The Alchemist's Practice | Element 133 Class Feature | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

Remove these ads. Join the Worldbuilders Guild
The Alchemist's Practice - 0 AXP

TIER ONE FEATURE: The Alchemist's Practice

    • AXP: 0
    • Pre-Requisites: Selected Chemist as Base Class
    • Grants Access To: None

Chemistry originated from the study of Alchemy. As such the base of any Chemist's education is the discovery and use of common materials to enact chemical reactions. You will gather ingredients, process them into essences and combine these to produce potions, elixirs, and bombs. You may acquire the Alchemist's Supplies tool for free when you take this tier or spend a long rest crafting one. Alchemists can produce the recipes available to them provided they have the tools and ingredients. Producing Potions or Bombs from essences requires merely a Standard Action. Producing essences however takes time and effort.

Producing essences requires an ability check in Alchemy, which is Sleight of Hand and Nature combined: DEX + INT + Proficiency Bonus if either one or both are proficient. Roll a d20 to perform Alchemy. Check the bottom of the page for a table with all the DCs

Consult the table The Essence of Alchemy in The Alchemist's Compendium for the recipes for essences. On a failed Alchemy check some ingredients may be lost and no essences are produced. You choose the ingredients which are lost. Consult this table when determining the outcome of your Alchemy roll.

Alchemy DC


Degree of FailIngredients Lost
-1 to -2 under DCno ingredients lost, try again!
-3 to -5 under DC1 ingredient lost
-6 to -10 under DC50% of ingredients lost (round up)
-11 and lower under DCall ingredients lost

In a short rest a Chemist may produce 2 + (2 x your proficiency bonus) essences using his Alchemist's Kit. When using an Alchemy table you may produce any number of essences in a short rest. Performing Alchemy over the course of a short or long rest is not considered strenuous activity and you still gain the advantages from taking a rest. An Alchemy table may be found in places of science and healing, or a portable table may be acquired and carried with you. Performing Alchemy and preparing potions may be done during downtime activities.

Supply Pouch and Belt

An Chemist always carries his supplies on his person. He may carry 6 potions, elixirs, or bombs in his belt. In his pouch, they may store any number of herbs and essences. Any items carried in the pouch or belt do not weigh down the chemist. A chemist may store any essences or ingredients in a stash, for example in the drawers of an alchemy table or a chest at a secret location. These do not expire once collected and do not have to be used within a certain time frame.

The belt can be upgraded by leatherworkers in steps of 2 slots for potions, elixirs, or bombs at the 3rd, 5th, and 7th tiers. The alchemist must spend a short rest alongside a leatherworker PC or NPC and provide materials with a value of at least 4.

When going into battle a chemist is always equipped with his special belt. Due to the frail makeup of the mixtures, he cannot carry filled vials in a traditional backpack, although some special cases can be used, for they might crack.

Searching for Ingredients

Chemists may search for herbs in any given area. They may invest 1, 10, or 60 minutes to search for specific herbs (max 3) which need to be named by the player, for example: "I want to go upstream and into the hills and search for Silverleaf and Ironstalk for 10 minutes."

Forage: INT + WIS + Proficiency Bonus if either one or both of Nature and Perception are proficient. Roll a d20 to search.

Depending on the score you will make a number of finds. Consult this table to determine the outcome of your roll.

Foraging Finds


Difficulty Class:51015202530
# of finds for 1 min011223
# of finds for 10 min122345
# of finds for 60 min567101620

You may choose which of the declared herbs were found. Choosing a rare herb counts as 2 finds. Finding one herb multiple times is allowed. Be aware that for example one find of Toadroot means receiving 3 units of this herb, as detailed in the Herbs of the New World table in the Alchemist's Compendium. The DM may also place a herb in your path that you may find without the need to search for it.

Starting Essences and Ingredients

When you take this feature at tier one you may select 5 Essences and 10 Ingredients or Herbs from the tables found in the Alchemist's Compendium to begin play with.

The Alchemist's Compendium

Every decent chemist knows the common alchemical recipes. They are taught at school and you can find them in the basic books of your profession. Access to advanced alchemy is thereby restricted by the DC of the essence production and the rarity of the ingredients. A tier 1 Alchemist can throw powerful bombs or administer extraordinary elixirs. However, this doesn't come without risk. Each recipe has a RIsk DC, this score indicates a DC to avoid complications. When using a potion, elixir, or bomb you will roll a risk check: d20 + your tier + your proficiency bonus. Depending on how poorly you roll there may be disastrous consequences. Consult The Alchemist's Compendium for more detailed information. Other recipes or application methods beyond bombs, potions, and elixirs might be learned through the teachings of certain schools or discoveries. In rare cases, a chemist might even invent recipes never seen before. Consult your DM with your ideas! (Only do this at higher tiers)

Chemistry Ability

Some potions and effects ask you to use a modifier or save DC. Intelligence is your ability for your chemistry elixirs. You use your Intelligence whenever a potion or feature refers to your chemistry modifier.

In addition, you use your Intelligence modifier and proficiency bonus for the save DC of an elixir, potion or bomb, or Chemist feature you use unless explicitly stated.

Chemist Save DC = 8 + your proficiency bonus + your Intelligence modifier.

Chemistry modifier = your proficiency bonus + your Intelligence modifier.


 

Created by

BreePeterson.

Statblock Type

Element 133 Class Feature

Link/Embed