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Alchemist


Hit Points

Hit Dice: d8 per Alchemist level
Hit Points at first Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per alchemist level after 1st

Proficiences

Armor: Light armor
Weapons: Simple weapons
Tools: Alchemists Supplies
Saving Throws: Constitution, Intelligence
Skills: Choose three skills from Arcana, Insight, Investigation, Medicine, Nature, Perception, Religion, and Survival

Class Features

Alchemy


Alchemists create potent items by using supplies found within an alchemists supply kit, a standard kit has 10 supply uses. An alchemist begins play with all Compounds and 3 Simple Formulas in their Alchemist Notes. At every odd level they add a new formula of any difficulty - except Master Formulas - to their Alchemist Notes. They can add additional formulas to their notes, process takes 2 hours and costs 50 gp per difficulty of the formula. The cost in time and material components represents the experimentation you perform while learning the new formula.

Alchemists start at level 1 being able to create simple formulas and can spend their Rests or Downtime crafting items from formulas that they know. An alchemist can also attempt to create items from formulas they know that are above their difficulty level by succeeding on an Alchemy check (Intelligence + Proficiency) DC 10 + 5 per difficulty level. Ex, a level 7 alchemist can create a Complex Formula by succeeding a DC 15, or an Expert Formula by succeeding a DC 20 Alchemy check.

Intelligence is your Alchemy ability for your Alchemist formulas, since you learn your formulas through dedicated study and memorization. You use your Intelligence whenever a formula refers to your alchemy ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Alchemist formulas you throw and when Making an Attack roll with one.

Alchemy save DC = 8 + your proficiency bonus + your Intelligence modifier
Alchemy Attack modifier = your proficiency bonus + your Intelligence modifier

Compounds and Formulas can be found here...

Homebrew


Homebrew items are formulas that the alchemist has mastered through repeated study and creation, however unlike an alchemists other formulas homebrew items do not consume alchemical ingredients upon creation. Alchemists can create 1 of each homebrew they know during a long rest, however due to the nature of their unusual creation homebrew items only last for 1 day, after which they dissolve.

  • At first level an alchemist chooses 1 simple formula as their homebrew, and can add 1 admixture they know to the item at the time of usage.
  • At 5th level an alchemist chooses 1 intricate formula to add to their homebrew list, and can add up to 2 admixtures to their homebrew items.
  • At 10th level the alchemist chooses 1 complex formula to add to their homebrew list.
  • At 14th level the alchemist chooses 1 expert formula to add to their homebrew list, and can add up to 3 admixtures to their homebrew items.

Unstable Dabbling


Alchemists understand that science sometimes is not exact. An alchemist gains 1 dabbling point per level, these points can be used to modify their formulas, making them unstable. You can never have more dabbling points than shown on the table for your level. You regain all spent dabbling points when you finish a long rest.

As a bonus action an alchemist can expend a number of dabbling points to add an admixture they know to an alchemical item they have. An alchemist begins play knowing 2 admixtures and learns an additional admixture every 3rd level thereafter.

Admixtures and their effects can be found here...

Forager


At 2nd level an alchemist can search for alchemical supplies to replenish their stock of crafting materials. Once per day the alchemist can attempt a DC 12 nature check to generate 1d4+1 supplies for their alchemist supplies kit.

At 13th level an alchemist has mastered the art of scavenging the world around them. Once per day the alchemist can, instead, attempt a DC 15 nature check to generate 2d4+2 supplies for their alchemist supplies kit.

Alchemist's Knack


At 3rd level, you choose an knack that you emulate in the exercise of your alchemist abilities: Botanist. Your knack grants you features at 3rd level, and then again at 6th, 11th, 15th, and 20th level.

Ability Score Improvement


When you reach 4th level, and again at 8th, 10, 12, 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.

Hardy


At 7th level, due to their exposure to various chemicals and toxins alchemists gain advantage on saves vs. natural poisons and diseases.

Fast Alchemy


At 9th level an alchemist can chose to create an additional formula during a long rest, and can use Alchemy items with the Applied property as part of an Action. Additionally as a reaction, an alchemist can apply 1 admixture to an alchemical item used by an adjacent creature.

Efficient Alchemy


At 18th level an alchemist can create an addtional formula per long rest, can apply up to 2 admixtures to alchemical items, and admixtures cost 1 fewer dabbling points to apply.

Breakthrough


At 19th and 20th level the alchemist learns a breakthrough, these take the form of master difficulty formulas, and are listed on the master difficulty formula list. Master formulas cannot be learned before level 19, and the alchemist cannot exchange any formula they know for a master formula when they gain a new level. Additionally Master Formulas are extremely costly and difficult to maintain, as such the Alchemist can only keep 1 Master Formula item at a time.


Starting Equipment

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

  • (a) a dagger ,or (b) a quarterstaff
  • (a) a light crossbow with a quiver 20 bolts,or (b) 5 darts and a dagger
  • (a) explorer's pack,or (b)a scholar's pack
  • studded leather armor, a club, alchemist notes, an alchemists supply kit
  Starting Wealth if not choosing equipment 5d4x10 gp


Subclass Options

Botanist


Plants were here long before the mortal races, and they will be here long after we have turned to dust. You seek truth and understanding in the living representation of nature itself. As a botanist you receive bonuses with poisons, and gain a plant symbiont to augment your fighting abilities.
 
At 3rd level the Botanist gains a Plant Symbiont. The symbiont provides resistance to natural poisons and proficiency in wisdom saving throws. Additionally, poisons created by the botanist deal 1 additional damage dice.
 
At 6th level, the Botanist gains further cohesion with the plant symbiont and gains a vine whip attack. This allows the Botanist to make a 2nd attack when they use the attack action. The vine whip a range of 10ft, deals 1d8 slashing damage, and can be used to apply injury poisons. .
 
At 11th level, the Botanist masters the art of poison craft. The symbiont grants immunity to poisons and the poisoned condition, the Botanist can use poisons as a bonus action, and whenever they use a poison they can spend 3 dabbling points to apply the poisoned condition to a target that fails its saving throw.
 
At 15th level, the plant symbiont completely envelopes the Botanist's body, as the two move closer to complete symbiosis. This provides several benefits:
 
  • The Botanist can make a 3rd attack when they take the attack action. This is a bite attack, which deals 1d6 piercing damage, and can be used to deliver injury poisons.
  • The Botanist gains a natural armor score of 15, and no longer gains any benefit from wearing armor, however they apply any Dexterity or shield bonuses as normal.
  • The Botanist gains immunity to charm and sleep effects, and no longer needs to eat.
At 20th level the Botanist and symbiont become one. The Botanist treats critical hits as a normal hit, ignoring any extra damage.

 


Level
Proficiency
Bonus
Dabbling
Points
Features
Formulas
Known
Formula
Difficulty
Admixtures
Known
1st
+2
1
Alchemy, Homebrew (Simple), Unstable Dabbling
3
Simple
2
2nd
+2
2
Forager
3
Simple
2
3rd
+2
3
Alchemist's Knack
4
Simple
2
4th
+2
4
Ability Score Improvement
4
Simple
3
5th
+3
5
Homebrew (Intricate)
5
Simple
3
6th
+3
6
Alchemist's Knack Feature
5
Simple
3
7th
+3
7
Hardy
6
Intricate
4
8th
+3
8
Ability Score Improvement
6
Intricate
4
9th
+4
9
Fast Alchemy
7
Intricate
4
10th
+4
10
Homebrew (Complex)
7
Intricate
5
11th
+4
11
Alchemist's Knack Feature
8
Intricate
5
12th
+4
12
Ability Score Improvement
8
Complex
5
13th
+5
13
9
Complex
6
14th
+5
14
Homebrew (Expert)
9
Complex
6
15th
+5
15
Alchemist's Knack Feature
10
Complex
6
16th
+5
16
Ability Score Improvement
10
Expert
7
17th
+6
17
11
Expert
7
18th
+6
18
Efficient Alchemy
11
Expert
7
19th
+6
19
Ability Score Improvement, Breakthrough
12
Master
8
20th
+6
20
Alchemist's Knack Feature, Breakthrough
13
Master
8

Created by

Uberflut.

Statblock Type

Class Features

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