Battlefield Alchemist v.01

a Fighter Class Martial Archetype, by RanAngel

The Battlefield Alchemist combines martial prowess and weapons training with the mysterious art of alchemy - the refining and distilling of esoteric substances into potions both powerful and strange. Such an individual is unlikely to be found shuttered up in a laboratory, though - the Battlefield Alchemist is a warrior who uses their knowledge of alchemical processes to supplement their combat pursuits. The decoctions they craft by combining chemicals in the heat of battle might be crude by the standards of arcane researchers, but no one on the receiving end of one of these creations can dispute their effectiveness.

Alchemy Training

When you choose this archetype at 3rd level, you gain proficiency with Alchemist's Tools.

Battlefield Alchemy

Battlefield Alchemists are adept at swiftly mixing various volatile chemicals to create decoctions for use in combat. When you choose this archetype at 3rd level, you learn three decoctions from the Decoctions list below. You learn two additional decoctions at 7th, 10th, & 15th level. Each time you learn new decoctions, you can also replace one decoction you know with a different one.

Using a decoction requires a bonus action. Creating a decoction involves quickly combining the contents of two or more small vials each containing a different type of alchemical reagent. Decoctions are unstable, and if not used in the round they are created they degrade and become inert.

Starting when you gain this ability you can create four decoctions, and you regain them when you finish a short or long rest. You must spend at least 30 minutes during a short or long rest working with your Alchemist's Tools to regain your decoction uses. The supplies used to do so can be readily refilled in the same manner as a spellcaster's component pouch, and have no GP cost associated with them. You can create one additional decoction at 7th level, and another additional decoction at 15th level.

Some of your decoctions require your target to make a saving throw to resist its effects. The saving throw DC is calculated as follows:

Decoction save DC = 8 + your proficiency bonus + your Intelligence modifier.

Chemical Expert

You have acquired a heightened awareness of the presence of poisons, as well as a knowledge of the chemical processes by which they are crafted. Starting at 7th level, you automatically detect the presence of any poison within 5 feet of you. This allows you sufficient warning not to ingest something you were about to eat or drink, not to contact an object you were about to touch, or to hold your breath when first exposed to a gas.

If an ally within 5 feet of you is about to be exposed to a poison and you attempt to warn them, you may be required to make a skill check or a saving throw in order to do so quickly enough to stop their exposure (subject to the situation, and the DM’s judgement).

This feature does not grant you any protection against poison being wielded as a weapon, such as on an assassin’s blade or a giant spider’s fangs, but you do automatically become aware of the presence of such a poison.

In addition, if you spend at least one minute studying a poison, potion, or other chemical substance, you can learn certain information about its origin and manufacture. The DM gives you information relevant to 3 of the following characteristics of your choice:

Its core components (such as the venom of a particular animal or plant, or the essence of a particular supernatural creature or place)

The relative alchemical skill of its creator (greater than, equal to, or less than your total Intelligence [Alchemist’s Tools] bonus)

The relative skill of its creator (greater than, equal to, or less than your total class levels)

The amount of time required to craft it

The approximate geographical location, or plane, where it was crafted

Its saving throw type and DC

Its effects on a successful and/or failed saving throw

Improved Decoctions

Starting at 10th level, any of your decoctions which deal damage have all of their damage dice increased to 3d4 and any decoctions which do not deal damage have their effects extended by 2 rounds.

Field Alchemist

You have become adept at scrounging components, and making due with sub-standard materials in a pinch. Starting at 15th level, when you roll initiative and have no decoctions remaining, you gain 1 decoction.

Superior Decoctions

Starting at 18th level, any of your decoctions which deal damage have all of their damage dice increased to 4d4 and any decoctions which do not deal damage have their effects extended by 4 rounds.