Chemists

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Chemist(Poison Varient)[edit]

Chemist[edit]

Son of a crazy witch and ranger. You learned the way of potion making and the bow.

Creating a Chemist[edit]

I have no clue


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 and Martial
Tools: Alchemist's Supplies, Poisoner's Kit, Herbalist's Kit
Saving Throws: Intelligence, Dexterity
Skills: Choose four 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 Longbow 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
  • Breastplate armor, Alchemist's supplies, Two Hatchet
  • 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, Arcane Recovery 3 6 2
2nd +2 Brewer, Chemical Studies 3 8 3
3rd +2 Spell Bottling, Cantrip Formulas 3 10 4 2
4th +2 Ability Score Improvement, Chemical Studies Feature 4 12 4 3
5th +3 Extra Attack 4 14 4 3 2
6th +3 Unique Bottles, Chemical Studies Feature 4 16 4 3 3
7th +3 4 18 4 3 3 1
8th +3 Ability Score Improvement 4 20 4 3 3 2
9th +4 Chemist’s Knowledge 4 22 4 3 3 3 1
10th +4 Chemical Studies 5 24 4 3 3 3 2
11th +4 5 26 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 28 4 3 3 3 2 1
13th +5 5 30 4 3 3 3 2 1 1
14th +5 Chemical Studies Feature 5 32 4 3 3 3 2 1 1
15th +5 Philosopher's Touch 5 34 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 36 4 3 3 3 2 1 1 1
17th +6 5 38 4 3 3 3 2 1 1 1 1
18th +6 Chemical Studies Feature 5 40 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 42 4 3 3 3 3 2 1 1 1
20th +6 Chemical Mastery 5 44 4 3 3 3 3 2 2 1 1

Throwing Potions[edit]

   When throwing a potion, you make a ranged attack against the targets AC. Making a Critical Hit allows you to double the base damage. 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, the potion's effect is used on whatever it hits.

Spellcasting[edit]

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.

Spellcasting Focus[edit]

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

Cantrips[edit]

At first level, you know three cantrips of your choice from your Wizard spell list. You learn additional Wizard cantrips of your choice at higher levels, as shown in the Cantrps known column of the Wizard table

Spell Slots[edit]

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.

Spells Known of 1st Level and Higher[edit]

At first level, you know 6 1st-level spells of your choice from the Ranger Spell List. You gain additional spells known as shown on the Ranger 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[edit]

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[edit]

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[edit]

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 double your proficiency bonus to attack rolls when throwing potions.

Spell Bottling[edit]

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 15 minutes and one spell slot of the corresponding level. You can carry a number of bottled spells equal to your level in this class at any time. Additionally, you can try to bottle a spell that targets you as a reaction, but to do so you need to win a Dexterity (sleight of hand) test against the opponent's attack roll or save DC. If you succeed, you can keep the spell.

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 poured out on the ground, the direction it is poured is the direction the cone affects.

For example, when a lightning bolt spell is drunk, imbiber will take the damage of the spell and the lightning bolt will arc out in a random direction, hitting all in its path.

  • When a spell with a cone or line area of effect or a ranged spell attack is applied to the skin or hit as a target of a thrown potion, the target coated with the material is subject to the spell and then a random direction is chosen for other effects such as the cone or line.
  • When a ranged or touch spell attack is drunk, the spell's effect only affects 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 and to be effective, would need to be poured out onto a bush (aka the target).

  • 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 affected for the entire 1 minute, or until the creature succeeds its saving throw.

Ability Score Increase[edit]

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.

Extra Attack[edit]

When you reach 5th level, you gain one more action that can be used to throw a potion or attack.

Unique Bottles[edit]

When 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 spilled, if it is a spell with only one or more targets, its effects affect all creatures within 5 feet of the location where the liquid was spilled.

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.

Concentrated

Whenever the spell is activated, it is amplified. The damage or healing dealt by the spell increases by 1d4.

Chemical Knowledge[edit]

When you reach 9th level, you become exceptional at identifying and analyzing potions. You can examine any potion or poison and successfully identify its effects without having to make an ability test.

Philosopher's Touch[edit]

When you reach 15th level, you choose two 1st, 2nd or 3th-level chemistry spell, or a 1st, 2nd or 3th-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[edit]

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.

When 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[edit]

Study of toxicity[edit]

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
2st detect poison and disease, ray of sickness
4rd bestow curse, protection from poison
6th stinking cloud, vampiric touch
8th blight, confusion
10th cloudkill, contagion


Poison needles

Once you reach 3d level, you can now use an action to throw a needle coated in one of your poisons at a creature within 100ft

Greater poisons

At 6th level, your poisons ignore resistance to poison and treat immunity as resistance

Spell List[edit]

You have access to the Rangers spells only, although you are capable of learning non Ranger spells, thru other means.

Multiclassing[edit]

You are not allowed to multiclass, you must take all levels in chemist.

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