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Alchemist


Hit Points

Hit Dice: d8 per Alchemist level
Hit Points at first Level: 8+Constitution Modifier
Hit Points at Higher Levels: 1d8+Con

Proficiences

Armor: Light Armor
Weapons: Simple Weapons, Blowguns, Crossbows, Firearms.
Tools: Alchemy Supplies, Poisoner's Kit, Herbalism Kit
Saving Throws: Constitution, Intelligence
Skills: Choose 3 From: Sleight of Hand, Insight, Investigation, Medicine, Nature, Perception, Survival, Persuasion, Arcana

Overview & Creation

A woman wearing a beaked mask snickers with glee. A loud CRACK thunders across the room, with a fizzle and pop, the flask she held in her hand swirls with a noxious cloud that leaves a steady plume of foul vapors wafting through the air.   Pouring a slick, oily black powder into an otherwise empty flask, the Dwarf gives it a shake. "FIRE IN DE HOLE!" Shouted the man, before shaking the volatile red flask in his hand and lobbing it forwards at a small legion of incoming goblins. Where the goblins stood, there was now fire and ash.   The Elf gives a coy and confident smile that belies her intentions, fingers surreptitiously plopping a pinkish stone that quickly dissolves into a gold cup of wine. The last drink of the poor noble that raised it to sip.   Alchemists are both students and experts. With something as simple as a drop of blood and a petal from a nearby herb, they may create a tonic capable of leaving wounds sealing on their own within a matter of seconds. A pinch of gunpowder and oil is all they need for a lethal grenade; quite simply, Alchemy is all about bringing together various components and creating useful tools for both them and their allies. Through the use of arcane channeling, they are also more than capable of bringing a little magic to the table.   When creating an Alchemist, ask yourself one simple question: What drove your character to be what they are today? Do they wish to innovate through special cure-alls and universal solvents that make every day life both safer and easier? Is it easier for them to find their ingredients through adventuring in the first place? Alchemists travel quite often for the purposes of gathering together new and fresh ingredients for their creations, allowing them to provide plenty of utility to their group.


Class Features

Portable Stations: Alchemists have developed unique methods to carry around all the tools necessary to conduct their work. Whether this be swaddling, heavy jackets containing countless beakers, tongs, pliers and flasks, or a magically enchanted satchel specifically designed to contain their station, the Alchemist is assumed to always have a small station on their person that they may utilize for a variety of different situations. Determine with the DM Your method of carrying around your portable station. Notable things a portable station contains are as follows:  

  • Various beakers, flasks, and phials necessary to contain your tonics.
  • Bandages, which may be used to stop bleeding for medicine checks.
  • A Solstone-- a special, alchemically created rock that can produce heat when exposed to water. Used to cook various regents and ingredients in place of your standard burner or flame.
  • Tongs for grabbing from a safe distance.
  • A metal plate for setting the solstone upon, also includes various holders for each specific beaker.
  Volatile Mixtures: Alchemists have learned to use failure as effective throwing weapons, and subsequently, learned ways to actually repeat these failures. These concoctions form alchemical bombs that deal 1d8+Intelligence Mod Acid or Fire damage, whichever the Alchemist decides. All targets within a 5 foot range of the alchemical bomb's initial target must make a Dexterity save or take damage equal to the Alchemist's intelligence modifier.(Min. 1), or half the amount on success. Alchemists may create an amount of these mixtures equal to their intelligence modifier(Min. 1 additionally, the mixture's effects, while violent, is fleeting. They become inert at the start of each next long rest.   Elixirs: Alchemists may store magic in specially prepared potions called Elixirs. An Elixir contains a bottled spell and applies its appropriate effect when imbibed or thrown, depending on the spell (and to the DM's discretion.). Example; a Fireball spell contained within an Elixir would most definitely be contained within a flask that must be thrown to successfully land on their targets. Alchemists must use Spell Slots to prepare their spells before each long rest. Unlike other caster classes, an Alchemist cannot cast spells on the fly, their elixirs are all prepared beforehand. An Elixir's effects are powerful but wane quickly, and become inert after another long rest; this means that the Alchemist must prepare their spells again with each long rest. These Elixirs are still capable of being used by the Alchemist's allies. Alchemists craft their Elixirs from Druid or Wizard spells.   Discovery: Starting at 2nd Level, through devotion and hard work, an Alchemist successfully manages to further their research by making a Discovery. A Discovery provides a variety of benefits and can be located at the bottom of these features. Each discovery may have pre-requisites to learn, but give the Alchemist a greater understanding in their field. Whenever an Alchemist makes a discovery, select from two discoveries to learn below. Discoveries are later earned at 6th, 10th, 14th, 16th, 18th, and 20th level.   Alchemical School: At 3rd Level, the Alchemist devotes their studies to a proper Alchemical school. The schools taken help define what Discoveries are made available to the Alchemist as they progress through their research. At this level, the Alchemist receives a trait based upon the school they select. An additional trait is granted by their school at 9th, 13th, and 17th level. Schools are detailed below.   Complex Compounds: At 5th level, the Alchemist has ran through the routine of utilizing their concoctions to the point that they understand how to alter certain points of their elixirs and mixtures. Volatile mixtures and Elixirs may now deal Acid, Fire, Cold, Poison or Lightning damage, based on their choosing. The type of damage must be determined on creation, and cannot be changed. Alchemists may also select a spell they know and treat it as if it had the Ritual tag. The Alchemist may brew the elixir tagged with this so long as they have a sufficient amount of time to do so.   As with all Elixirs, they become inert and no longer function on the Alchemist's long rest. The Alchemist may only have up to two of the ritual-cast elixirs at one time.   Every level past 5, the Alchemist gains an additional spell to apply the ritual tag to.   Swift Alchemy: Starting at 7th Level, after using an elixir or throwing a volatile mixture, the Alchemist may make a weapon attack as a bonus action. The Alchemist does NOT take any damage from their own volatile mixtures.   Self-Experimentation: The greatest tester of any Alchemist's work is themselves! Starting at 11th Level, the Alchemist has performed so many experiments upon themselves that they gain Resistance to Acid and Poison damage. They also gain immunity to the Poisoned condition. At 15th level, the Alchemist gains immunity to these two damage types.   Eclectic: At 20th level, The Alchemist has all but learned everything from the school of their initial choosing. Still hungry for knowledge, they continue their pursuit by acknowledging other branches of research. Select another Alchemical school, you gain all the benefits you'd normally gain at 3rd and 9th level from that selected school of Alchemy.


Starting Equipment

Alchemists begin with the following, in addition to their background:   Any simple weapon OR A firearm. A dungeoneer's pack OR an explorer's pack. Alchemy Supplies, Leather Armour, AND a dagger.   Portable Station


Spellcasting

Intelligence is the Alchemist's primary spellcasting ability used for their special Elixirs. You will always use your intelligence whenever a spell or feature refers to your spellcasting modifier.   Additionally, spell save DC Is calculated as follows.   Spell Save DC=8+Proficiency bonus+Intelligence Modifier   Spellcasting Modifier=Proficiency Bonus + Intelligence Modifier  
 


Subclass Options

Bomber

  Alchemists branching out into the study of bombing prefer to focus on becoming powerful demolitions experts. They manufacture powerful bombs to bombard their foes from afar. Those learning under the Bomber school will learn how to manufacture many different bombs of varying types.   Throw Anything: Upon selecting the Bomber subclass, you have learned how to effectively lob and throw just about anything as a proper weapon. When throwing an object, you may apply proficiency to it even if it's considered improvised.   Bombard: The Alchemist may now hurl up to two volatile mixtures at once. Additionally, the Alchemist has learned how to effectively apply strings of arcane warding into their mixtures. They no longer damage themselves or allies with Elixirs or volatile mixtures.   Alchemical Bombs: Starting at 9th Level, the Alchemist learns how to effectively utilize the full potential of their volatile mixtures. Volatile mixtures now deal 2d6 Damage instead. This damage becomes 2d8 At 13th level, and 3d8 at 17th. Additionally, whenever the Alchemist prepares an elixir, they may instead prepare bombs equal to the spell level of the Elixir. Alchemists may hold an amount of additional bombs equal to 1/2 their Alchemist level.   Fallout: Starting at 13th Level, the Alchemist may specially brew their bombs to be extra potent. They may transform an amount of their alchemical bombs into an amount equal to and up to their intelligence modifier. These specially created bombs leave fallout with varying effects depending on the element of the bomb:  
  • Fire:
Leaves a burning patch of fire in a 5 foot area. This patch of fire deals an additional 1d8 damage to anyone moving through it. The fire also deals damage to anyone starting or ending their turn in the patch. The patch of fire lasts for 1 round unless something is sufficient enough to keep the flame fed.  
  • Poison:
Leaves a gaseous cloud of poison that stays within a 5 foot area. Subjects wandering into the cloud must make a save equal to your spell save DC or be poisoned. The initial target must make this DC By default.  
  • Acid
: The subject must make a Dexterity save or have a random piece of their equipment damaged by corrosive acid, if they have any metal equipment on them.  
  • Cold:
A thick sheet of ice quickly spreads along a 5 foot space. This space is treated as difficult terrain until melted.  
  • Lightning:
The subject may not make any reactions until the start of your next turn.   Artillery: Starting at 17th level, the Alchemist has learned how to throw their bombs exceptionally far. Their throwing range increases from 20/60 to 40/120 Instead. Additionally, the alchemist deals full damage to all enemies caught within the blast, rather than just their intelligence modifier.    

The Mutator

  The few Alchemists studying beneath the school of the mutator have developed a firm belief that Alchemy can somehow potentially further oneself as a stronger, more powerful being. Through their studies and research, the Mutator develops new and innovative ways to alter the body for different situations.   Mutagen: The Alchemist has learned how to concoct a powerful Mutagen; a special formula that drastically alters the physical capabilities of whoever injects or imbibes it. Once per Long Rest, the Alchemist may create a powerful mutagen. Mutagens lose all potency at the beginning of each Long rest. The Alchemist starts off capable of holding up to one Mutagen. At 9th level, they may hold 2, and at 13th, they may carry three. Whomever imbibes the mutagen grows in strength rapidly at the cost of their mental faculties. They gain advantage on Strength, Dexterity, and Constitution saving throws, but have disadvantage on all Intelligence saving throws. Their strength score is also raised by 4 for 10 minutes, while their intelligence lowers by the same amount. The intelligence may not be lowered beneath 3.   Imbibing more than one mutagen at once causes them to cancel each other out. Other mutagens may be earned through Discoveries.   Flush out: The Alchemist in particular has practiced the formula upon themselves just enough to learn how to effectively 'flush out' the Mutagen. They may cancel the effects of a Mutagen in their system at any time.   Unflinching Mutagen: Starting at 9th Level, Mutagens have been further developed to block mental faculties of the user. Those under the effects of the Mutagen are unable to be frightened, and roll advantage against charms.   Rapid Growth: Starting at 13th level, The Alchemist has learned to further alter the effects of the mutagen; whoever imbibes it will grow drastically in muscle, growing One size category higher. Additionally, their tolerance to pain increases, granting 2d10 temporary health.   Perfected Mutagen: Beginning at 17th Level, the Alchemist has learned how to craft a masterful formula that lasts far longer than usual. Once per long rest, they may create One perfected mutagen. Perfected mutagens last for an hour, rather than ten minutes. A subject may not be under the effects of a perfected mutagen while under the effects of a normal mutagen; the two merely cancel each other out and put two levels of exhaustion upon the target.    
 

Toxicology

  The School of Toxicology focuses on creating powerful bio-weapons; whether something as subtle as surreptitiously slipping lethal poisons into a noble's drink, or as direct as weaponizing a venomous gas that burns the lungs of all who breath it, the Poisoner focuses on crafting potent poisons and acids to cripple the enemy.   Poison Application: Alchemists learning the school of Toxicology learn how to efficiently apply poison. Upon selecting the Toxicology school, the Alchemist may apply poison to their weapons or single piece of ammunition as a bonus action. Poison retains its effect until a successful attack is made with the object. They are also unable to accidentally poison themselves through this application.   Toxin Production: Rather than study fields of conventional Alchemy, the Toxicologist instead seeks to develop lethal poisons. Once per long rest, a Toxicologist may create poisons in place of a desired elixir that they would normally prepare, up to their intelligence modifier(and at minimum one). Poisons manufactured by the Toxicologist are exceptionally potent, and work near instantly. When struck by a weapon with the applied poison, the subject takes an additional 1d4 poison damage per Spell Level of the replaced elixir. The subject must make a constitution saving throw or be Poisoned for one minute. They also take an additional 1d4 poison damage at the end of their turn, for as long as the poison persists. They may make an additional saving throw at the start of each round to remove this condition.   Advanced Toxicology: Through experimentation, the Toxicologist has learned how to branch out into unique toxins that cripple or hinder their victims in different ways. Starting at 9th level, the Alchemist may select up to two different types of poisons they may brew in place of their usual toxins. These toxins replace the poisoned effect of the desired poison. At 13th level, the Toxicologist may select another toxin to learn. At 17th, they select the remaining toxin.  
  • Anesthesia:
Upon a failed constitution save, the subject falls asleep for a full minute. If they take any further damage, they wake up from this effect as normal.  
  • Paralysis:
The Toxicologist has developed a technique that locks the joints up within the body of the victim, causing them to seize. They must make a Strength saving throw or be paralyzed for a minute. At the beginning of their turn, they may repeat this save.  
  • Wilting Toxin:
The subject's limbs atrophy and weaken, rendering them substantially frail for one minute. The subject may make a repeated save attempt at the start of each round. While weakened, the subject only deals half their normal weapon damage.  
  • Blinding Toxins:
The subject's eyes cloud up for a minute, rendering them blind. The subject may make a repeated save attempt at the start of each round.   Potency: Starting at 13th level, the Alchemist has learned how to dabble with the potency of their toxins. When preparing a toxin, they may opt to remove all damage it would normally deal, however, the target has disadvantage to resisting its effects.   Plague: The Alchemist may now prepare a particularly lethal dose of poison. Starting at 17th level, when preparing a toxin, they may apply up to two secondary effects to the poison, either from their known Discoveries or from the secondary effects they learn at 9th level. Poisons prepared in this manner deal no damage.    

Discoveries

  As the Alchemist conducts their research, they sometimes gain a peak level of inspiration and focus. This leads to Discoveries made throughout their lives that allow them to invent and innovate. Some discoveries may have prerequisites to follow. Prerequisites are listed beneath the discovery; additionally, discoveries will be listed based upon basic level requirements.  

Basic Discoveries

  Discoveries that are capable of being learned at any level.   Flesh-Eating Bomb
No Prereq
You may manufacture your volatile mixtures to be specified in eating away at organic matter. These bombs deal Necrotic damage instead. They deal one damage step higher than normal to unarmored targets (D8s become d10s, d6 becomes d8, etc.). However, they only deal half damage to inorganic matter, such as golems or metallic enemies.
  Poisoned Flesh
No Prereq
You've managed to tinker around with your own body enough to make your flesh poisonous to those that would bite or ingest it. If any creature bites you, they're afflicted with the poisoned effect for one minute.   Chameleon Ink
No Prereq
You've created a special ink that, when applied to the skin or surface of something, causes it to shimmer and blend in with the surrounding environment. The ink fortunately dries to prevent discomfort during its use; using this ink on yourself takes roughly a minute to complete, and cannot be done in combat. While wearing this ink, you gain advantage on stealth checks. The ink lasts for up to an hour and fades away if the user is struck.   Cognitive Mutagen
Mutator School
You've learned how to create a unique mutagen that stimulates and enhances the brain, rather than the muscles. When you prepare mutagens, you may choose to prepare a cognitive mutagen instead. Cognitive mutagens grant advantage in Wisdom, Charisma, and Intelligence checks and saving throws for 10 minutes, but cause the muscles to briefly atrophy, placing disadvantage to Strength and Constitution related checks or saving throws.


LevelProficiencyAbilities Featured
1st+2Elixirs, Volatile Mixtures, Portable Stations
2nd+2Discovery
3rd+2Alchemical School
4th+2Ability Score Improvement
5th+3Complex Compounds
6th+3Discovery
7th+3Swift Alchemy
8th+3Ability Score Improvement
9th+4Alchemical School
10th+4Discovery
11th+4Self-Experimentation:
12th+4Ability Score Improvement
13th+5Alchemical School
14th+5Discovery
15th+5Poison + Acid Immunity
16th+5Discovery, Ability Score Improvement
17th+6Alchemical School
18th+6Discovery
19th+6Ability Score Improvement
20th+6Eclectic, Discovery

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strawberryAle.

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