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Fully Developed Alchemist Class and 3 Cleric Domains for 5e D&D
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<blockquote data-quote="ScrapIron" data-source="post: 6906335" data-attributes="member: 6858985"><p>Sure, Alchemists are basically scientists who combined magic and science to make supernatural things happen. It's vaguely like the pathfinder alchemist in that you use formulae to cast spells. You learn and prepare formulae like a wizard does spells, but you have spell slots like a warlock (regen on short rest, small in number, max out at level 5 spells). You also get something like mystic arcanum from the warlock, but for formulae. INT is your casting ability. All of the formulae you use affect you only, but you don't need somatic/verbal components to use them - you do all of that during a long rest while you prepare them. Using them is just drinking/applying them.</p><p></p><p>The whole thing is close to 20 pages - partially in the explanation of how the casting works, and partially because of all the options you get. You get Esoteries, which are like discoveries from pathfinder in a lot of ways, but made entirely for 5th ed. You gain them close to the same progression as a warlock's progression on invocations. You also get a cantrip formula, Alchemical bomb, which is basically the 5e version of the pathfinder bomb, but updated to not just be a pathfinder ripoff, and scaled to the proper power levels for 5e. Also it isn't limited uses per day because 5e <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>There are 30 something Esoteries to choose from (some of which modify bombs, some of which are totally different abilities), and you also get to pick a tradition (subclass) at level 2, of which I provided 4. There's a bomber (who does things with explosives and bombs moreso than the others), the poisoner (guess what he does), the apothecary (specializing in using formulae and other tricks to heal/protect other people), and the mutant (using mutagens to alter your body and mind substantially for limited periods of time - there are 30 something mutation options, too). The class is extremely customizable depending on how you want to play it.</p><p></p><p>If you look at the preview on the left side under the picture when you go to the link (see screen snip below), it provides you the full class description (minus the esotery list - that's at the end end) and the first archetype (poisoner), then if you want the rest of the content, you'd have to download the full document, but it should tell you pretty well how the basics work if my description here didn't work well enough for that.</p><p>[ATTACH]77156[/ATTACH]</p><p>There are multiclass rules, a full writeup on the bomb cantrip, etc. It's honestly very thorough and balanced. I spent a very long time on it to make sure I got it right.</p><p></p><p>The other 3 links, the domains, are the fate domain (prophecy type deities - reading the past, present, and future and using the information to your advantage) / the luck domain (a servant of lady luck can manipulate probability for good or for ill), and a non-undead death domain for deities like the Raven Queen or Kelemvor who detest the undead, but still hold dominion over death. If you view the preview on those, that's the content - just 1 page. Since they're just cleric domains, it doesn't need 20 pages of explanation, but they are all very balanced with unique mechanics in most cases.</p><p></p><p>I'd be happy to answer any other questions you have if you feel it would be of help to you.</p></blockquote><p></p>
[QUOTE="ScrapIron, post: 6906335, member: 6858985"] Sure, Alchemists are basically scientists who combined magic and science to make supernatural things happen. It's vaguely like the pathfinder alchemist in that you use formulae to cast spells. You learn and prepare formulae like a wizard does spells, but you have spell slots like a warlock (regen on short rest, small in number, max out at level 5 spells). You also get something like mystic arcanum from the warlock, but for formulae. INT is your casting ability. All of the formulae you use affect you only, but you don't need somatic/verbal components to use them - you do all of that during a long rest while you prepare them. Using them is just drinking/applying them. The whole thing is close to 20 pages - partially in the explanation of how the casting works, and partially because of all the options you get. You get Esoteries, which are like discoveries from pathfinder in a lot of ways, but made entirely for 5th ed. You gain them close to the same progression as a warlock's progression on invocations. You also get a cantrip formula, Alchemical bomb, which is basically the 5e version of the pathfinder bomb, but updated to not just be a pathfinder ripoff, and scaled to the proper power levels for 5e. Also it isn't limited uses per day because 5e :) There are 30 something Esoteries to choose from (some of which modify bombs, some of which are totally different abilities), and you also get to pick a tradition (subclass) at level 2, of which I provided 4. There's a bomber (who does things with explosives and bombs moreso than the others), the poisoner (guess what he does), the apothecary (specializing in using formulae and other tricks to heal/protect other people), and the mutant (using mutagens to alter your body and mind substantially for limited periods of time - there are 30 something mutation options, too). The class is extremely customizable depending on how you want to play it. If you look at the preview on the left side under the picture when you go to the link (see screen snip below), it provides you the full class description (minus the esotery list - that's at the end end) and the first archetype (poisoner), then if you want the rest of the content, you'd have to download the full document, but it should tell you pretty well how the basics work if my description here didn't work well enough for that. [ATTACH=CONFIG]77156._xfImport[/ATTACH] There are multiclass rules, a full writeup on the bomb cantrip, etc. It's honestly very thorough and balanced. I spent a very long time on it to make sure I got it right. The other 3 links, the domains, are the fate domain (prophecy type deities - reading the past, present, and future and using the information to your advantage) / the luck domain (a servant of lady luck can manipulate probability for good or for ill), and a non-undead death domain for deities like the Raven Queen or Kelemvor who detest the undead, but still hold dominion over death. If you view the preview on those, that's the content - just 1 page. Since they're just cleric domains, it doesn't need 20 pages of explanation, but they are all very balanced with unique mechanics in most cases. I'd be happy to answer any other questions you have if you feel it would be of help to you. [/QUOTE]
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