radius as long as you have Alchemists supplies

improved throwing

you may now throw explosives up to 120 ft

improved explosives

the damage of your explosives is now 4d6+intelligence modifier damage with a radius of 30ft

ALchemical explosives

you can change the damage of your explosives to either(fire, cold, force, poison, acid, lightning, radiant) choose the damage type when making the explosives

Study of toxicity

poison expertise

you can apply poisons to your weapons as a bonus action, your poisons do extra damage equal to your intelligence modifier

poisoner spell list
Chemist Level Spells
1st detect poison and disease, ray of sickness
3rd bestow curse, protection from poison
5th stinking cloud, vampiric touch
7th blight, confusion
9th cloudkill, contagion


Poison needles

you can see an action throw a needle coated in one of your poisons at a creature within 100ft

greater poisons

your poisons ignore resistance to poison and treat immunity as resistance

Spell List

You know all of the spells on the basic spell list and additional spells based on your subclass.

Cantrips

Acid Splash, Chill Touch, Dancing Lights, Fire Bolt, Friends, Guidance, Mending, Minor Illusion, Message, Prestidigitation, Thunderclap,

1st Level

Alarm, Bane, Bless, Cause Fear, Charm Person, Command, Color Spry, Dissonant Whispers, Detect Magic, Entangle, Fog Cloud, Goodberry, Ice Knife, Identify, Inflict Wounds, Sleep,

2nd Level

Aganazzar's Scorcher, Alter Self, Barkskin, Calm Emotions, Continual Flame, Darkvision, Enlarge/Reduce, Gust of Wind, Heat Metal, Hold Person, Invisibility, Misty Step, Moonbeam, Pyrotechnics, See Invisibility, Spike Growth, Suggestion, Web, Zone of Truth

3rd Level

Blink, Lightning Bolt, Daylight, Dispel Magic, Fear, Fly, Gaseous Form, Haste, Hypnotic Pattern, Leomund's Tiny Hut, Meld into Stone, Nondetection, Protection from Energy, Remove Curse, Sending, Thunder Step, Tidal Wave, Tongues, Vampire Touch, Water Breathing, Water Walk

4th Level

Arcane Eye, Banishment, Confusion, Dominate Beast, Fire Shield, Greater Invisibility, Hallucinatory Terrain, Otiluke's Resilient Sphere, Polymorph, Vitriolic Sphere

5th Level

Animate Objects, Creation, Bigby's Hand, Destructive Wave, Dominate Person, Dream, Enervation, Far Step, Insect Plague, Legend Lore, Mislead, Seeming, Teleportation Circle, Wall of Stone, Wrath of Nature,

6th Level

create homunculus, create undead, heal, harm, chain lightning, disintegrate, investiture of flame, investiture of ice, investiture of wind, investiture of stone, wall of thorns, move earth

7th Level

fire storm, delayed blast fireball, etherealness, power word: pain, prismatic spray, resurrection, regenerate, whirlwind

8th Level

clone, antimagic field, tsunami, power word: stun, incendiary cloud, dominate monster, glibness,

9th Level

True resurrection, mass heal, power word heal, true polymorph, shapechange,

Multiclassing

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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