D&D 5E The Alchemist: Homebrew Class

Hylighter

First Post
Hello,
The idea I was going for with this homebrew class was much the same to a wizard or other magic caster. However, I wanted to change the spells to be more flexible and fun in a story where the DM can actively work with the player to create multiple desired effects.The whole class idea was heavily influenced by the Fullmetal Alchemist Anime, thus that is the kind of feel I wanted to go with for the class. For example, using a fire style spell or as called in the write up a Transmutation, to melt enemy armor and either damage them, slow them, or reduce their AC. Or using it to spit a gout of flame onto the battlefield. Now I know this sounds rather over powered, however If you read through it I've tried to restrict this. Both links attached are what you need to understand the character as a concept right now. All of the Transmutations you find in the Excel Document trees will have full descriptions later on. However, if you want to use this class already and have discussed with your DM how each mutation might be used go for it! Above all else I want people to test this and give feedback, good, bad, and ugly.
Thanks Guys!

https://1drv.ms/w/s!AkAHh2t33FF1eMNK2CgUAQyACAQ <- Word Document (Class write up)

https://1drv.ms/x/s!AkAHh2t33FF1erD3UYcG4CGxjbg <- Excel Document (Mutation Trees and breakdown)
 

log in or register to remove this ad




[MENTION=23]Ancalagon[/MENTION] and [MENTION=6801209]mellored[/MENTION] I read through the subclass and although it is indeed similar I really tried to make the class revolve more around scientific theory and experimentation. The manipulation of physical matter, not linked to magic in any perceivable way.
 

hi there, I am super interested in your build and it seems well thought out and interesting however i'm a little confused how the actual alchemy works i.e. in a combat scenario, are these re textures for existing spells, or have i missed some vital piece of info or are you meant to speak with your dm on how exactly each will work, also curious about whether you will have like circle drawing times i.e. size of circle is linked to skill level or is it skill based and also if circles are required how do the implementation of tattoos effect this? p.s. love the point system for different techniques really refreshing to see new forms of how "spells" are select and makes actual sense, you've got to know how to make a small flame before you can incinerate fools like you're mustang
 

hi there, I am super interested in your build and it seems well thought out and interesting however i'm a little confused how the actual alchemy works i.e. in a combat scenario, are these re textures for existing spells, or have i missed some vital piece of info or are you meant to speak with your dm on how exactly each will work, also curious about whether you will have like circle drawing times

Hey man! I havent been able to do much work on it as of late because of life. However if you wish to correspond more hit me up at hylightr@gmail.com! Id be glad to walk you through it and talk throught it with you!
 

The biggest problem with this class is that you have 3 main ability scores on which your abilities are dependent. That is insane haha
You must have one spellcasting ability and one secondary ability. Choose one ability score for all of your transmutations, I suggest Intelligence since it requires actually learning to make the circles and memorising the transmutations.
So when someone is making this alchemist as a PC, they focus on Intelligence, and then choose the others as they wish.
 



Remove ads

Top