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Arcanist |
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Arcanist: Arcanist Vocation: Alchemist |
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With a deep knowledge of transmutation and enchantment, Alchemists can
turn the mundane into the extraordinary, helping their allies with potent
concoctions and curative tonics. |
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Alchemist Features |
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Signature infusion Alchemical student At 1st or 3rd
level, you gain the following abilities: •
When you infuse an item with the alchemical boiler
infusion, it gains the benefit of the experimental boiler option in addition
to one other option. •
You gain two volatile alchemist’s fires whenever you
finish a long rest. These special alchemical weapons become useless after you
finish another long rest. These special alchemical weapons use your spell
saving throw DC in place of their normal saving throw DC. As an action on
your turn, you can make a special attack with an alchemist’s fire. As part of
this attack, you can also expend a spell slot to increase the damage it deals
on a hit by 3d6. When you use this ability, you can change the damage type of
the attack and the burning condition to one of the following: acid,
cold, or poison. Alchemist
Proficiencies You are proficient
with either the Alchemist’s supplies or the Herbalism kit. You also gain
proficiency with all alchemical weapons. Alchemical magic Beginning at 7th or
9th level, you gain the following ability: •
When you use a spell slot to create one or more potions
with your experimental boiler option, each potion gains two effects from the
list instead of one. If you choose the healing effect, you can instead choose
to double the number of hit points the potion
restores. Your alchemist’s
fire also gains an additional benefit when you imbued them with a spell slot.
The alchemist’s fire gains one of the following benefits based on its damage
type when you use a spell slot of 2nd level or higher to increase its damage: •
Acid. On a hit, the target takes
additional 1d6 damage for each spell slot level above 1st and damage from the
burning condition increases by 1d6 acid damage for each spell slot
level above 1st as well. •
Cold. On a hit, the target takes
additional 1d6 damage for each spell slot level above 1st and the target's
speed is reduced by 5 + 5 feet for each spell slot level until the burning
condition is removed. •
Fire. On a hit, the target takes
additional 1d6 damage for each spell slot level above 1st. Hit or miss, all
creatures in a radius form the target’s space equal to 10 feet times the
spell slot level used must make a Dexterity saving throw. On a failed saving
throw, a creature takes 1d6 fire damage per spell slot level and gains the burning
condition. •
Poison. Hit or miss, a
poisonous cloud spread in a 10 feet radius from the target’s position. The
cloud lingers until the end of your next turn. Creatures that enter the cloud
for the first time on a turn or end their turns there must make a
Constitution saving throw or take 2d6 poison damage for each spell slot level
and become poisoned until the end of its next turn. Stable potions Beginning at 13th
or 15th level, you gain the following abilities: •
When you finish a long rest, the two potions you gain
from your experimental boiler are treated as if you created them with a 1st
level spell slot each (allowing you to select two effects from the list of
potion effect instead of determining them randomly). •
Each potion you create with your experimental boiler
also gains the benefit of one 1st level spell from any spell list that
targets only one creature (including spells that target ‘self’). The creature
drinking the potion gains the benefit of this spell. The spell does not
require concentration and lasts for its full duration. •
You can mask any alchemist fire imbued with a spell
slot as a harmless liquid for up to 8 hours. A creature that drinks the
potion within this time suffers the effect of the imbued alchemist’s fire as
if it was hit by the alchemist fire. |