![]() What's to stop an someone with an Alchemy and Herbology proficiency (basically an Apothecary) whipping up a potion whether before or during the battle? If you request a certain kind of drink from someone with Brewer's Supplies, then presumably he can whip it up in a jiffy. Say a Bard lost/broke his flute, BAM you have a new one. He said a lot of what I wanted to do was Homebrew, but I reminded him that if you take the Woodcarver's proficiency, you can whittle whatever you like out of wood. I cleared this character beforehand with my DM (and it was NOT easy). Versatility may differ depending on your DM. I boosted Stealth and Slight of Hand myself to be able to reverse-pickpocket potions to my teammates as a bonus action. Make sure you can boost your Medicine, Nature, and Arcana, and maybe History skills for preparing/learning potion recipes and Alchemy tricks. Using the variant background rules you can take both Alchemy and Herbalism (for making healing potions and real-world type drugs/medicines using plants).Īt first I wanted to pick High Elf for the extra cantrip, but now I'm considering Half-Elf for the skill buffs. Along with casting spells, I was planning on getting around the Alchemist Class by just taking Alchemy kits as my skill proficiency. ![]() My plan is to be fast enough to zip around the battlefield in-combat, buffing my party, while being able to dodge any enemies who try to target the frail Wizard. My character is a Rogue Arcane Trickster who is pretending to be a elderly human Wizard. The campaign I'm building for is starting us all off at level 3 with no multiclassing. I'm trying the same thing myself but I wanted to try to stay away from the Alchemist Artificer because I wanted more versatility than that offered, and I felt that would be too limiting anyway. But your playgroup shouldn't feel constrained to the by-the-book description of those mechanics if there's another way to describe them that works better for the story you all want to tell. That is, look for "close-enough" functionality, and use those mechanics. Take the class/subclass/background that fits the function you want for a character, and then tell your character's unique story. I encourage players to reskin classes/subclasses/backgrounds liberally. Basically, use all the rules of a Cleric, so you have a "standard" balanced class, but give new names to everything that fit the flavor you're looking for.įor support for the idea of reskinning things, I present a quote from Jeremy Crawford, lead designer of D&D, who had this to say on Twitter: Maybe "preparing spells" is actually "preparing salves" or "preparing ingredients" or the like. Your "holy symbol" is really "potion-making tools". Even if the book says you're casting Healing Word, you can describe and flavor it as quickly brewing a potion and throwing it to your ally. If you just want a PHB class that can do "magic" things at a distance such as healing people, you want to be a Cleric.
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