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Alchemist


Hit Points

Hit Dice: d6 per Alchemist level
Hit Points at first Level: 6 + your constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your constitution modifier per Alchemist level after first

Proficiences

Armor: Light armor
Weapons: Daggers, Quarterstaffs, Alchemic gauntlet
Tools: Alchemist supplies, and choose one between Brewers supplies and Poisoner’s kit
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, Investigation, Nature, Insight, Medicine, & Survival

Class Features

Formulas At 1st level when choosing the Alchemist class you gain access to Formulas allowing you to gain control over the elements and utilize them against your enemies as well as healing elixirs to support and aid your allies. The number of Formulas you can use per long rest is determined by your Alchemic gauntlet, a special device that starts with only 6 chambers available, but is modified as you level to hold more. Formulas can only be mixed and added into the Gauntlet during long rests as the process of loading the gauntlet takes time. Once the Gauntlet is loaded the Alchemist can rotate through all their available formulas in the gauntlet and chose which ones to use. A list of all Formulas available to the base Alchemist listed below.   Fire Formula (LV 1): [Requirements: Sulfur - 1 AG slot] As an action you may target a single creature or object within 60 feet that you have a clear line of sight towards. The creature must pass a Dexterity saving throw (DC 10 + ½ Alchemist level + Wis) or take #d6+Int fire damage, or half as much on a successful save. [# = ½ Alchemist level, can’t be lower than 1]   Ice Formula (LV 1): [Requirements: Mint - 1 AG slot] As an action you may target a single creature or object within 60 feet that you have a clear line of sight towards. The creature must pass a Dexterity saving throw (DC 10 + ½ Alchemist level + Wis) or take #d6+Int cold damage, or half as much on a successful save. [# = ½ Alchemist level, can’t be lower than 1]   Volt Formula (LV 1): [Requirements: Copper Shavings - 1 AG slot] As an action you may target a single creature or object within 60 feet that you have a clear line of sight towards. The creature must pass a Dexterity saving throw (DC 10 + ½ Alchemist level + Wis) or take #d6+Int lightning damage, or half as much on a successful save. [# = ½ Alchemist level, can’t be lower than 1]   Cure Formula (LV 1): [Requirements: Rosemary - 2 AG slots] As an action you may target a single creature within 30 feet that you have a clear line of sight towards. The selected creature recovers #d4+Int Hit points. [# = ½ Alchemist level, can’t be lower than 1]   Flame Formula (LV 8): [Requirements: Sulfur, Gunpowder - 4 AG slots] As an action you may choose a direction and fire out a 10 ft cone of flame in a single burst. All creatures within the cones radius must pass a Dexterity saving throw (DC 12 + ½ Alchemist level + Wis) or take #d10+Int fire damage, or half as much on a successful save. [# = ¼ Alchemist level, can’t be lower than 1]   Freeze Formula (LV 8): [Requirements: Mint, Snow lily stems - 4 AG slots] As an action you may choose a direction and fire out an ice spike in a 15 foot line. All creatures within the line must pass a Dexterity saving throw (DC 12 + ½ Alchemist level + Wis) or take #d10+Int cold damage, or half as much on a successful save. [# = ¼ alchemist level, can’t be lower than 1]   Spark Formula (LV 8): [Requirements: Copper Shavings, Silver powder - 4 AG slots] As an action you may target a single creature or object within 30 feet, and all creatures within 5 feet of the selected creature, must pass a Dexterity saving throw (DC 12 + ½ Alchemist level + Wis) or take #d10+Int lightning damage, or half as much on a successful save. [# = ¼ Alchemist level, can’t be lower than 1]   Refresh Formula (LV 8): [Requirements: Rosemary, purified milk - 6 AG slots] As an action you may target a single creature within 10 feet. The creature recovers #d6+Int Hit points and is cured of a single status condition. [# = ¼ Alchemist level, can’t be lower than 1] {Status conditions this formula can cure; Blinded, Charmed, Deafnd, Incapacitated, Invisible, Paralyzed, Petrified, Poisoned, & Stunned. Can also remove Exhaustion by 1 level per use. All other curative abilities are up to GM discretion}   Inferno Formula (LV 15): [Requirements: Sulfur, Gunpowder, Ground lava rock - 8 AG slots] As an action you may place your Alchemic gauntlet to the ground to create a firestorm, sending up pillars 2d4 pillars of flame at random in a 30 foot area around you. Each creature hit by one of the pillars must make a Dexterity saving throw (DC = 15 + ¼ Alchemist level + Wis) or take #d12+Int*2 fire damage, or half as much on a successful save. [# = ¼ Alchemist level, can’t be lower than 1]   Cocytus Formula (LV 15): [Requirements: Mint, Snow lily stems, nevermeltice - 8 AG slots] As an action you may place your Alchemic gauntlet to the ground to create a 30 ft sphere of sheer cold, covering the ground in a thin layer of ice for 18 seconds. All creatures, other then the user, inside the sphere of cold must pass a Constitution saving throw (DC 15 + ¼ Alchemist level + Wis) or take #d12+Int*2 cold damage, or half as much on a successful save. [# = ¼ Alchemist level, can’t be lower than 1]   Storm Formula (LV 15): [Requirements: Copper shavings, Silver powder, Liquid Gold - 8 AG slots] As an action you may raise your Alchemic gauntlet to the sky to create an isolated storm 30 ft in diameter that lasts for 18 seconds. All creatures, other then the user under or inside of the isolated storm during those 18 seconds must make a Dexterity saving throw (DC 15 + ¼ Alchemist level + Wis) or take #d12+int*2 Lightning damage, or half as much on a successful save, creatures can only take damage this way once per storm formula. [# = ¼ Alchemist level, can’t be lower than 1]   Regen Formula (LV 15): [Requirements: Rosemary, Purified milk, Stardust - 10 AG slots] As an action you may choose a single creature within 10 feet that you have a clear line of sight towards. The selected creature regains #d10+Int Hit points and then continues to regain #d6+Int Hit points every 6 seconds for 18 seconds. [# = ¼ Alchemist level, can’t be lower than 1]   Subclass At 2nd level you choose your specialization as an Alchemist, picking between the studies of the Medic or the Studies of the Ether. Both detailed at the end of the class description. Your choice grants you features at level 2 and again at 6th, 9th, 13th, & 17th level.   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 score by 1. As normal, you can’t increase an ability score above 20 using this feature.   Staff apprentice At 5th level your training with the staff has truly begun, knowing that you will need more to protect you should you run out of Formulas you have learned how to use the quarterstaff to the greatest potential you can. Your damage with the quarterstaff increases to 1d8 one handed and 1d10 two handed.   Staff Addept At 9th level, your abilities with the staff have improved, through a bit of training, you find the weapon to be even more reliable in your hands, in times of need. Your damage with the Quarterstaff increases to 1d10 one handed and 1d12 two handed.   Intensive care At 10th level you have learned how to make the most from your medicinal Formulas, allowing you to care for multiple of your allies at once and get the absolute most healing out of them. Once per day you may activate Intensive care, once activated Intensive care lasts for one minute, during that minute all healing Formulas can target a number of allies within range equal to your Wisdom modifier and all healing Formulas heal for the fullest amount possible.   Staff mastery At 14th level your skills with the staff have reached their limits, now with your quarterstaffs being a deadly weapon in your hand you know that should your formulas run out you can still hold your own. Your damage with the Quarterstaff increases to 1d12 one handed and 2d8 two handed.   Caduceus At 18th level, with your mastery over the staff, you have learned a single technique, a way to get as much force behind your swing as possible, to make any enemy regret thinking it could get close to you. Once per short rest you can make a two handed melee attack against a single creature, on a hit the creature takes 4d12+Str damage.   Eschaton At 20th level your alchemic research has brought forth a truly devastating concoction into your hands, a secret Formula lost to time, brought to light to be wielded by you, the Eschaton; a force of pure alchemic power, too destructive not to use in a truly dire situation. Once per day you can target a specific point anywhere you can see within 100 feet. At the chosen destination, a surge of alchemic power erupts into a chaotic 30 foot sphere; and all creatures within the sphere must pass a Dexterity saving throw (DC 12 + ½ Alchemist level + Wis) or take 3d10+Int fire damage, 3d10+Int cold damage, 3d10+Int lightning damage, and 1d12+int force damage. Or half as much on a failed save. Using this skill however has a chance to cause your Alchemic gauntlet to malfunction If your Alchemic gauntlet malfunctions, it becomes unusable until your next long rest when it can be repaired. [Chance % Starts at 50%, lowering by 3% for every point in your Int and Wis modifiers]
 


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background: Six alchemic Vials, a quarterstaff, an Alchemic gauntlet, Alchemic supplies, & 4d4 x10 gold


Subclass Options

Specialization studies At 2nd level you have decided to focus your studies of the universal science of Alchemy to a more specific field. The Medic Studies, focus on the more medicinal side of Alchemy and how it can be used to heal others and help those in need, while the Ether Studies let you hone your craft on the more aggressive side of Alchemy, learning how to use your formulas for battle and victory.   Medic Studies   Patch Up At 2nd level when you choose to follow the Specialized studies of the medic, you learn the basics of first aid and party care. During short rests, you and all your allies resting with you may heal themselves by one hit-die + your Intelligence modifier without using one of their maximum available hit-die.   Salve Formula At 6th level your studies have led you to the discovery of a new healing Formula, the Salve Formula. [Requirements: Rosemary, Holy water - 4 AG slots] As an action you may target a number of creatures equal to your Wisdom modifier within 30 feet that you have a clear line of sight towards. The selected creatures recovers #d6+Int Hit points. [# = ½ Alchemist level, can’t be lower than 1]   Overheal Components At 9th level you have made another herbalistic discovery to aid in your healing of others and yourself, the Overheal Components. Once per long rest you may add a special ingredient to any one Formula you have created that restores a creatures hit points, the selected formulas #-die type hit points, now equal your full alchemist level. Example; At level six, Cure Formula would heal for 6d4+Int hit-points.   Immunize Formula At 13th level you have created a fantastic formula for helping keep your friends and allies alive even through some of the most dangerous situations. The Immunize Formula. [Requirements: Rosemary, Mint, Spiderlily Stem, & Draco herbs - 8 AG slots] As an action you can create a 15 foot cone or Immunizing powder. Any creature within the cone at the time of activation gains resistance to Acid, Cold, Fire, Lightning, Poison, and Thunder damage for one minute.   Revive Formula At 17th you have discovered the pinnacle of healing formulas, the true grand elixir, the Revive Formula. [Requirements: Rosemary, Stardust, Diamond chips, & A single small soul stone - 15 AG slots] You may choose a single deceased creature within 5 feet and activate the formula. Once activated the chosen creature, will have their souls returned to their bodies and have their hit points restored to half their maximum hit points. After being revived in this way the revived creature will awaken with four levels of exhaustion, which will dissipate by one level every three days until completely healed.   Ether Studies   Palm Mastery At 2nd level you have learned to utilize a newfound feature of your Alchemic gauntlet, the ability to use elemented palm strikes with the aid of your formulas. Whenever you have a Fire, Ice, or Volt Formula in your gauntlet you can make a melee attack against a single creature within range and, on a hit, disperse the formula in your gauntlet; using up said formula, through its palm. Doing this creates a small close range burst of elemental damage dealing #d8+Int+Str damage.   Compression At 6th level you have studied more into the workings of Alchemy and have learned how to alter your formulas to deal out destruction in a more focused manor. A number of times equal to your intelligence modifier per long rest you can chose Flame, Freeze, or Spark formula and compress them down to strike only a single target. On a hit the selected target will take maximum damage from the attack.   Riot Formula At 9th level you discovered a new interesting formula that will help you take your enemies by surprise and deal out a great amount of destruction all at once. [Requirements: Gunpowder, Snow lily stems, & Silver powder - 8 AG slots] As an action you may target a single creature within 60 feet that you have a clear line of sight towards. The creature must pass a Dexterity saving throw (DC 12 + ½ Alchemist level + Wis) or take #d10+Int fire, cold, or Lightning damage at random, or half as much on a successful save. Over the next 30 seconds the target creature will continue to take 1d6 Fire, Cold, or Lightning damage every six seconds. [# = ½ Alchemist level, can’t be lower than 1]   Nuclear Formula At 13th level you have discovered an incredibly powerful formula, one that can deal out power that no creature can resist against or defend themselves from. [Requirements: three drops of Dragon's Blood, Celestial Gold shavings, petals of the Fey-night Flower, & an equal mixture of Holy and Tainted water. - 15 AG slots] As an action you can target a specific point anywhere you can see within 50 feet. At the chosen destination, a surge of alchemic power erupts into a devastating 15 foot sphere; and all creatures within the sphere must pass a Dexterity saving throw (DC 12 + ½ Alchemist level + Wis) or take 3d12+Int untyped damage, or half as much on a successful save.   Alchemic Mastery At 17th level you have truly mastered your craft as an Alchemist and have learned to utilize your Formulas to their fullest potential. Through your studies of your formulas and your gauntlet you have managed to recreate an exact duplicate of your Alchemic gauntlet. Doubling your available AG slots.
 


LevelProficiency BonusFeaturesAlchemic Gauntlet carrying capacity
1st+2Formulas6 Alchemic Gauntlet slots
2nd+2Subclass (Medic / Ether), Subclass feature8 Alchemic Gauntlet slots
3rd+2-- Nothing --10 Alchemic Gauntlet slots
4th+2Ability score improvement12 Alchemic Gauntlet slots
5th+3Staff apprentice14 Alchemic Gauntlet slots
6th+3Subclass feature16 Alchemic Gauntlet slots
7th+3--Nothing--18 Alchemic Gauntlet slots
8th+3Ability score improvement20 Alchemic Gauntlet slots
9th+4Staff Adapt, Subclass feature22 Alchemic Gauntlet slots
10th+4Intensive care24 Alchemic Gauntlet slots
11th+4--Nothing--26 Alchemic Gauntlet slots
12th+4Ability score improvement28 Alchemic Gauntlet slots
13th+5Subclass feature30 Alchemic Gauntlet slots
14th+5Staff mastery32 Alchemic Gauntlet slots
15th+5-- Nothing--34 Alchemic Gauntlet slots
16th+5Ability score improvement36 Alchemic Gauntlet slots
17th+6Subclass feature38 Alchemic Gauntlet slots
18th+6Caduceus40 Alchemic Gauntlet slots
19th+6Ability score improvement42 Alchemic Gauntlet slots
20th+6Eschaton44 Alchemic Gauntlet slots

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DarksonNico.

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