Alchemical Weaponmaster (4e Class)
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Contents
- 1 Alchemical Weaponmaster
- 2 Heroic Tier
- 3 Paragon Tier
- 4 Epic Alchemical Weaponmaster
- 5 Paragon Paths
- 6 Epic Destinies
- 7 Feats
Alchemical Weaponmaster[edit]
“ | Twas not a homunculus that hath been wrought, but an odd mix of something like a bow and tonics which rendered the opposition all but burned and lame. | ” |
—Fayn Uyurin, Alchemyst Epics |
Class Traits |
Role: Striker/Controller. One who draws on arcane and alchemical formulae as well as strength to best everyone on the battlefield |
Power Source: Arcane. Tinkering with potions, tinctures, as well as weapon design leaves you with a higher sense of understanding of how to manipulate and augment yourself and the battlefield to your favor. But the weaponmaster is special in not utilizing only arcane, but also martial powers. |
Key Abilities: Intelligence, Dexterity, Constitution |
Armor Proficiencies: cloth, leather, hide |
Weapon Proficiencies: simple and military ranged weapons, crossling, throwing hammer, spiked chain, alchemy weapons (you have a +2 to damage with weapons that have this property) |
Bonus to Defense: +2 Reflex |
Hit Points at 1st Level: 12 + Constitution score |
Hit Points per Level Gained: 5 |
Healing Surges per Day: 6 + Constitution modifier |
Trained Skills: Dungeoneering or Arcana. From the class skills list below, choose 4 more trained skills at 1st level. Class Skills: Acrobatics (Dex), Heal (Wis), History (Int), Insight (Wis), Nature (Wis), Perception (Wis) |
Build Options: Tactical alchemical weaponmaster, trickster alchemical weaponmaster |
Class Features: Weapons Jack, Enhance Weapon, Synthesis |
Alchemical weaponmasters are swift and clever pieces on the chessboard. They operate as necessity forces them to invent new techniques of survival, not just combat. Using these tactics, they aim to outmaneuver, outlast, and outsmart opponents. Their weapons are often oddly configured to perform more than their intended function. If nothing else, alchemical weaponmasters are resourceful. They are able to lay traps for those whom they know they cannot take on in a full-frontal assault. They skulk about the battlefield as scouts for allies, and formulate new alchemical tinctures to aid allies and debilitate enemies. They are true team players who can run the field in a pinch.
As an alchemical weaponmaster, you handle both offensive and tactical responsibilities. The weaponmaster part makes you a jack of all trades of a variety of weapons. You could be at the front lines, slashing away at enemies with an alchemically enhanced sword. Or you could be slinging alchemist fire and potions from afar, away from the line of danger. You constantly need to adapt yourself to the situations that call for it, throwing healing items to allies when needed, or weakening opponents when the going gets tough.
While they are an arcane class, the alchemical weaponmaster channels their powers through things like potions and weapons, making them a bit more martial than even an artificer. Unlike typical arcane classes, the weaponmaster's weapon is their implement for powers with the implement keyword. In addition, the class uses a unique rule called the alchemy implement. This is a very experimental piece of equipment that allows the weaponmaster to maximize their use of potions. Often times, this can double as an arcane implement or weapon.
Take up your bow, staves, and swords with your alchemists tools and wreak some havoc!
Alchemical Weaponmaster Overview |
Characteristics: Alchemical weaponmasters use unorthodox means through weapons and alchemy to get the job done, whether they are front liners or supporting characters. |
Religion: Religions don't factor too much into alchemy, which is a bit more scientific. Alchemical weaponmasters like to think and tinker, rather than ponder existential questions deeply. For the religious minority though, Ioun is a great choice to help reach the peak of mental perfection. |
Races: While they are called weaponmasters, strength is not necessarily what they need. They rely on wit and speed more often. What you'd want is a race that is familiar with the flavor of alchemy. Sturdy or dexterous races are also viable, like the homunculus. |
Creating an Alchemical Weaponmaster[edit]
Generally, there are two kinds of alchemical weaponmasters: tactical and trickster.
- Tactical Alchemical Weaponmaster
Tactical means maneuvering as needed to ensure the best outcome in a battle for you. This means shifting roles and supporting heavy hitters as well as making some headway yourself sometimes.
- Suggested Feat: Attack Recharge
- Suggested Skills: Dungeoneering, History, Diplomacy
- Suggested At-Will Powers: transmute length, resourceful cycle
- Suggested Encounter Power: battle step
- Suggested Daily Power: calculation
- Trickster Alchemical Weaponmaster
The trickster weaponmaster is one who toys with opponents, dealing them conditions and debilitating them while staying clear of direct line of fire. They are wily and great at supporting front liners.
- Suggested Feat: Master of Poisons
- Suggested Skills: Acrobatics, Streetwise, Thievery
- Suggested At-Will Powers: jarring strike, potion of elements
- Suggested Encounter Power: mind warp
- Suggested Daily Power: weapon burst
- Ability Scores
Your Intelligence is your primary means of survival, followed by Dexterity, making you a paragon of reflexes. Constitution is a tertiary stat that remains important for prolonging survival.
- Feats
Alchemical weaponmasters benefit from feats that augment their ability with weaponry to increase their damage and effectiveness on the battlefield. As you gain levels in this class, you will eventually become specialized in certain weapons, so weapon-specific feats may come in handy. Alchemy feats definitely are needed to craft materials for use, and feats that augment them as well are also appreciated, like the Alchemy[1] and Creation Mastery[2] feats. There is a custom feat for this class that is an example of an enhancement to using alchemical items detailed in the Feats section below. Initiative boosting feats help ensure they can set the field for allies before opponents can act. And you'll probably want some enhancers for survivability since this capitalizes so much on reflex that it neglects will.
- Equipment
Alchemical weaponmasters need to start out well equipped to be able to do much of anything from lower levels forth. Simple light armors will suffice, like cloth. If you're willing to splurge and get leather, be sure to have enough left over for some alchemical reagents and, of course, weapons you can capitalize on. Weapons for your use will generally be beneficial if they are ranged, so you can keep some safe distance away from heavy battles and whittle away at opponents. Special kinds of weapons that capitalize on your use of alchemical concoctions are a bonus, which are homebrew mostly. Weapons for the weaponmaster are their arcane implements. You do also need an alchemy implement. But you hopefully never need to spend too much thought on that thanks to the option below:
You can spend 75 gp (or 75% of your starting gold if you do not use the amount given in the PHB) to start off with a either a crossling, which is a hybrid of a crossbow and a sling or a alchemist bow. These two options are considered alchemy implements in addition to arcane implement if you use them.
Class Features[edit]
Every alchemical weaponmaster has the following features.
Weapons Jack[edit]
You can't focus on having some stupid wand or orb! You need to maximize your efficiency with weapons!
Benefit: By spending 1 hour of meditation with a chosen weapon, you forge a special bond with the weapon. While using this weapon, it also counts as an arcane implement for your arcane powers. You can forge a bond with a different weapon using the same meditation process (for instance, if you acquire a new weapon that has magical abilities). If you forge a bond with a different weapon, the old bond dissipates.
Synthesis[edit]
You are more confident in your alchemical items than the blade of a smithy.
Benefit: While not in combat, you can spend five minutes to replace the head or blade of any thrown object with an alchemical item that is typically thrown. The new item uses the original thrown item's ability for attacks, but the alchemical properties for effects. People not proficient with alchemical items take a -2 to attacks with the new item. Alternatively, while in combat, you may spend a whole turn to do this. Weapons altered this way are given the alchemy property.
Enhance Weapon[edit]
The deadliness in your expertise lies in augmenting weapons to be more useful and potent than they normally would be without your touch. You know how to change a weapon for the better, similar to a smith who polishes up diamonds to show their untapped potential. At the end of an extended rest, you can create ten weapon enhancements that last until the end of the next extended rest. At 16th level, you can create 13 enhancements. The weapons you enhance with these enhancements gain the alchemy property for their duration.
The effect of a weapon enhancement is determined at the time of use, not at the time of creation. When you use a weapon enhance power, he expends one of the enhancements created during the last extended rest.
Heroic Tier[edit]
Level | Feats Known | Class Features and Powers |
---|---|---|
1 | 1 | Class features, racial traits, gain 1 feat, train starting skills, gain 2 at-will powers, 1 encounter and 1 daily attack power |
2 | +1 | gain 1 utility Power and 1 feat |
3 | gain 1 encounter power | |
4 | +1 | Ability score increase, gain 1 feat |
5 | gain 1 daily attack power | |
6 | +1 | Utility Power, gain 1 feat |
7 | gain 1 encounter attack power | |
8 | +1 | Ability score increase, gain 1 feat |
9 | gain 1 daily attack power | |
10 | +1 | Utility Power, gain 1 feat |
Level 1[edit]
Early on the road, alchemical weaponmasters separate themselves from the rest of the flock based on their unique style of resourcefulness. Having no direct magic, they rely on other things that put them over the top, even when they have yet to be accomplished. You gain class features, racial traits, 1 Feats, starting skills, 2 at-will powers, 1 encounter power, and 1 daily power
Level 1 At-Will Powers[edit]
Level 1 Encounter Powers[edit]
Level 1 Daily Powers[edit]
Level 2[edit]
You expand your repertoire of tricks. Beyond just hitting enemies head-on, you have ways of controlling the field and maneuvering pieces around.
You gain 1 Feats and 1 utility power
Level 2 Utility Powers[edit]
- Daily
Potion of Endurance[3] | Alchemical Weaponmaster Utility 2 |
You create an alchemic essence of replenishment which you then ingest and gain temporary succor. | |
Daily ![]() | |
Minor Action | Personal |
Effect: You gain temporary hit points equal to 2 + your Wisdom Modifier. | |
Unwarranted Side Effects: Gain additional temporary hit points equal to your Intelligence Modifier. |
Brew of Fortitude | Alchemical Weaponmaster Utility 2 |
By transmuting minute parts of the body and/or armor, you make your party significantly harder to damage. | |
Daily ![]() | |
Standard Action | Close Burst 1 |
Target: Allies within range | |
Effect: Targets gain a +2 power bonus to AC and a +2 to Fortitude defense until the end of the encounter. |
- Encounter
Level 3[edit]
Alchemy is all around us. As you gain expertise in your craft, you can manipulate the different substances in the environment to your advantage. You gain 1 encounter power.
Level 3 Encounter Powers[edit]
Level 4[edit]
As a hero, you have definitely made a headway in what you sought to accomplish. Your reflexive tactics in battle have gained you new skill and expertise. You gain 1 Feats and +1 to 2 ability scores.
Level 5[edit]
The elements and substances used by an alchemist are able to change in surprising ways. One growing in skill as you learns to harness their capricious natures to your advantage, taking enemies unawares with surprising effects. You gain 1 daily power.
Level 5 Daily Powers[edit]
Level 6[edit]
You gain 1 utility power and 1 Feats.
Level 6 Utility Powers[edit]
Level 7[edit]
You gain 1 encounter power
Level 7 Encounter Powers[edit]
Level 8[edit]
Nearing the first pinnacle of heroism, your mind and body are both sharpened. You gain 1 Feats and +1 to 2 ability scores
Level 9[edit]
You gain 1 daily power.
Level 9 Daily Powers[edit]
Level 10[edit]
You gain 1 Feats and 1 utility power.
Level 10 Utility Powers[edit]
Paragon Tier[edit]
Not settling for just the path of a hero, you go onward to become a paragon of what an alchemical weaponmaster can be. The normal weaknesses do not impede you any longer, as you become an ideal of what can be achieved with a bit of thinking and a lot of concocting.
Level | Feats Known | Class Features and Powers |
---|---|---|
11 | +1 | Ability score increase Paragon Path Features Paragon Path encounter Power 1 feat |
12 | +1 | Paragon Path utility Power 1 feat |
13 | replace 1 encounter attack power | |
14 | +1 | Ability score increase gain 1 feat |
15 | replace 1 daily attack power | |
16 | +1 | Paragon Path Feature gain 1 utility power gain 1 feat |
17 | replace 1 encounter attack power | |
18 | +1 | Ability score increase gain 1 feat |
19 | Replace 1 daily attack power | |
20 | +1 | Paragon Path daily Power gain 1 feat |
Level 11[edit]
You gain +1 to all ability scores, a Feats, as well as paragon path features and a paragon encounter power from the one of the Paragon Paths you choose to fulfill your calling as a paragon of heroes.
Level 12[edit]
You gain 1 Feats and one paragon utility power
Level 13[edit]
You replace 1 encounter power
Level 13 Encounter Powers[edit]
Level 14[edit]
You gain 1 Feats and +1 to two ability scores
Level 15[edit]
You replace one daily power
Level 15 Daily Powers[edit]
Level 16[edit]
You gain a Feats, a utility power, and a paragon path feature <-link paragon paths below->
Level 16 Utility Powers[edit]
Level 17[edit]
You replace 1 encounter power
Level 17 Encounter Powers[edit]
<-need 4->
Level 18[edit]
You gain 1 Feats and +1 to 2 ability scores
Level 19[edit]
You replace 1 daily power
Level 19 Daily Powers[edit]
<-need 4->
Level 20[edit]
You gain 1 paragon daily power and 1 Feats. <-link paragon paths below->
Epic Alchemical Weaponmaster[edit]
Legends speak of how with a single prick of your bow that you put dragons to sleep with your powerfully crafted substances. Healing and harming are both easily within your grasp. The battlefield is but a projection of your mind for you to control with your supreme mental capacity.
Level | Feats Known | Class Features and Powers |
---|---|---|
21 | +1 | Ability score increase Epic Destiny Feature |
22 | +1 | |
23 | ||
24 | +1 | Ability score increase Epic Destiny Feature |
25 | ||
26 | +1 | Epic Destiny Power |
27 | ||
28 | +1 | Ability score increase |
29 | ||
30 | +1 | Epic Destiny Feature |
Level 21[edit]
You gain 1 epic destiny feature, 1 Feats and +1 to all ability scores <-link epic destinies below->
Level 22[edit]
You gain 1 utility power and 1 Feats.
Level 22 Utility Powers[edit]
<-need 4 daily->
Level 23[edit]
You replace 1 encounter power
Level 23 Encounter Powers[edit]
<-need 4->
Level 24[edit]
You gain 1 Feats, 1 epic destiny feature, and +1 to 2 ability scores
Level 25[edit]
You replace 1 daily power
Level 25 Daily Powers[edit]
<-need 4->
Level 26[edit]
You gain 1 Feats and 1 epic destiny utility power <-link epic destinies below->
Level 27[edit]
You replace 1 encounter power
Level 27 Encounter Powers[edit]
<-need 4->
Level 28[edit]
You gain 1 Feats and +1 to 2 ability scores
Level 29[edit]
You replace 1 daily power
Level 29 Daily Powers[edit]
<-need 2->
Level 30: Epic Destiny Feature[edit]
It is time to prepare for your final challenge. Will you go down a legend, or rise up as a god. You gain 1 epic destiny feature and 1 Feats. <-link epic destinies below->
Paragon Paths[edit]
Brew Junkie[edit]
Your body has been drastically altered to ensure you never develop tolerance against the potency of your potions. In fact, you body goes into overdrive when you use some potions.
Prerequisite: Alchemical weaponmaster
Alchemy Junkie Path Features:
- Resourceful Recycle (11th level)
- Whenever you use a potion or consumable with the alchemy keyword, roll a d4. On a 4, the item is not consumed from use.
Brew Junkie Powers[edit]
Fortified Plunder | Brew Junkie Attack 20 |
Drinking a dose of your own making, you kick your body into hyperdrive to deliver a single blow of last resort. | |
Daily ![]() | |
Immediate Reaction | Melee weapon |
Trigger: You use your Potion of Endurance power. | |
Requirement: Weapon, Potion of Endurance | |
Target: One creature | |
Attack: Constitution Vs. AC | |
Hit: 3[W] + temporary hit points damage and target is dazed (save ends). | |
Miss: Half damage, and no ongoing damage or penalty to attack rolls. | |
Effect: If the target is bloodied by this attack, the target takes a −2 penalty to attack rolls (save ends). |
Alchemy Commander[edit]
You never have enough pieces to boss around on the battlefield. The more pawns the better. As an alchemist, you have the means to create creatures that can handle the small details and fill spots so the rest of your war machine runs smoothly.
Prerequisite: Alchemical weaponmaster
Alchemy Commander Path Features:
- Servant Maker (11th, 16th Level)
Starting 11th level, as part of an extended rest, you can make a homunculus servant or living turret. Starting 16th level, you can also make an animated shield
Alchemy Commander Powers[edit]
Epic Destinies[edit]
Bile Archalchemist[edit]
Prerequisite: 21st-level Alchemical Weaponmaster
Like the Bile Spider King Ziguarz, you have harnessed alchemical power to such an extent that you can permanently alter living creatures, twisting them to alchemically altered forms for battle. But unlike foul king, you can use these powers for good as well as evil. What you touch can break or mend, based on what alchemy you use. What is decent can be made better or worse with your extensive knowledge of formulae. A fortress for a city can be equipped to automatically grow spikes, or a suit of trap armor can be manipulated to spike its wearer to death. The extent to which your powers to influence other beings potential is limited only by your imagination. No longer do rules, arcane or mundane, bind your powers of creation and revision.
Experimentation Retreat: When you complete your final quest, you can sit back and ease into the life of a true scientist. You cannot retreat to some convenient sanctum like an archmage, but you do have a holding where you can study and practice in peace, perhaps in the unforgiving areas of cold, or within the dungeons as a kingdom's minister of alchemy. Often you may retreat to your laboratory where you are in the process of making new life. You may concoct many new substances which will carry your name as their use spreads throughout the world. In your search for perfection, you may even make the prized Philosopher's Stone, granting you immortality.
Bile Archalchemist Features[edit]
- 21st level
- 24th level
- 30th level
Bile Archalchemist Power[edit]
' | Bile Archalchemist 26 |
' | |
' | |
' | ' |
Jackmaster[edit]
Prerequisite: 21st-level Alchemical Weaponmaster
Those who say "jack of all trades, master of none" are wrong. Not only are you a master of all arms, but you are also a whiz with how to use them with alchemy. You may have polished your skills to their zenith, having slaughtered all who stand in your way. But there remains still more for you to do, or so you can feel. Even as a master, you continue to polish your skills, perhaps becoming a wanderer across other realms to fight new foes and forge new frontiers. Maybe you found a school for warriors to train the next generation even.
Indirect Immortality: Your name may go down in history due to the whispers of your feats. After your final quest, people will speak of you as a great warrior, but for what cause? Did you fight and use your powers for justice or evil? Depending on what you do, deities may invite you to spend the rest of your days in a Valhalla to battle out the rest of your days alongside other greats. Others may see you as an eternal enemy to be hunted to dust.
Jackmaster Features[edit]
- Arsenal Carrier (21st level)
By spending 1 hour of inner discipline, you can mark up to 5 weapons in your possession by forging a bond with them through this hour. As a minor action, you can call your bonded weapon to your hand as long as it is within 10 squares of you. You can also use a free action to swap a bonded weapon to your hand with another bonded weapon. If you bond with a weapon with the "load minor" property, you can instead treat it as a "load free."
- Mighty Wielder (24th level)
Using weapons in new ways is not lost to you, and you can do so in a way which makes you more powerful. You now treat two-handed weapons as one-handed. Additionally, your bonded weapons land a critical hit on a 19-20 roll.
- 30th level
Jackmaster Power[edit]
' | Jackmaster 26 |
' | |
' | |
' | ' |
Feats[edit]
- Official Feats
- AlchemistEPG87
- Creation MasteryDragon405
- Alchemical Weaponmaster Feats
- Alchemist Sniper
- You gain greater expertise in your usage of alchemical weapons on a new way.
- Prerequisite: Alchemical weaponmaster
- Benefit:Your knowledge of throwing alchemical items has allowed you to gain +2 to all ranged alchemical item attacks
- <-Insert custom feat name->
- <flavor>
- Prerequisite: Alchemical weaponmaster
- Benefit:
- Other Feats
Back to Main Page → 4e Homebrew → Classes, Paragon Paths, and Epic Destinies → Classes
- ↑ Adventurer's Vault, p.21
- ↑ Dragon 405
- ↑ https://www.dandwiki.com/wiki/Arcane_Recharge_(4e_Power)
- WIP
- !
- 4e Power
- 4e Alchemical Weaponmaster Power
- Level 1
- 4e At-Will Power
- 4e Attack Power
- Arcane Power Source
- 4e
- User
- 4e Alchemist Expertise Power
- Weapon Power Source
- 4e Encounter Power
- Martial Power Source
- 4e Daily Power
- Level 2
- 4e Utility Power
- Level 3
- Level 5
- Level 6
- Level 7
- Level 9
- Level 10
- Level 13
- Level 15
- Level 16
- Level 17
- 4e Brew Junkie Power
- Level 20
- 4e Alchemy Commander Power
- Level 11
- Alchemy Power Source
- Level 12
- Class
- Striker
- Controller