Battle Alchemist (5e Class)
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A gang of bandits close in on a seemingly unwary and unarmed citizen crouching in an alley, ready to take everything he has. They approach quickly, and it is their last mistake as a field of stone spikes juts up from the ground, impaling them all. The citizen removes his hand from the ground, and continues on his day.
A man approaches a duel scheduled for today, with no weapon at his side. His opponent seems put off by this, but continues nonetheless. With a quick touch of the unarmed man's hand to the ground, an electrical current runs from him to the earth, and a beautifully crafted longsword rises from the cobblestone street, its edge gleaming with an enchanted sharpness.
A party of adventurers is on the run from a pack of kobolds hellbent on retrieving their stolen loot. The floor in front of them rumbles and then rises up to create a new wall, blocking their passage. On the other side, a Battle Alchemist celebrates with his party.
The Battle Alchemist
The Battle Alchemist's purpose in a fight is to use his intellect to shape the battlefield for the benefit of his allies and himself, giving the terrain advantage to one side over the other. Out of combat, Battle Alchemists are intensely brilliant and encompass a large number of personalities, as evidenced by the Alchemist's heart features. Alchemists can be good or evil, but they almost always are lawful, as Alchemy in and of itself is a law each Alchemist cannot ignore.
Creating a Battle Alchemist
As you create your battle alchemist, think about why you decided to pursue the knowledge of alchemy and apply it to combat. Was it for curiosity and thirst for knowledge? Did you try to compensate the lack of physical prowess with your intellect? Have you been trained for a specific military organization in a country or realm? Think about how your knowledge and your discoveries define you. Do you act as a warrior, just using your potions and elixirs as weapons, or as a scientist, treating the battlefield as a laboratory for your studies?
- Quick Build
You can make a Battle Alchemist quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Intelligence and then Constitution. Second, choose Sage as your background. Finally, choose as your starting gear a rapier, a longbow and quiver with 20 arrows, a scale mail, explorer's pack, alchemist's supplies, component pouch, two daggers and a shield as your starting equipment.
As a Battle Alchemist you gain the following class features.
- Hit Points
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Alchemist supplies
Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana, Acrobatics, Athletics, History, Investigation, Sleight of Hand, and Religion}
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a rapier and a longbow and quiver with 20 arrows or (b) two martial weapons
- (a) leather armor or (b) scale mail or (c) chain mail
- (a) dungeoneer's pack or (b) explorer's pack
- alchemist's supplies, component pouch, two daggers and a shield
|Features||Potions||Functions Known||Alchemical Points||Alchemy Limit|
|1st||+2||Fabricate Armament, Alchemist's Specialty||-||-||-||-|
|2nd||+2||Fighting Style, Alchemy, Sword Oils,||-||3||4||2|
|4th||+2||Ability Score Improvement||1||5||6||2|
|6th||+3||Alchemist's Pursuit Feature, Improved Fabricate Armament||1||7||14||3|
|8th||+3||Ability Score Improvement||2||9||17||5|
|10th||+4||Alchemist's Pursuit Feature||2||11||27||5|
|12th||+4||Ability Score Improvement||3||12||32||5|
|15th||+5||Alchemist's Pursuit Feature||4||14||44||6|
|16th||+5||Ability Score Improvement||4||14||44||6|
|18th||+6||Alchemist's Pursuit Feature||4||15||57||7|
|19th||+6||Ability Score Improvement||5||15||64||7|
|20th||+6||Master of Alchemy||5||15||64||7|
You have learned how to quickly transmute raw materials into weapons. To do so, as a bonus action, you can touch any surface to craft a weapon made out of that material. You can create any simple or martial weapon that doesn't have the ammunition or loading property.
You are proficient with this weapon and you must use the same materials normally used to create the chosen weapon (determined by your DM), or else the weapon is considered to be a improvised weapon. If you are wearing an armor made out of metal, you can convert the gauntlets of your armor into any weapon with the light property. This gauntlet weapons can't be disarmed.
Also you may fuse raw materials around magic weapons and it is considered a fabricated armament.
You can have up to two weapons created at the same time, and creating another one makes the previous one disappear. A weapon created with this feature lasts until your next rest.
Starting at 6th level, your alchemical armament is considered magical for the purposes of overcoming resistance to non-magical attacks and damage.
Upon becoming a Battle Alchemist, you must choose to dedicate to a particular field of alchemy, that better suits your pursuits. Your specialty grants features at 1st level, and again at 6th, 10th, 15th, and 18th level.
Starting at 2nd level, you adopt a particular fighting style as your specialty. Choose one of the following options. You can't take a Fighting Style more than once, even if you later get to choose again.
While you are wearing armor, you gain a +1 bonus to AC.
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.
- Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.
- Arcane Alchemy
You learn two cantrips of your choice from the artificer spell list. They count as battle alchemist spells for you, and Intelligence is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the alchemist spell list.
By 2nd level, your studies in alchemy have granted you the ability to mold and alter matter at your volition.
- Alchemy Points
Your ability to use your achemical knowledge to shape reality is represented by a number of alchemy points you have, that can be devoted to the Alchemical Functions. Each Alchemical Function describes effects you can create with it by spending a certain number of alchemy points.
The number of alchemy points you have is based on your battle alchemist level, as shown in the Alchemy Points column of the Battle Alchemist table. The number shown for your level is your alchemy point maximum. Your alchemy point total returns to its maximum when you finish a long rest. The number of alchemy points you have can’t go below 0 or over your maximum.
- Alchemical Function
Your alchemical functions are the form you shape reality, allowing you to mimic the effects of magic, as if you had cast spells. See chapter 10 for the general rules of spellcasting.
Once you reach 5th level in this class, you can spend additional alchemical points to increase the level of an alchemical function you use, provided that the function has an enhanced effect at a higher level, as Burning Hands does. You can increase the spell level of an alchemical function by spending more points, according to the table bellow:
The maximum number of alchemical points you can spend on a function to mimic a spell in this way (including its base alchemical point cost and any additional alchemical points you spend to increase its level) is determined by your Battle Alchemist level, as shown in the class table.
Whenever a alchemical function refers to a spellcasting ability you use your Intelligence modifier. In addition, you use your Intelligence modifier when setting the saving throw DC for a alchemical function and when making an attack roll with one.
At 2nd level, you can coat your weapon with alchemical oils enhancing its powers. As an object interaction on your turn, you can coat a weapon or piece of ammunition with a oil that enhances the next attack you make on this turn. On a hit, you deal additional damage equal 1d6.
The damage type depends on the type of oil created. When you finish a long rest, you can create a number of oils equal to your proficiency bonus + your level in this class. When you create an oil, you decide the damage type for each, from the following list: acid, cold, fire or poison. An oil created loses the effect after 24 hours.
If a creature other than you tries to use the oil, it must use its bonus action to coat a weapon with it.
Starting at 3rd level, you learn to concoct powerful infusions to create almost supernatural effects trough the use of potions. These potions enhance the ability of a creature who drank from it in unique ways.
Making a potion requires you to spend 1 hour during a long rest, and its effects lasts until your next long rest. You can craft a single potion over the course of a long rest, but you gain more as you gain levels in this class. The effects of a potion created by you end when you take another long rest.
Ability Score Improvement
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.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Starting at 7th level, you further your researches into the realm of alchemy. You gain proficiency with the Herbalist tools and the Poisoner's kit. If you already has proficiency with any of those, you can add twice your proficiency bonus with it.
In addition, whenever you make a Intelligence check with a skill you are proficient with, you can give yourself advantage on that check. You can use this feature a number of times equal to your Intelligence modifier, and regain your uses after finishing a long rest.
At 11th level, you learn how to create specially volatile oils. Over the course of a long rest, you can craft a number of such oils equal to your Intelligence modifier. When you hit a creature with this oil, either used to coat a weapon or as a ranged attack, you roll the damage die for the oil twice, and the target take half the damage of the oil on a miss or failed save.
In addition, the damage dealt by any of your oils ignore damage resistance and treats immunity as resistance.
Starting at 14th level, your body becomes resistance to the effects of your meddling with dangerous substances. You become immune to the poisoned condition and resistant to fire and poison damage.
In addition, you only age one year for each 10 passed years.
Master of Alchemy
Starting at 20th level, whenever you roll initiative and have 0 alchemy points, you regain 7 alchemy points.
In addition, choose one of your potions that doesn't require prerequisites. You have the effects of the chosen potion, not counting against of your total number of potions.
Battle Alchemist Specialties
Starting at 1st level, you can choose one potion that doesn't require pre-requisites to learn how to craft. You can prepare this potion once over the course of a long rest, and this potion doesn't count against your prepared potions at 3rd level. Whenever you gain a level in this class, you can change this potion to another one.
Starting at 6th level, you can split a potion between two creatures, causing it to share the effect between them. When you use a potion you know in that manner, the effects are active in both creatures, but lasting only for 1 hour. This potion can't have a prerequisite. If the potion has a number of uses of some resource, you must split these resources in any manner you prefer. Starting at 15th level, you can share the same potion with up to two other creatures.
You can use this feature once, regaining your use of it after a long rest.
Starting at 10th level, you have advantage on all Intelligence and Wisdom checks made to identify alchemical substances, poisons and potions. In addition, you can cast Detect Magic and Identify on potions and liquid substances in general, without spending a spell slot.
At 15th level, you can craft potions spending half the resources and a quarter of the time normally taken, and ignoring requisites of level or class.
In addition, whenever you create a potion trough your potion making feature, you can choose to instead spend that time to only prepare the ingredients for all potions available to you. You can choose to spend these ingredients to create a potion as an action. You can create the same number of potions you would be able to if you had spent a long rest doing it.
Starting at 18th level, you can choose to reactivate the function of a single potion that have a limited effect. Once you do this, you can't do it again until you finish a long rest.
The homunculist pursues the creation of life itself, or at the very least the imitation of life. Using living creatures parts stored and preserved, they mold and infuse organic material into living matter. Due to the martial aspect of the brand of alchemy practiced by the Battle Alchemist, usually the focus of the homunculus created by the combat homunculist is to serve as a soldier and spy for its master.
Starting at 1st level, you can cast find familiar as a ritual, with some differences:
When you reach the 6th level, you can spend 8 hours and 50 gp in materials to craft your homunculus. Your homunculus can be the copy of any creature you have already seen that has a CR of 1/4 from the following types: humanoid, undead, beast, plant, construct or monstrosity, though is a construct, instead of the original type. You also must have a portion of organic matter of this creature (a drip of blood, a hair, nails, etc). Any chosen creature that has a Intelligence score of 5 or lower will have 6 instead. You can communicate telepathically with your homunculus as long as both of you are in the same plane of existence.
In combat, your homunculus acts in the same initiative count as you, but the only action it can take is the Dodge action, unless you command it to take another action on its stat block or Dash, Disengage, Dodge, Hide and Search as a bonus action. Your homunculus can take any action if you are unconscious or incapacitated, but it will focus on protecting you. Your homunculus uses your proficiency bonus, instead of its own, and adds it to its AC.
You can control up to 4 homunculus at the same time. Starting at 10th level, this number increases to 6 and again to 8 at 15th level. Alternatively, you can choose to have a single homunculus with a CR of 1 at 6th level, 2 at 10th level and 3 at 15th level.
Starting at 10th level, you develop a deep knowledge over anatomy of creatures. You add twice your proficiency bonus to all Wisdom (Medicine) and Intelligence (Nature) checks you make. In addition, you can use your action to make a Wisdom (Medicine) check to cause your homunculus to spend one hit die and recover a number of hit points equal to the number rolled + your Intelligence modifier.
At 15th level, you develop even further the ability to create life. Your homunculus gain a number of temporary hit points equal to your level in this class. In addition, the add your Intelligence modifier to the damage rolls of their attacks and roll one additional die on critical hits.
Starting at 18th level, you can finally create life. The creature type of your creations can be the same of the creature you are copying. In addition, you can use your Create Homunculus feature and spend 1000 gp to create a flesh golem.
The mutant uses the science of transmutation to shape their own bodies in pursuit of perfection. A mutant battle alchemist treat themselves as guinea pigs, as the alchemical experiments they undergo turns them into living weapons. This ability to shapeshift makes them great spies and assassins, able to assume new identities and kill with bare hands their targets.
Starting at 1st level, you learn how to alter your appearance temporarily using alchemy. If you have your component pouch in hand, you can create an alchemical balm as an action to alter your appearance for that of any other humanoid. When you do so, you can make a visual disguise, as you would with the Disguise Kit, making the roll with advantage.
You can use this ability a number of times equal to your Intelligence modifier, and regain your uses of it after a long rest.
At 1st level, you become able to create a potion that allows you to assume the form of another creature. You must brew this potion over the course of a long rest, and you must have seen the creature that potion will shape you into. When you drink from the potion as a bonus action, you assume the form of the chosen creature until your next rest, or until you decide to end it as an action. You can choose any creature with a CR of 1/4 or lower.
While in this form, you assume the hit points, AC, Strength, Dexterity and Constitution scores, senses, resistances, vulnerabilities and condition immunities of that creature, and can use the actions described in its stat block. When reduced to 0 hit points while under the effect of the potion, you return to your normal for and any remaining damage goes to your normal form. When you take an action from the creature's stat block, you can make the action use your bonus action instead.
When transformed, you also gain a number of temporary hit points equal to twice your level in this class.
You can assume the form of more powerful creatures as you gain levels in this class. When you reach 5th level, up to a total equal to a third of your proficiency bonus (rounded down).
You can spend a spell slot to craft another dose of the same transformation, over the course of a short rest.
Starting at 6th level, while transformed you gain the following benefits:
In addition, you gain advantage in all checks to maintain concentration on spells from the transmutation school cast on yourself.
At 10th level, you learn how to further change your appearance. You can cast Alter Self a number of times equal to your proficiency bonus, without spending spell slots. You regain your uses of this spell after finishing a long rest.
Starting at 15th level, you can take actions from your form without taking any actions, once in each of your turns.
At 18th level, you can assume the form of a creature with a CR equal to half your level.
Mixing unstable substances in dangerous combinations, the bomber, as the name implies, are bomb crafters, creating alchemical granades and wreaking destruction with the art of alchemy.
Starting at 1st level, you can mutate a liquid you hold on a flask into an explosive. You can use your Fabricate Armament feature to instantly create up to 10 flasks of an explosive substance, instead of a weapon. You can throw this substance up to a range of 20 feet and a long range of 60 feet, and you add your proficiency bonus to this attack. On a hit, you deal damage equal to 1d6 and add your Intelligence modifier. The damage type is either acid, cold, fire or poison.
In addition, at 2nd level, when you use your Sword Oils and mix with your volatile reaction. On a hit, you add 1d6 to the damage roll and all creatures within 5 feet of the target need to succeed on a Dexterity saving throw against your spell save DC, or take 1d4 damage.
When you reach the 6th level, whenever you hit a creature with your volatile reaction, you can spend one use of yoru Sword Oils to add the effect after the attack have been a success. In addition, you can add 1d4 to the damage dealt to all targets. This damage increase to 2d4 at 9th level and 3d4 at 17th level.
Starting at 10th level, you can create an explosion wave with your bomb. Whenever you use your sword oils to add the effect to a bomb you create, you can use your bonus action to cause all creatures within the bomb area that fail the saving throw to be pushed 10 feet back from the point of explosion.
In addition, the short range of your bombs increase in 10 feet and the long range increases in 30 feet.
At 15th level, whenever you roll a 19 or 20 on the d20 on an attack with your bomb, you roll two additional damage dice, instead of one. In addition, when you use the sword oils on your volatile reaction, the attack is considered a critical.
Starting at 18th level, you can use your bonus action to enter in a frenzy of destruction, hurling bombs with great speed. For 1 minute, you can use your bonus action to make two attacks with your volatile reactions on your turn.
Once you use this feature, you can't do it again until you finish a long rest.
Enhancement specialty alchemists use the knowledge of transmutation to enhance their natural capabilities, becoming stronger, more resilient and agile versions of themselves.
Starting at 1st level, you can enhance your natural abilities with a specially prepared potion. Over the course of your long rest, you can prepare a number of potions equal to your Intelligence modifier. As a bonus action, you can drink this potion, and any other creature can drink it as an action. Until the end of your turn, you gain a bonus equal to 1d4 to your damage rolls, and have advantage on all your Strength (Athletics) checks. A non consumed potion loses its potency when you start a long rest.
Starting at 1st level, you permanently increase your capacity to react to danger. You add your Intelligence modifier to your Initiative rolls.
In addition, on the first turn of combat, if you take the Dash action, you can make an attack as a bonus action.
Starting at 6th level, you learn how to create special potions that mutate your body, increasing your physical prowess. You craft a number of potions equal to your proficiency bonus over the course of a long rest, and you can drink them as a bonus action on your turn. All potions have an additional effect at 15th level.
Potion of Brutality. For 1 minute, whenever you score a critical hit with a melee weapon attack using Strength, you roll one additional die. In addition, while this potion is active, you can use your bonus action to increase the power of your next attack. If that attack hits your opponent, the target is must succeed on a Strength saving throw against your alchemy save DC or be knocked prone, if it is large or lower. At 15th level, you the target makes the saving throw at disadvantage.
Potion of Alacrity. For 1 minute, you can take the Dash action as a bonus action. In addition, whenever you take the Dodge action while this potion is active, you add your Intelligence modifier to your AC until the end of your turn. At 15th level, you can also take the Disengage action as a bonus action.
Potion of Endurance. For 1 minute, you have advantage in all your Death saving throws. In addition, you can use your bonus action to assume a defensive position, allowing you to use your reaction to reduce any damage taken by an amount equal to your Intelligence modifier until the start of your next turn. At 15th level, you gain advantage on your Constitution saving throws.
At 10th level, you permanently increase your body with alchemy. You add your Intelligence modifier as a bonus to your Strength (Athletics) and Dexterity (Acrobatics) checks, as well as to your death saving throws.
When you reach the 18th level, you create a potion that can enhance all your physical attributes, for a short period. You craft this potion over the course of a long rest, and can drink it as a bonus action on your turn. While active, you increase your Strength, Dexterity and Constitution in 2, up to a maximum of 22. In addition, this potion merges the benefit of all your enhancement potions, but you must choose which one is active in each of your turns, for the duration.
Coating their weapons with alchemical oils and crafting them with special materials, the alchemical blade specialty battle alchemists allows them to deliver destructive chemical components through sword strikes.
Starting at 1st level, you learn how to use the Smith's Tools, and you add twice your proficiency bonus on checks with it.
Starting at 1st level, whenever you make an attack using a weapon created by your Fabricate Armament feature, you can use your Intelligence, instead of Strength or Dexterity, for your attacks and damage rolls.
In addition, you can keep three weapons when using this feature at 9th level and four at 17th level.
At 6th level, when you use your Fabricate Armament feature to craft a weapon, you can create a hollow space inside the weapon to store any amount of sword oils you have created. You can use the oils inside this weapon without taking an action.
Starting at 6th level, you can increase the power of your sword oils with specially prepared reagents. You can create a number of improved oils equal to your Intelligence modifier. You can choose one of the following improvements:
At 10th level, you can use your Fabricate Armament feature to also create armors and shields. When wearing an armor created by this feature, you can add your Intelligence modifier, instead of your Dexterity modifier to your AC.
Starting at 15th level, you can roll the damage die for your sword oils twice, and choose the highest number between them.
At 18th level, when you deal damage with your sword oils to a creature, the oil sticks to that creature, causing 1d6 damage from the type of the oil at the start of each of the creature's turns, for 1 minute.
While this oil is affecting that creature, the creature loses resistance to that damage type. In addition, whenever that creature takes damage form that damage type, it suffers additional 1d4 damage from the same type.
Once you use this feature, you can't use it again until you finish a long rest.
Some potions require a prerequisite to be met before they can be concocted. Any potion that lists a level requirement refers specifically to battle alchemist levels.
The potions are divided in categories. A "drink" must be ingested to trigger the effects. If it is a "reagent" it must be mixed into an sword oil. A "bomb" must be thrown on a target, what ends the effect. An "oil" must be spread trough a surface.
You craft oils with a powerful corrosive reagent, enhancing its properties. You can add this reagent to all acid oils created on your long rest. The damage die of the acid oils created with this reagent increase to 1d8. In addition, a creature that takes damage from the oils created with this reagent the creature must succeed on a Constitution saving throw. On a failed save, the AC of that creature is reduced in 5 points until the end of its turn.
You craft oils with a powerful frost reagent, enhancing its properties. You can add this reagent to all cold oils created on your long rest. The damage die of the cold oils created with this reagent increase to 1d8. In addition, a creature that takes damage from the oils created with this reagent the creature must succeed on a Constitution saving throw. On a failed save, the target's movement speed is halved until the end of your next turn.
Prerequisite: 9th level
You craft oils with a reagent that increases the oil potency. You can add this reagent to all oils created on your long rest. When you score a critical hit with this oil, you roll the damage of the oil two additional times.
You craft oils with a powerful flamable reagent, enhancing its properties. You can add this reagent to all fire oils created on your long rest. The damage die of the fire oils created with this reagent increase to 1d8. In addition, a creature that takes damage from the oils created with this reagent the creature must succeed on a Dexterity saving throw. On a failed save, the creature takes an additional 1d8 fire damage at the beginning of its next turn.
You craft oils with a powerful poisonous reagent, enhancing its properties. You can add this reagent to all poison oils created on your long rest. The damage die of the poison oils created with this reagent increase to 1d8. In addition, a creature that takes damage from the oils created with this reagent the creature must succeed on a Constitution saving throw. On a failed save, the creature is poisoned until the end of your next turn.
Prerequisite: 17th level
You craft oils with a reagent that lower the defenses of a creature to this oil. You can add this reagent to 3 oils created on your long rest. When you hit a creature with a oil modified with this reagent, that creature becomes vulnerable to the damage type of that oil until the end of your next turn.
You craft oils with a reagent that enhances the ability of your oil to wound your targets. Choose oils of the same damage type to be enhanced by this reagent. When you roll 1 or 2 on the damage die of your oil, you can reroll the dice once and take the second roll.
A creature that drinks from this potion adds its spellcasting ability to the damage of any cantrip it casts.
A creature that drinks from this potion have its movement speed increased in 5 feet and its jump height doubled for the duration.
The skin of a creature that drinks from this potion becomes hard as stone. The creature gains a number of temporary hit points equal to 10. Whenever a creature takes a short rest while under the effect of this potion, it regains 10 temporary hit points after finishing it.
A creature under the effect of this potion can use a bonus action to roll a hit die and recover a number of hit points equal to what would be recovered on a short rest.
Prerequisite: 15th level
This potion becomes dormant on your organism until you are close to death. When you take damage that would reduce you to 0 hit points, you instead drop to 1 hit point, ending the effect of the potion.
Prerequisite: 15th level
While this potion is active, the creature can use its reaction to give itself advantage on a saving throw.
This potion allows your members to assume a rubbery physiology, allowing you to stretch. You can interact with objects, creatures and make melee weapon attacks up to a range of 10 feet.
In addition, whenever a creature hit you with an attack, you can move up to 10 feet to any direction, without taking opportunity attacks.
Whenever a creature under the effect of this potion hits an target with an attack, it can move 5 feet without provoking opportunity attacks.
While this potion is active, a creature gain a pool of hit points to regenerate equal to 4 x your proficiency bonus. At the start of each of its turns, a creature can use its bonus action to spend any amount of these hit points to regain. When the pool reaches 0, the effect of the potion ends.
A creature that drinks from this potion can understand the literal meaning of any spoken language it hears while the potion is active.
Prerequisite: 9th level
You create a potion that, when poured on top of organic matter, it shapes itself into a tiny homunculus, that will serve the first creature it sees as a tiny servant created by the spell of the same name, vanishing after 8 hours.
When a creature that drank from this potion its blood becomes toxic to any other creature. When it takes damage from a melee weapon attack, it can use its reaction to cause 1d8 poison damage to that creature and force it to make a Constitution saving throw against your Alchemy save DC or be poisoned until the end of your next turn. You can use this a number of times equal to your proficiency bonus while the potion is active, regaining uses after a short rest.
A creature drinking from this potion gain darkvision and can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. In addition, you gain advantage on Wisdom (Perception) and Intelligence (Investigation) checks that rely on sight when in dim light or darkness.
A creature that drinks from this potion becomes proficient in one skill, tool proficiency or learn one language while the effects are active.
This potion can enhance your ability to do something. You can prepare a number of potions of competence equal to your proficiency bonus over the course of a long rest. You can drink this potion as a bonus action, and when you do so, you gain advantage on the next ability check, attack roll or saving throw you make until the end of your turn.
Prerequisite: 13th level
You can create an additional number of sword oils equal to your Intelligence modifier.
You craft a special oil that have a durable effect on a weapon. Choose one damage type: acid, cold, fire or poison. When you deal damage with a weapon coated with this oil, you deal damage from the chosen damage type, instead of the damage for that weapon.
In addition, all your attacks with this weapon gain 5 feet of reach.
prerequisite: 15th level
While the Oil of Absorption is active, whenever you reduce a creature to 0 hit points or score a critical hit when your weapon is under the effect of an Sword Oil, your weapon absorb part of the effect of that oil. Your next successful attack until the end of your next turn deals additional 1d8 damage, from the same type of the absorbed oil.
When you coat your body in this oil, you gain the ability to harden sections of your body for a brief period, deflecting an incoming attack. When you are hit by a melee attack that you can see, you can add your proficiency bonus to your AC, potentially causing that attack to miss.
Your skin become thick as an animal hide when coated in this oil. While not wearing armor, your AC equals 10 + your Intelligence modifier + the creature's Constitution modifier. You can use a shield and retain this benefit.
Prerequisite: 13th level
This is a special type of concoction, that creates a special cover over the skin of your homunculus, enhancing its abilities. The homunculus gain resistance to all damage types while this potion is active (except psychic).
In addition, you infuse it with one of your sword oils. The homunculus deal additional damage equal to the chosen sword oil chosen with its attacks.
prerequisite: 15th level
Whenever you use your Powerful Impact feature, the creatures affected by it are also knocked prone on a failed save.
You can prepare two special bombs over the course of your long rest. When a creature cast a spell within 30 feet of you, you can use your reaction to hurl this bomb against it. This works in the same way as a counterspell cast at the lowest level.
This potion can reduces the ability of your target to do something. You can prepare a number of bombs of incompetence equal to your proficiency bonus over the course of a long rest. You can throw this bomb against a target within 30 feet as a bonus action, and when you do so, the target have disadvantage on the next ability check, attack roll or saving throw it makes until the end of its turn.
You craft a powerful bomb. As an action, you can throw it to a range up to 60 feet. Each creature in a 20-foot radius sphere centered on the chosen point must succeed on a Dexterity saving throw against your alchemy, or take 6d12 damage on a failed save or half as much on a success.
acid arrow, barkskin, continual flame, darkvision, dragon's breath, enhance ability, enlarge/reduce, fog cloud, heat metal, knock, magic weapon, maximilian's earthen grasp, pyrotechnics, spider climb, spike growth, web
Proficiencies. When you multiclass into the Battle Alchemist class, you gain the following proficiencies: light armor, medium armor, shields, simple weapons, martial weapons.