Ionizer

Scribe's Note

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Research into alchemical alternatives to devices such as blasters or personal shield emitters is practiced by very few alchemists, more out of scientific curiosity rather than true innovative spirit. A select few, however, become true masters in energy manipulation. These so-called ionizers can bend most forms of energy to their will using sophisticated alchemical reactions.

Bonus Proficiencies
When you select this field of study at 2nd level, you gain proficiency with the Technology skill.

Formula

FORMULA: PLASMA BOMB
At 2nd level, you can craft plasma bombs. By replacing your bomb’s explosive contents with an ion-fluxer, you can change it into a plasma bomb. A plasma bomb deals radiant damage instead of fire damage. When you hit a creature with this bomb, an intense attractive force causes it to permanently stick to the creature, exploding and dealing damage as normal at the end of the creature’s next turn.

Heatsink

By 6th level, you’ve learned an alchemical trick to channel excess heat away from a blaster, normalizing its temperature. Once per turn, you can use an action or a bonus action to supercool a blaster you touch. The next time this blaster would overheat within the next minute, it automatically cools down and stops being overheated. If you supercool a blaster that is overheated, it immediately stops being overheated. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain expended uses when you finish a long rest.

Electromagnetic Shield

Starting at 10th level, you have discovered a way to deflect harmful projectiles by reverse engineering a plasma bomb. If you are hit by a ranged weapon attack that deals force, lightning, necrotic, or radiant damage, you can use you reaction to roll a d6. On a
roll of 6, the attack misses you, regardless of its roll.

Energetic Discharge

At 18th level, you create a fist-sized “discharge device” that can absorb, store, and redirect small amounts of any energy that hits you. When you use your Electromagnetic Shield feature, regardless of your roll, your discharge device gains 1 charge, to a maximum of 10. Charges last for 24 hours. As a bonus action on your turn, you can expend any number of stored charges and make a ranged weapon attack against a target within 60 feet. On a hit, the target takes 1d8 force or radiant damage (your choice) for each charge expended.