publish: true
aliases:
- Amorist
created: 2026-03-09T12:15:33.905-04:00
modified: 2026-03-09T12:15:33.905-04:00
published: 2026-03-09T12:15:33.905-04:00
tags: - ttrpg-cli/compendium/src/5e/valdaspire24
- ttrpg-cli/subclass/alchemist/amorist
cssclasses: - json5e-class
obsidianUIMode: preview
Amorist
Alchemist: Subclass Feature
Source: Valda’s Spire of Secrets (2024)
Class and Feature Progression
Level PB Features 1st +2 2nd +2 3rd +2 Amorist 4th +2 5th +3 6th +3 Magnetic Personality 7th +3 8th +3 9th +4 10th +4 Beguiling Perfume 11th +4 12th +4 13th +5 14th +5 Alchemical Romance 15th +5 16th +5 17th +6 18th +6 19th +6 20th +6
Brew Love Potions and Charm Your Foes
The study of mind-affecting alchemy is a delicate one, practiced only by a small number of Alchemists, known as Amorists. Often called “love doctors” by their clientele, Amorists specialize in the brewing of potions that produce strong emotional responses in their drinkers. While love potions are by far their most popular product, Amorists can also craft pungent pheromone bombs that can even soften the hearts of terrible monsters.
Subclass Features
Charmer (Level 3)
You gain proficiency in the Deception and Persuasion skills. Additionally, when you make a Charisma check using these skills, you can make it as an Intelligence check.
When you brew potions, you can create a Philter of Love for 1 Reagent.
Pheromone Bomb [Formula] (Level 3)
By adding a potent pheromone to your Bomb, you can change it into a Pheromone Bomb. This Bomb deals no damage. When you use the Bomb’s Explode property, each creature within the explosion makes a Wisdom saving throw, instead of Dexterity. A target hit by this Bomb or that fails its saving throw against it has the Charmed condition until the start of your next turn or until it takes damage.
Magnetic Personality (Level 6)
You can take the Influence action as a Bonus Action.
Beguiling Perfume (Level 10)
You wear a mind-altering perfume that endears others to you. When an enemy within 5 feet of you makes an attack roll against you, it must succeed on a Wisdom saving throw against your Alchemist save DC or either choose a new target or lose the attack. A creature that takes damage from you is immune to this feature for 1 hour.
Alchemical Romance (Level 14)
When you use your Pheromone Bomb, you can expend 1-4 Reagents to improve it. Choose a number of benefits equal to the number of Reagents expended.
Dreamy Haze. Choose one creature that has the Bomb’s Charmed condition. While Charmed, that creature falls into a dreamy state in which it regards every creature it sees as the condition’s charmer.
Extended Charm. Choose one creature that has the Bomb’s Charmed condition. The Charmed condition lasts for 1 minute for it or until it takes damage.
Ignore Immunity. Your Pheromone Bomb ignores Immunity to the Charmed condition.
Toxic Love. A target hit by your Pheromone Bomb or that fails its saving throw against it takes Poison damage equal to 4d8 plus your Intelligence modifier. A creature takes half as much damage on a successful save. This damage doesn’t end the Bomb’s Charmed condition.