LGtC:Alchemist

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An Alchemist

Alchemist

An Alchemist is an expert at mixing mystical ingredients with potent solvents to create powerful elixirs. They scour the fields of Tamriel in search of mushrooms, flowers, and rare additives that have hidden properties that only they can understand and magically exploit.

Alchemist Features
Level Feature
2nd Alchemical Savant, Alchemical Experiments
6th Advanced Chemistry, Spell Infused Potions
10th Adroit Alchemy
14th Alkahest Mastery

Alchemical Savant

2nd-level Alchemist feature

You gain proficiency with alchemist’s supplies and the herbalism kit. If you are already proficient in one of these tools, you gain proficiency with another type of artisan’s tools of your choice. You can use these tools as an arcane focus for casting your spells.

Additionally, the amount of septims and time you must spend to craft acid, alchemist’s fire, antitoxin, oil, perfume, potions, soap, or other concoctions is halved when using alchemist supplies or an herbalism kit.

When making an attack with a vial or flask, you are considered proficient in the attack and you can use your Agility or Intelligence modifier for the attack roll.

Alchemical Experiments

2nd-level Alchemist feature

Whenever you finish a long rest, you can magically produce an alchemical experiment in an empty flask you touch, choosing from the list below. As an action, a creature can drink the alchemical experiment, administer it to an incapacitated creature, or throw the flask at a creature within range.

Creating an alchemical experiment requires you to have alchemist's supplies on your person, and any experiment you create with this feature lasts until it is used or until the end of your next long rest. When you reach certain levels in this class, you can make more experiments at the end of a long rest: two at 6th level and three at 15th level. Each experiment requires its own flask.

Alchemical Acid. This vial of caustic liquid can be splashed on a creature within 5 feet of you, or be thrown with a range of 20/60, shattering on impact. On a hit, the creature takes 3d6 acid damage. An object automatically takes that damage, and the damage is maximized. This experiment's damage increases by 3d6 when you reach certain levels: 5th level (6d6), 11th level (9d6), and 17th level (12d6).

Alchemical Fire. This vial of volatile liquid can be hurled at a creature, object, or surface within 30 feet of you. On impact, the vial detonates in a 5-foot-radius sphere. Any creature in that area must succeed on an Agility saving throw against your spell save DC or take 2d6 fire damage. This experiment's damage increases by 2d6 when you reach certain levels: 5th level (4d6), 11th level (6d6), and 17th level (8d6).

Elixir of Alacrity. A creature that drinks this swirling yellow liquid has their speed increased by 10 feet for 1 hour.

Healing Draught. A creature that drinks this healing liquid regains 1d8 hit points. This experiment's healing increases by 1d8 when you reach certain levels in this class: 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Advanced Chemistry

6th-level Alchemist feature

The creations you make using your alchemist’s supplies or herbalism kit, or from your Alchemical Experiments or Spell Infused Potions features become more potent. Whenever an item you’ve created from these tools or features restores hit points or deals damage, you can add your Intelligence modifier to the total rolled.

Additionally, you have learned how to quickly analyze potions you find. If you spend 1 minute studying a potion, you can expend 1 focus point to learn its properties as though you had cast the identify spell.

Spell Infused Potions

6th-level Alchemist feature

Whenever you finish a long rest, you can magically produce a spell infused potion in an empty flask you touch. You create a potion that is infused with a spell that is in your spellbook, has a casting time of 1 action, a duration of instantaneous, and that is of a level that you can cast to a maximum of 3rd level, without expending magicka points, without preparing the spell, and without material components.

As a bonus action, a creature can drink the potion and then use their action on the same turn to cast the spell that has been infused in the potion, using your spell save DC and spell attack bonus.

Creating a spell infused potion requires you to have alchemist's supplies on your person, and any potion you create with this feature lasts until it is drunk or until the end of your next long rest.

You can create additional spell infused potions by expending magicka points as though you cast the spell and a number of focus points equal to the spell’s level for each one. When you do so, you use your action to create the potion in an empty flask you touch. To create a potion in this way, you must have the spell prepared and provide the material components required by the spell.

Adroit Alchemy

10th-level Alchemist feature

Once on each of your turns, you can use a bonus action to drink a potion or administer one to an incapacitated creature. A creature that drinks a potion this way can’t use their action to drink a second potion.

Additionally, the distance you can throw a vial or flask as part of an attack is doubled.

Alkahest Mastery

14th-level Alchemist feature

You have mastered your alchemical formulas and can manipulate their very essence. When you create an alchemical experiment or spell infused potion, you can expend focus points to alter their effects.

◈ When you create an alchemical experiment or spell infused potion that deals acid, fire, or poison damage, you can expend 1 focus point to change the damage type to your choice of acid, fire, or poison.

◈ When you create an alchemical experiment or spell infused potion, you can expend 2 focus points to also infuse it with the greater restoration spell without material components. Once you infuse a creation in this way, you can’t do so again until you finish a long rest.