Concocter (5e Subclass)

Concocter

Artificer Subclass

Some artificers specialize in the creation of mixtures of arcane chemicals called concoctions. These volatile mixtures are often explosive and deadly, but they can be used to enhance the artificer’s natural capabilities as well.


Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with alchemist’s supplies. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Concocter Spells
Spell LevelSpells
1stburning hands, grease
2ndalter self, lesser restoration
3rdfireball, stinking cloud
4thconjure minor elementals, fire shield
5thcloudkill, conjure elemental

Concoctions

Beginning at 3rd level, you have learned how to mix alchemical reagents with magical components to alter and enhance spells. When you finish a long rest, you can use your alchemist’s supplies to brew a number of magical catalysts equal to your Intelligence modifier (minimum 1), which hold their potency until you create new ones.

These catalysts can be combined with various spells that are cast using your alchemical supplies as a focus to create numerous Concoctions. You gain two of the following Concoction options of your choice and gain another option at 5th, 9th, and 15th level.

You can only use one Concoction on a spell when you cast it.

Alchemical Bombs

When you cast the bomb cantrip, you may expend one catalyst to imbue it with “liquid fire”. The spell’s damage is now fire damage, but targets do not take damage from the bomb immediately (nor do they have to roll a saving throw. Instead, flaming goo coats the surface of everything in the spell’s area of effect for 1 minute. Any creature that enters or starts its turn in the affected area suffers the damage from this spell; targets may make a Dexterity saving throw to negate the damage. A creature who took damage from this spell in the previous round has disadvantage on its saving throw, as the flaming goo is sticky and persistent. If an alchemical bomb is cast with an area that overlaps an already existing alchemical bomb, the previous spell’s effects are overridden by the new spell in the overlapping area. In addition, whenever you cast the bomb cantrip, even when you do not use a catalyst on it, you may choose to have it deal fire damage instead of bludgeoning.

Bigger Bombs

When you cast the bomb cantrip, you may expend one catalyst to embiggen its damage and the radius of its explosion. The damage of the bomb is increased by 1d6 + your Intelligence modifier, and targets of the spell still take half its damage on a successful Dexterity saving throw. The radius of its explosion is increased by 5 feet (10-foot-radius) and an additional 5 feet when you reach 5th level (15-foot-radius), 11th level (20-foot-radius), and 17th level (25-foot-radius). In addition, whenever you cast the bomb cantrip, even when you do not use a catalyst on it, you may choose to have it deal fire damage instead of bludgeoning.

Caustic Bombs

When you cast the bomb cantrip, you may expend a catalyst to suffuse it with corrosive properties. The bomb deals 2d4 acid damage for each 1d6 damage the cantrip would normally deal and targets of the spell still take half its damage on a successful Dexterity saving throw. In addition, targets who fail the saving throw also take half the spell’s damage (1d4 acid damage for each 1d6 damage the cantrip would normally deal) at the beginning of your next turn. In addition, whenever you cast the bomb cantrip, even when you do not use a catalyst on it, you may choose to have it deal acid damage instead of bludgeoning.

Charged Bombs

When you cast the bomb cantrip, you may expend a catalyst to inject it with electrical energy. The bomb deals 1d12 lightning damage for each 1d6 damage the cantrip would normally deal. In addition, targets of the spell who are mostly composed of metal or who are wearing metal armor have disadvantage on the saving throw. In addition, whenever you cast the bomb cantrip, even when you do not use a catalyst on it, you may choose to have it deal lightning damage instead of bludgeoning.

Delayed Reaction

When you cast a spell with a casting time of 1 action and a duration of instantaneous, you may expend one catalyst to inhibit the effects of the spell until a moment of your choosing. The spell’s effects do not take place immediately. Instead, they occur when you use your reaction or after 1 minute, whichever comes first. You may use your reaction to release the spell at any moment; however, until you do so, you must maintain concentration on the spell. Unlike the Ready action, you do not need to set a trigger in advance to release the spell with your reaction. Also, you may continue to take actions in subsequent rounds even while the spell is held, so long as you maintain concentration.

Elemental Genesis

When you cast a spell that deals acid, cold, fire, lightning, or thunder damage, you may expend one catalyst to foster the elemental essence of the spell. Upon completion of casting the spell, a tiny elemental, plus an additional tiny elemental for every two spell levels above 1st, appears in the spot where the spell was cast. These elementals act on your initiative and obey your commands, starting on your next turn. The tiny elemental uses the statistics for the tiny elemental of its type: acid, cold, fire, lightning, or thunder.

Enhanced Potency

When you select this Concoction, choose one of the following types of spells: acid, cold, fire, healing, lightning, or thunder. When you cast a spell that deals damage of this type (or, if you select healing, a spell that restores hit points or grants temporary hit points), you may expend a catalyst to maximize the damage or healing that is done by the spell. Additionally, whenever you cast a spell of this type without using a catalyst, you may add your Intelligence modifier to the damage or healing of the spell. You may select this Concoction multiple times; each time you choose it, you must select a different spell type.

Healing Draught

When you cast a spell with a range of self, you can first expend a catalyst to brew the spell into a minor healing draught. You are then healed for 1d4 points of damage for every level of the catalytic spell in addition to the normal effects of the spell. Alternatively, you can mix a catalyst into a healing potion as part of the action of drinking the potion. The catalyst will ensure full potency of the potion, which heals you for the maximum amount possible for the potion.

Rimed Bombs

When you cast the bomb cantrip, you may expend one catalyst to superchill the ingredients. The bomb now deals 2d6 cold damage for every 1d6 damage the spell would normally deal. Targets of the spell are frozen to the ground and restrained; a creature who succeeds on its saving throw is not restrained but has its movement speed halved until the start of the caster’s next turn. Flying creatures can not be restrained by this spell but still have their movement speed halved.

Thunderous Bombs

When you cast the bomb cantrip, you may expend a catalyst to alter its chemical makeup to emphasize its bark, not its bite. The bomb now deals thunder damage, deafens targets for 1 minute, and targets of the spell must now make a Constitution saving throw instead of Dexterity. In addition, targets who fail the saving throw are concussed, meaning they have disadvantage on attack rolls and ability checks until the start of the caster’s next turn.


Mutagens

Beginning at 5th level, you have learned how to concoct long-lasting, alchemical catalysts called mutagens. These special catalysts are designed to be ingested by you – they only work specifically with your unique physiology. Whenever you imbibe a potion that has any duration longer than instantaneous, you may mix in a mutagen; that potion’s duration is now doubled. Using a mutagen does not use up any of your Concoction catalysts.


Advanced Concoctions

At 9th and 15th level, you may choose to select one of the following Advanced Concoctions instead of one of the normal Concoctions that you would learn.

Death Bombs

When you cast the bomb cantrip, you may expend two catalysts to cause it to pierce the veil of the underworld. The bomb now deals 2d10 necrotic damage for every 1d6 damage the cantrip would normally deal. Any creature reduced to 0 hit points by a death bomb is instantly slain. If at least one creature is killed by a death bomb, a specter is pulled through the veil and appears in the spot of one of the slain creatures. The specter obeys your commands until it is either killed or after 1 minute, at which point it returns to the underworld. In addition, whenever you cast the bomb cantrip, even when you do not use a catalyst on it, you may choose to have it deal necrotic damage instead of bludgeoning.

Holy Hand Grenades

When you cast the bomb cantrip, you may expend two catalysts to transform it into a holy hand grenade. The bomb now blinds targets and deals 2d10 radiant damage for every 1d6 damage the cantrip would normally deal. Targets of the spell must make a Constitution saving throw instead of Dexterity; a creature who succeeds on this saving throw is not blinded and takes half damage from the spell. In addition, whenever you cast the bomb cantrip, even when you do not use a catalyst on it, you may choose to have it deal radiant damage instead of bludgeoning.

Proliferation

When you cast a spell with a casting time of one action, you may expend two catalysts to capture, culture, and proliferate the essence of the spell. The next round, you may cast the spell again without using any additional spell slots. You must use your action to cast the spell as normal, and you may select any target or other effect of this second spell as if you had just cast it normally.


Transmutagens

Beginning at 15th level, you have learned how to concoct long-lasting, transformative potions called transmutagens. These are highly toxic to anyone but the creator; if any other creature besides you drinks one of your transmutagens, they suffer 4d6 poison damage immediately and again one minute later. A successful Constitution saving throw equal to your spell save DC halves the initial damage and negates the secondary damage. You may only have one active transmutagen effect at a time; a transmutagen’s effects last for 24 hours after imbibing or until you complete a long rest, whichever comes first. You may create and imbibe a new transmutagen at the end of a long rest, during which you must have access to your alchemist’s supplies. Whenever you create a transmutagen, you may select from one of the following effects:

  • Dragon’s Breath: Your stomach turns to a pit of sulfur and brimstone. As an action, you may breathe fire in a 30-foot-cone in front of you. Creatures in the area take 8d6 fire damage and any flammable objects in the area ignite. Targets of the breath that succeed on a Dexterity saving throw against your spell save DC take half damage. At the start of your next turn, roll a d6. On a roll of 5 or 6, this ability has recharged and you may use it again. On a roll of 4 or less, this ability has not recharged; you may roll again at the start of each of your turns until it has recharged.
  • Golem’s Skull: Clay, stone, or iron encases your head completely, disguising your facial features behind a vaguely humanoid mask of this material. You do not need to breathe.
  • Troll’s Blood: Your blood thickens and turns black, visibly darkening and enlarging your veins, but granting you minor regenerative properties. As an action, you may expend Hit Dice to recover Hit Points as if you had taken a short rest; when using Hit Dice in this manner, you must choose the total number of Hit Dice you will be using prior to rolling any Hit Dice. You may use a number of Hit Dice up to your Intelligence modifier at once.

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