Tempest (Tales from Thedas)

“*Couple of Carta boys came to me, saying they were heading to the sewers to find Brewer Nicolas, and asking me to tag along. Good money, they said. Politely told them to sod off. I’ll fight almost any duster for coin, but ones who set themselves on fire? That’s the kind of crazy I’d pay to avoid.”*

-Gedrik Vollney, Carta Enforcer. Only Surviving Kassel Member.

The Tempest is an alchemical maelstrom, hurling grenades and using customized concoctions to debilitate and attack their foes head on. With their immense alchemical knowledge, they can create brews and marvels that rival Qunari creations, and use them to devastating effect. Whether lighting themselves on fire, covering the battlefield with frost, or healing allies, Tempests rely more on their intuition and ferocity than sneak attacks or trickery.

-Adapted from DnD 5e Alchemist Specialization for Artificer and Homebrew.

(Back to Character Creation)

* **Hit Points:** 1d8
* **Saving Throws:** Dexterity, Intelligence
* **Proficiencies:** Light armor, simple weapons, longswords, shortswords, grenades, Alchemist’s supplies, Brewer’s Supplies, Herbalism Kit, (If you have proficiency in one of these tools already, you can choose another tool proficiency.)
* **Skills:** Choose three from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Medicine, and Persuasion.

### **Equipment**

You start with the following equipment, in addition to the equipment granted by your origin:

* leather armor
* (a) a longsword and a shortsword or (b) a shortbow and 30 arrows
* 2 daggers
* an explorer's pack
* alchemist’s supplies
* brewer’s supplies or herbalism kit
* 10 flasks

## **Brewing**

You have learned to manufacture unique alchemical creations. Every long rest you can use your alchemical supplies to create a number of mixtures determined by your number of Brew Points, as shown in the Brew Points column of the Tempest table. These mixtures decay in potency rapidly, and will no longer function properly upon another long rest (You cannot stock uses). You must select which mixtures you are going to make during the long rest. The mixture’s description will state whether it is a potion (to be drunk) a grenade (to be thrown) or a coating (to cover yourself with). You cannot use two coatings at once. It takes an action to use a Tempest mixture. You can give potions to others to drink, but they must pass a DC 8 CON saving throw to swallow it. Your grenades can be thrown by others proficient in grenades. See the list of Tempest Brews for the possible concoctions.

## **Into the Fray**

Leave skulking about to others, you charge in to face problems head on. You receive a +2 bonus to initiative.

## **Grenadier**

You’ve made enough grenades that throwing them has come to seem like child’s play. You are proficient with the use of grenades, and may add your INT modifier and proficiency bonus to the saving throw DC of all grenades, and your INT modifier to any damage or healing rolls that come from grenades that are not Tempest Brews.

**Grenade save DC =** 8 + your proficiency bonus + your Intelligence modifier

**Grenade range =** 30 + 10 x STR modifier feet

## **Features**

### **Custom Tailoring**

You are so used to dousing yourself with chemicals, you need specialized clothing and armor so as to not get in the way. You receive +2 AC while under the effects of one of your Tempest Brews (must be a coating).

### **Experimental Elixir**

Beginning at 3rd level, whenever you finish a long rest, you can produce an experimental elixir in an empty flask you possess. Roll on the Experimental Elixir table for the elixir’s effect, which is triggered when someone drinks the elixir. As an action, a creature can drink the elixir or administer it to an incapacitated creature.

Creating an experimental elixir requires you to have alchemist’s supplies on your person, and any elixir you create with this feature lasts until it is drunk or until the end of your next long rest.

When you reach certain levels in this class, you can make more elixirs at the end of a long rest: two at 6th level and three at 15th level. Roll for each elixir’s effect separately. Each elixir requires its own flask.

You can create additional experimental elixirs by expending a brew point for each one. When you do so, you use your action to create the elixir in an empty flask you possess, and you choose the elixir’s effect from the Experimental Elixir table.

### Experimental Elixir

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### **Ability Score Improvement**

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

### **Alchemical Savant**

At 5th level, you develop masterful command of chemicals, enhancing the healing and damage you create through them. Whenever you use a Tempest Brew you gain a bonus to one roll of the Brew. That roll must restore hit points or be a damage roll that deals acid, fire, necrotic, or poison damage, and the bonus equals your Intelligence modifier (minimum of +1).

### **New Recipes**

Starting at 5th level, you have experimented enough with your Tempest mixtures to unlock new and upgraded recipes for Tempest Brews. You unlock more recipes at 11th level, and even more at 17th level.

### **Chemical Frenzy**

You never feel more alive than when you smell alchemy. Starting at 6th level, if you use a Tempest Brew as an action, you can make an attack as a bonus action. If you are currently under the effects of a Tempest Brew and you attack as an action, you can also make an attack as a bonus action (must be a coating).

### **Restorative Reagents**

Starting at 9th level, you can incorporate restorative reagents into some of your works:

* Whenever a creature drinks an experimental elixir you created, the creature gains temporary hit points equal to 2d6 + your Intelligence modifier (minimum of 1 temporary hit point).
* Whenever you spend Brew Points to create Tempest Brews, you can create a special elixir alongside your other mixtures. When a creature drinks this elixer, it can either end a blinded, deafened, paralyzed, or poisoned condition, or cure a disease it is affected by. Like your Tempest Brews, this elixir will not function properly after another long rest, and must be replaced.

### **Potion Distiller**

Starting at 10th level, you’ve learned to make potions more effectively. If a potion or elixir you create would restore hit points, it restores double the standard amount.

### **Alchemical Resilience**

Starting at 13th level, you’ve burned, shocked, and frozen yourself enough that it hardly fazes you anymore. If you would take damage from a source that causes  fire, cold, or lightning damage, you can choose to halve that damage. You can use this feature two times per long rest.

### **Chemical Mastery**

By 15th level, you have been exposed to so many chemicals that they pose little risk to you, and you can use them to quickly end certain ailments:

* You gain resistance to acid damage and poison damage, and you are immune to the poisoned condition.
* Whenever you spend Brew Points to create Tempest Brews, you can create a special elixir alongside your other mixtures.  A creature that drinks this elixir can either reduce its exhaustion level by one, remove any reduction to one of its ability scores, or remove one effect reducing its maximum hit points. Like your Tempest Brews, this elixir will not function properly after another long rest, and must be replaced.

### **Potent Mixtures**

Starting at 18th level, you can concentrate your mixtures to their max. If you would roll a dice to determine damage for one of your Tempest Brews, instead use the highest number that could be rolled.

### **Maelstrom**

Your fighting style revels in chaos, and you’ve learned to be everywhere at once. You can now use your Tempest Brews as a bonus action. While under the effects of a Tempest Brew coating, you gain the following effects:

* If an enemy attacks you with a melee attack, you can use your reaction to perform an attack against them.
* Your movement speed increases by 10 ft.
* Enemies receive -4 to hit when attacking you.