Alchemist

Alchemist: As other Warlocks seek the arcane, Alchemist seek to understand the world of chemistry and the strange interactions of reactive substances. they tinker and experiment, often with strange exotic materials. They are viewed by many as just as strange or dangerous as other warlocks playing with occult powers. Worse there concoctions are often frightening or unfortunately smelly and few are welcome within city limits.
Within the Kingdom of Daytar Leamay black powder, fireworks and firearms are highly illegal and there are only a few licensed firework producers who work for cities willing to allow their use for special holidays. Knowing this, most alchemist use Greek fire to avoid being arrested for possession of black powder or explosives.

Alignment: Alchemist cannot be Lawful.

Patron: The Alchemist has made a deal with a great devil, demon, or outsider for the understanding of alchemy and the power of chemistry instead of the more common deal for occult power.

Expanded Spell List: The Alchemist patron lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

1st Chromantic Orb, Detect poison or disease
2nd Enhance ability, Shatter
3rd Haste, Tiny hut
4th Fabricate, secret chest
5th Animate objects, Legend lore

Bonus cantrip At 1st level Alchemists gain the cantrip Mending as a free cantrip that does not count against their cantrips known

Throwing Specialty: At 1st level Alchemist are considered proficient in throwing unusually shaped objects (like bottles, flasks and spring loaded boxes)

Eldritch Formulations At 2nd level Alchemist take formulas instead of invocations, they get the same number of them. Once an alchemist knows a formula he can create it using his Alchemist kit and making a intelligence skill roll. All formulas have a cost to create, a time to create and DC to make it, as well as the average selling price. The creation cost is in addition to any required components. When a crafting skill roll fails, the cost and time are expended, but you do not receive the item.

  • Acid: A basic acid you can splash the contents of its vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object. On a hit, the target takes 2d6 acid damage
    Cost: 8Gp, Time 30 minutes, Creation DC 10, Sells for 20Gp
  • Advanced Anti toxin Prerequisite: Anti toxin, A creature that drinks this vial of liquid is cured of the poisoned condition. It confers no benefit to undead or constructs.
    Cost 25Gp, Time 3 hours, Creation DC 16, Sells for 150Gp
  • Anti toxin: A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs.
    Cost 15Gp, Time 1 Hours, Creation DC 14, Sells for 50Gp
  • Black powder: A small pouch or pot filled with black powder with a wick which can be thrown 20 feet, exploding on impact, make a ranged attack against a creature or object. On a hit, the target takes 2d6 fire damage
    Cost 10Gp, Time 45 minutes, Creation DC 12, sells for 80Gp* illegal
  • Blast stick: Prerequisites: Black powder and firework, A tightly packed tube of black powder and a few enhancers, this stick of dynamite packs quite a punch. The fuse can be made to delay the explosion by 1 round for ever foot of fuse. Normally blast sticks are placed and a very long fuse is used to allow time to run away and take cover before the blast. Anyone within a 15’ sphere takes 8d8 fire damage and anyone within a 30’ sphere takes 2d8 fire damage, a DC 16 dexterity save for 1/2 damage. it can be thrown 20’ but this is insufficient to avoid being hit by the blast.
    Cost 40Gp, Time 2 hours, Creation DC16, sells for 800Gp* highly illegal
  • Firework: Prerequisites: Black powder, A tube filled with black powder and tipped with a explosive charge. When lit it flies in a straight line and explodes with a light so bright those within a 10’ radius take 4d6 fire damage and must make a DC 15 constitution or dexterity save or be blinded for 2d6 rounds. Make a ranged attack against a creature or object, treating the firework as an improvised weapon that has a range of 80/360
    Cost 40Gp, Time 2 hours, Creation DC16, sells for 800Gp* highly illegal
  • Greek fire: Prerequisites: Slippery oil, A pot of highly flammable oil that ignites on contact with air. Known for its ability to stay on fire atop water. As an action, you can throw this pot up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object. On a hit, the target takes 2d6 fire damage at the start of each of its turns for 3 turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.
    Cost 15Gp, Time 1 hour, Creation DC 14, Sells for 50Gp
  • Greek sticky bags: Prerequisites: Greek fire and sticky bags, Greek stick bags are identical to normal sticky bags except that they also catch fire after being deployed. This deals 1d4 fire damage for 3 rounds, after which it burns itself out and frees its victim.
    Cost 30Gp, Time 1.5 Hour, Creation DC 16, Sells for 100Gp
  • Harmonic mercury: Requires: 5Gp worth of Mercury. This thick silver like substance resembles mercury, however whenever it is exposed to harmonic sonic vibrations it stiffens up into a hard metal. The upside of which is it can be pored into a container and a tuning fork applied it will retain the shape of whatever container it was in until the vibration ends and it slumps back into its gooey form. Rogues familiar with the substance can use it as a set of lock picks for a + 2 picking locks or disabling traps (with disadvantage on stealth). It can also be used to jam a lock from being opened adding a + 20 to the disable that lock until the sound stops.
    Cost 30Gp, Time 1 hour, Creation DC 14, Sells for 350Gp
  • Harmonic mercury grenade Prerequisites: Harmonic mercury and Shock rock, This ingenuous contraption has a shock rock in the center of a ball of harmonic mercury. You can throw the pebble up to 20 feet, detonating it on impact, those within 5’ take 1d4 thunder damage, 2d6 piercing damage DC 16 constitution save to avoid gaining the poisoned condition.
    Cost 45Gp, Time 2 Hours, Creation DC 16, Sell for 450Gp
  • Liquid light: Normally held in a glass flask, this 2 part liquid is mixed to give out 30’ of bright light and 20’ of dim light that glows for 4 hours before going out. Mixing the parts is a bonus action. Creatures that are light sensitive find this light to be particularly annoying.
    Cost 10Gp, Time 30 minutes, Creation DC 12, Sells for 40Gp
  • Long burning oil: Prerequisites: Slippery oil, A small amount of thick waxy oil that burns slowly and steadily for hours, one lantern filled with long burning oil lasts for 24 hours. Long burning oil produces 10’ of bright light and 5 ’ of dim light and heat similar to a candle. requires a lamp or lantern to use.
    Cost 3Gp, Time 20 min, Creation DC 12, Sells for 10Gp
  • Metallic Acid: Prerequisites: Acid, A concentrated acid which only effects inorganic materials such as stone, metal, pottery and crystals, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 4d6 acid damage
    Cost 10Gp, Time 1 hour, Creation DC 14, sells for 50Gp
  • Organic Acid: Prerequisites: Acid, A concentrated acid which only effects organic materials such as wood, leather, flesh or fabrics, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 4d6 acid damage.
    Cost 10Gp, Time 1 hour, Creation DC 14, sells for 50Gp
  • Shock rock: A small hollow pebble designed to create a sudden loud noise. You can throw the pebble up to 20 feet, detonating it on impact, those within 5’ take 1d4 thunder damage and a DC 10 constitution save to avoid being deafened for 1d4 rounds.
    Cost 6Gp, Time 30 minutes, Creation DC 12, Sells for 20Gp
  • Slippery oil: A vile of highly viscous oil, its main use is to help machinery function but it can be used for many slippery applications. One vial can cover a 10′ × 10′ square. Attempting to cross a surface covered in slippery oil is difficult terrain that requires a DC 10 dexterity save to avoid falling prone. Slippery oil is not flammable.
    Cost 8Gp, Time 30 min, Creation DC 10, Sells for 15Gp
  • Sticky bags: A small package designed to spring open and deploy a great mass of sticky webbing. You can throw the sticky bag up to 20 feet, deploying it on impact, those within the 5’ square where it deploys are restrained. Victims can make a DC 14 Strength or Dexterity skill check on their turn to escape from the restraint.
    Cost 20Gp, Time 1 hour, Creation DC 14, Sell for 50Gp

Spell Bottles: At 6th level the Alchemist has learned to encapsulate his spells energy into a throw able liquid form. By investing his spell slots into a conductive liquid he can store a specific spell for 24 hours, after which the spell energy fades away leaving the bottle to be reused. When thrown these spell bottles break on impact, casting the spell as if it were cast from that location as the spell source. They can be thrown 20’. Other people can throw the bottles but cannot use the conductive liquid to store spells, this is unique to the class.
Cost 10Gp, Time 20min, Creation DC 12.

Speedy creation: At 10th level an Alchemist can attempt to speed up their production for formulas by 20% by increasing the DC by 2. (1 hour=48 min) However if they fail to make the batch, it backfires in the most spectacular way.

Powerful reagents: At 14th level Alchemist learn of more powerful reagents to use. The damage dealt by any of their formulas is doubled.

Alchemist

The Kingdom of Daytar Leamay KrisW