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Two days, two class specs? This one's a doozy.



Alchemical Knight(Fighter Martial Archetype)

While some schools recommend blending classic magic with martial skills, this one brings careful potions into the play, enhancing the warrior and allowing them to be a vital bolstering force in the field through judicious use of alchemical skill. Their potions imitate spells of wizards and clerics. They can learn spells of the transmutation school.

Spellcasting: At 3rd level, you learn how to brew potions to assist your martial abilities. During your rests, you prepare the starting bits of potions. Such alchemical knights often have vials in bandoleers and along their belts. When casting, the final ingredients are mixed in and the concoction is consumed to cast the spell. Because of this, all spells 'cast' this way target the alchemical knight. Spells can affect beyond the user when they specifically affect inanimate targets and can be applied by touch, and only as a touch (splashing the liquid version of the spell and rubbing it into the target).

Cantrips. You learn 2 cantrips of your choice from the wizard and/or cleric spell list. You learn one additional cantrip at 10th level. They may be of any school, but still only affect the caster.

Spell Slots. Consult the Alchemical Knight Spellcasting table to see how many slots and spells you may know. These spells come in the form of individualized arcane formulas and are not stored in a book, but rather memorized.

Performing a long rest restores all spent slots. You may cast a spell using a slot of its level or higher, sometimes with greater effect when a higher slot is used.

Spells Known of 1st-Level and Higher. You begin with three spells from the wizard and/or cleric list of 1st level, two of which must be transmutation. When you gain a new spell known, it can be from any level you are capable of casting besides a cantrip.

When selecting a spell at 8th, 14th, or 20th level, it can be from any school, otherwise it must be transmutation.

Whenever you gain a level in this class, you can replace one of the spells you know with another spell from the wizard or cleric list. This must be a transmutation unless it was from 8th, 14th, or 20th level. The new spell must be from a level that you can cast.

Spellcasting Ability. Intelligence is your spellcasting ability for your spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.


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Alchemical Concentration: At 3rd level, your spells that require concentration cannot be interrupted by taking damage or other effects that would call for such a check. This does not let you have two such spells at once, and does prevent the ability to dismiss such spells early.

Mutagen: At 7th level, you may imbibe a special potion that causes you to grow in a monstrous way, with bulging muscles, tendons and unnatural vigor. You deal an extra four damage on any melee strike and gain twenty feet of movement in the type of your choice. You also gain 2d6 temporary hit points that are lost when this effect ends. This persists for one minute. You regain this ability after a long rest. At level 14 and 20, you gain another use of this ability between long rests. Should another creature consume your potion, they must make a constitution save against your spell saving throw DC and become poisoned on a failure. They gain no benefit.

Thrown Potion: At 10th level, you learn how to make your potions effective on contact. You can hurl your potions to affect others, allowing you to target things beside yourself. This has a maximum range of 30 feet or that of the spell, whichever is shorter. The primary target (you must select one in the case of spells that affect more than one) is doused in the magical brew and has disadvantage on any saving throws it makes on that spell.

Double Charge: At 15th level, when you cast a concentration spell, you may cast two concentration spells at once, provided the spell only affects yourself. Casting any other concentration spell causes both to fade instantly. You must expend the appropriate slot for both spells. The action takes as long as the slower of the two spells.


Toxic Strike: At 17th level, You, your weapons and anything else you strike with becomes coated in a bizarre arcane concoction. While this has no effect normally, and can be cleaned off, whenever you score a critical hit, the target loses all damage resistances until the end of your next turn.

Comments

albedoequals1

This is labeled archetype, but it seems to be a specialization.

Vivianne Claire

Hmm... I wonder how well this specialization would work for making an Edward Elric inspired pony and his brother? These characters being from Fullmetal Alchemist.