User:Akers76

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Creating a mana alchemist[edit]

explanation

quick build

You can make a Metal Lord quickly by following these suggestions: Firstly intelligence should be your highest ability score, followed by dexterity.

Class Features

As a mana alchemist you gain the following class features.

Hit Points

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

Proficiencies

Armor: light
Weapons: light cross bows, traps
Tools: alchemist tools,
Saving Throws: constitution, Intelligence
Skills: Choose 3 from arcana, sleight of hand, perception, insight, medicine and survival

Equipment

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

  • (a) 1 ranged Weapon or (b) 1 Simple Weapon
  • If you are using starting wealth, you have 7d4x10 in funds.

Table: The mana alchemist

Level Proficiency
Bonus
Features mana reserve points potions known
1st +2 mana brewing 2 15
2nd +2 magical brewing 4 15
3rd +2 6 15
4th +2 Ability Score Improvement 8 30
5th +3 warding potions 10 30
6th +3 12 30
7th +3 Flash of Genius 14 30
8th +3 Ability Score Improvement 16 45
9th +4 18 45
10th +4 20 45
11th +4 22 60
12th +4 Ability Score Improvement 24 60
13th +5 26 60
14th +5 28 60
15th +5 30 60
16th +5 Ability Score Improvement 32 60
17th +6 34 60
18th +6 36 60
19th +6 Ability Score Improvement 38 60
20th +6 40 60

mana brewing[edit]

your research into mana manipulation was quite fruitful, you now have a new way of brewing while on the go called "mana reserve" these points allow you to brew potions whenever you want. At later levels you can amplify your potions with these points. during combat you can quickly channel your mana through your ingredients, collecting there essence and imbuing it into your flask as a pure mana made potion. This takes a whole action and then as a bonus action you can use the potion.the list of potions are listed down bellow

list of utility potions[edit]

1.healing salve[edit]

you take the essence of your fruit and create a salve that can be applied to a wound manualy. and then over the course of 4 rounds, the subject regains 1d4+2 HP.

at higher level ingredient=fruit

2.boosted vitality[edit]

you produce a garnet red solution that when drunk will revitalise your allies.you gain 2d4+3 hp when you drink it.

ingredients=love

3. Potions of luck[edit]

you boost your allies power to overcome obstacles, the consumer gains advantage in one stat for the next hour ingredients

  • cat hair (dex)
  • bear hair(str)
  • fox hair (int)
  • owl feather (wis)
  • bulls hair (con)
  • eagles feather (chr)

4. Potion of adrenaline[edit]

drinking this will give your team the boost it needs. people who drink this potion gain temporary hit points equal to your combat condenser lvl doubled, and advantage on both strength and constituiton saving throws or dc checks. the buff lasts for 4 rounds and afterwards your speed is halved for 1d4 rounds. ingredient=sugar

5.abgerational shield[edit]

the strands of warding are imbued in to the consumer. you gain a +3 to your AC for 3mins ingredient=thimble