{"name":"Chemist","introduction":"[p]You excel at making tinctures, poisons and drugs from raw materials. An expert at recovering chemical components from creatures and plants.[\/p]","class_features":"[b]Level 3:[\/b] Mobile Lab\r\n[br]You improve the quality of your Healing Tinctures, Poisons and Drugs. When you craft a Healing Tincture it gains an extra 1d6 to healing, it raises the Poison DC by 1 and Drug effects last twice as long. You can ignore the workshop requirement for Medicine crafting.\r\n[br]\r\n[br]\r\n[b]Level 3:[\/b] Improvised Chemicals\r\n[br]Once per Long Rest you can craft a Healing Tincture, Poison or Drug for free without a Medicine Check. You must know the recipe and meet its Crafting requirements.\r\n[br]\r\n[br]\r\n[b]Level 7:[\/b] Expert Chemist\r\n[br]When you succeed a Medicine Check for crafting a Tincture, Poison or Drug it automatically becomes a Critical Success.\r\n[br]\r\n[br]\r\n[b]Level 7:[\/b] Enhanced Poisons\r\n[br]When you craft Poisons, you can choose to do the following damage types instead: Acid, Psychic or Necrotic.\r\n[br]\r\n[br]\r\n[b]Level 11:[\/b] Recycling\r\n[br]You can recycle and use all kinds of unused items around the world and turn them into usable components. Make a Medicine Check to find reagents, chemicals and solutions to turn into Healing Points or components.\r\n[br]\r\n[br]\r\n[b]Level 17:[\/b] Master Chemist \r\n[br]Your Tinctures, Poisons and Drugs are now maximized and their effects always do the maximum amount of their Dice.","mainclass":"1574645","imageid":"","source":"Homebrew","vintage":"0","tags":"Subclass, Homebrew","isShared":"on","templateId":"17269","blockId":"1574730","world":"d027f1bd-d8f3-44b3-973d-b4acd6b5464e","folder":"6b6ed1cf-07c7-465c-a639-80c4f3583b74"}