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Battle Chemist

Using alchemy for its directly offensive and harmful properties is rather new and battle chemists are pioneers in weaponizing these harmful substances and gases. Though many Chartered Houses and factions were quick to initially hire Battle Chemists, other alchemists and some factions question the indiscriminate destruction chemical warfare causes. Whether they care for the politics or not, battle chemists are dangerous geniuses whose place in the world is not yet sure.

Everburn Powder

At 3rd level, you have discovered a unique chemical reaction that produces an effect both disorienting and harmful. As a bonus action, you can throw a packet of Everburn Powder to a point you can see within 60 feet of you where it explodes in a cloud of sticky, glowing powder. Each creature within a 10 feet radius of the point of impact must succeed on a Constitution saving throw or take 1d4 as acid damage at the start of each of its turns until it or another creature uses its action to brush or wash the powder off. A creature can be affected more than once. An action spent getting rid of the powder removes all instances of it.

You can use this feature an amount of times equal to your proficiency bonus. This ability refreshes when you finish a short or long rest.

Miasma of Corruption

At 6th level, you have learned to weaponize harmful chemicals while keeping yoursElf safe. As a bonus action, you can shroud yoursElf in a mist of alchemically enhanced toxins and acids.

The mist extends 10 feet from you in every direction, but not through full cover. It lasts up to 1 minute, unless you are incapacitated, or you dismiss it as a bonus action.

Any creature other than you that starts its turn inside of the mist takes acid damage equal to your Intelligence modifier. Additionally, creatures inside the area of effect have disadvantage on Constitution saving throws made to maintain their concentration.

Chemical Versatility

At 10th level, you can expertly change chemicals on the fly. When you deal fire, poison, acid or necrotic damage with an Alchemist feature, you can replace the damage type with any from the previous list when you use the ability.

Desolator Mixture

At 14th level, you can use your action to produce a stream of dark-green liquids from your tools at a creature. The creature must succeed on a Dexterity saving throw.

It takes 10d8 acid damage on a failed save, or half as much on a successful save. On a failed save, the liquid sticks to the target for 1 minute. At the end of each of its turns, the target makes a Constitution saving throw against your Science of Alchemy saving throw DC. It takes 5d8 acid damage on a failed save, the effect ends on a successful one. This liquid can’t be removed or washed off through nonmagical means.

If damage from this feature reduces a creature to 0 hit points it begins to rapidly decompose, turning into a pool of dark-green sludge. After using this feature, you must complete a long rest to be able to use it again.

Section 15: Copyright Notice

Cloak & Coin Campaign Setting Copyright 2021. Red Turban Press, Inc. Authors: Laljit Sidhu, Bjorn Dingeldein, Jon Giordano

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