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The Alchemist

Alchemist


Hit Points

Hit Dice: d6 per Alchemist level
Hit Points at first Level: 6 + Constitution modifier
Hit Points at Higher Levels: d6 + Constitution modifier

Proficiences

Armor: Light Armor
Weapons: Improvised weapons, simple weapons, grenades
Tools: Alchemist Kit
Saving Throws: Dexterity, Intelligence
Skills: Choose two from Insight, Investigation, Medicine, Nature, Perception, Stealth, and Survival

Overview & Creation

Alchemists are trained in the arcane science of refining and combining rare and exotic ingredients to create numerous alchemical items, including blasting powder, healing salves, and potent alchemical grenades. Some have learned the secrets of the trade in an apprenticeship with an organization of arcane researchers; numerous others have been trained by one of the many freelance alchemists roaming the kingdoms.   No matter how they choose to apply their skills, alchemists have a deep understanding of the potent and dangerous art of alchemy. By skillfully mixing, brewing, and refining ingredients, they can produce a vast array of different concoctions. Although alchemists are not known for their skill in combat, their skill in the craft of alchemy can make them as dangerous as the most highly trained soldier or magic-wielder.   The life of an adventuring alchemist is a dangerous one. Some alchemists have access to the resources of an established organization, but even they occasionally need to personally gather rare substances for use in complex alchemical creations. This often means venturing into the wilds in search of rare natural reagents, many of which are exceedingly hard to locate or must be harvested from elusive and dangerous creatures.   Working with dangerous substances and employing them in the field requires a special mix of courage, hardiness, and nimble alacrity. Alchemists must be shrewd as they delve into the deeper mysteries of arcane lore in their search for new ways to extract power from purified liquids, powders, and catalysts. Many would-be alchemists have had their careers cut short by disfiguring burns, lost limbs, blindness, deafness, or a fatal explosion.   *For those wondering how alchemy will work here, it is pretty simple. Besides the official potions already available in the D&D 5e books (Potion of Fire Breathing, Potion of Haste, etc.) an Alchemist can recreate the effects of any spell of 1st to 3rd level that could conceivable be put into a potion, vial or grenade (a Potion of Cure Wounds, Potion of Alter Self, Vial of Charm Person, Grenade of Fireball). These potions will only only affect the imbiber and will last for 1d4 + 1 rounds, or you can tweak the recipe to require concentration and gain the full time allotment the spell usually has. As an example, a Potion of Bless will only affect the imbiber with the same effect as the Bless spell, not multiple targets. You can create a potion of an upcast spell as well, which will increase the duration of the effect by 1d4 for each spell level above the spell's basic level.


Class Features

FIELD ALCHEMY Beginning at 1st level, you know the basics of crafting alchemy in the field. During a short or long rest, you can use alchemist’s supplies to craft alchemical items if you have the required ingredients and know the appropriate formula, a list of which is found at the end of this class description. You can create one alchemical item during a short rest or two items during a long rest.   Some of your features and formulas require your target to make a saving throw to resist the effects. You use your Intelligence modifier when setting the saving throw DC for these effects.  

Alchemy save DC = 8 + your proficiency bonus + your
Intelligence modifier
POISON RESISTANCE At 1st level, you have resistance to poison damage and have advantage on saving throws against being poisoned.   FAST BREW At 2nd level, you learn to create a number of quick, simple recipes that do not require a complex process of brewing and stabilizing. As a bonus action, you can create a simple alchemical item you know. Your creation remains potent until the end of your next turn. You must have a field alchemy kit to create a fast brew item but do not need to expend a use of the kit to do so.
Alkalic Fluid. You produce a single dose of alkalic fluid, a syrupy blue liquid that neutralizes acids. A 1-ounce dose of alkalic fluid is able to render 1 pint of acid inert. A creature splashed with alkalic fluid has resistance to acid damage for 1 round.
Blackbond. You mix ingredients to create a dose of blackbond, a thick black adhesive. As an action, you can apply blackbond to a surface. A 1-ounce dose of blackbond can cover a 1-foot-square surface and can hold up to 200 pounds. Blackbond loses coherency after 10 minutes.
Firestifle. You mix ingredients to create an expanding white foam that extinguishes flames. As an action, you can apply the firestifle to a point within 5 feet. Any natural flames in a 5-foot area centered on the point you choose in the area go out immediately. A creature exposed to firestifle has resistance to fire damage for 1 round.
Simple Smoke. You mix compounds to produce a thick cloud of smoke. As an action, you can deploy the smoke to a point within 5 feet. The smoke fills a 5-foot sphere centered on the point you choose and heavily obscures the area. The smoke dissipates after 1 round or if subjected to moderate winds.
Stink Gas. You mix compounds to produce a cloud of noxious gas. As an action, you can deploy the gas to a point within 5 feet. The gas fills a 5-foot sphere centered on the point you choose. Until the end of your next turn, each creature that starts its turn in the cloud or that enters it must succeed on a Constitution saving throw against your alchemy save DC or become poisoned until the end of its next turn. Stink gas has no effect on constructs or the undead.   QUICK SWIG At 3rd level, you can use one alchemical item or potion as a bonus action on your turn.   SPECIALIZATION When you reach 3rd level, you choose to focus your skills and knowledge on a particular alchemical discipline. Choose Combat Alchemist, Synthesist, or Rogue Alchemist, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 18th 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 scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. If your campaign uses the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.   EXTRA ATTACK Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.   TOOL EXPERTISE Starting at 6th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.   FRENZIED CONCOCTION Starting at 7th level, you can shortcut your recipes in times of need. You can craft one formula you know as a bonus action, ignoring the normal time required to brew it. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.   HIT THE DECK Beginning at 11th level, you become accustomed to dealing with the sudden explosions and violent reactions that come with the study of alchemy. When you are subjected to an effect that allows you to make a Dexterity saving throw to avoid damage, you can use your reaction to go prone. If you use your reaction to go prone, you take no damage from the effect.   TAILORED CONCOCTIONS Starting at 15th level, you customize your alchemical items to deal with a particular type of opponent, increasing the harm you inflict on it. As a bonus action, you can designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that the target is exposed to one of your alchemical items or grenades, you can ignore one of the creature’s damage resistances or force it to make saving throws against your class features and alchemical formulas with disadvantage.
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.   MASTER ALCHEMIST Starting at 20th level, you know the formula for every alchemical item, and alchemical items you create do not lose potency. Additionally, you gain a +1 bonus to all saving throws for each alchemical item currently affecting you.


Starting Equipment

You start with the following items, in addition to the equipment granted by your background.   • Any two simple weapons of your choice: • (a) alchemist’s leather armor or (b) an armored apron • 5 empty grenade housings, a field alchemy kit, a grenade bandolier, and a gas mask


Subclass Options

COMBAT ALCHEMIST Combat alchemists combine alchemical talents with traditional combat training, typically in support of more conventional military units. Carrying a variety of specialized alchemical grenades, they are effective at assaulting many different targets. Combat alchemist teams are drilled in pathfinding and skirmish warfare and are often deployed in advance of a larger army in order to neutralize key threats. Many combat alchemists come from the military wing of various kingdom war colleges. Others develop their talents as part of mercenary companies or as solo operatives for hire.   BONUS PROFICIENCIES When you choose this archetype at 3rd level, you gain proficiency with medium armor and martial range weapons.   GRENADIER Beginning at 3rd level, you increase the range of your thrown weapons and grenades by 10 feet and the maximum range by 30 feet.   POTENT GRENADES Starting at 6th level, when you create grenades, you add a custom catalyzing ingredient to increase the yield of the payload. Increase the Area of Effect (AOE) of grenades you make by 5 feet. In addition, you add your Intelligence modifier to the damage roll of your grenades.   FIRE IN THE HOLE! Starting at 10th level, friendly creatures that can hear you have advantage on saving throws to resist the effects of your grenades. In addition, friendly creatures in the blast radius have resistance to damage caused by your grenades.   PROWL At 10th level, you are adept at concealing yourself within clouds of blasting powder smoke and other obscuring conditions. While you are lightly obscured, creatures have disadvantage on ranged weapon attacks against you.   PARTING GIFT At 14th level, if you take the Disengage action, you can drop a primed grenade at your feet before moving. The grenade detonates after you finish moving.   WILD SHOT Starting at 18th level, you can take the Attack action as a bonus action on your turn to throw a grenade. You make the attack roll with disadvantage.   SYNTHESIST Synthesists seek a deeper understanding of alchemy. Not content with mixing simple, tried-and-true recipes, they seek to further their mastery of the art by discovering new alchemical formulas and refining existing ones in order to take their place among the greatest masters of the craft.   NEW FAST BREW Starting when you choose this archetype at 3rd level, you gain the following fast brew option.   Simple Stimulant. You mix ingredients to create a dose of simple stimulant. This bitter, milky fluid gives a creature a surge of energy and alertness. As an action, a creature can consume a dose of simple stimulant to ignore the highest level of exhaustion it currently suffers. This effect lasts for 1 hour. In addition, a creature can consume a dose of simple stimulant during a short rest to reduce its exhaustion level by 1.   REVITALIZING ALCHEMY At 3rd level, the alchemical items you create have an added revitalizing effect. Any creature that consumes an alchemical item you created regains hit points equal to your Intelligence modifier.   BREW MASTER Starting at 6th level, when you use an alchemical item, you can reroll any number of dice and must use the new roll. Once you use this feature, you must finish a short or long rest before you can use it again.   EFFICIENT BREWING Beginning at 6th level, when you create an alchemical item or grenade, you produce twice the normal amount.   INGREDIENT IMPROVISATION Starting at 10th level, you learn to make do without the proper ingredients. When you create alchemical items, you can ignore a number of required ingredients equal to your Intelligence modifier (minimum 1).   LIQUID COURAGE When you reach 10th level, while you are under the influence of an alchemical item, you have advantage on saving throws against being charmed or frightened.   VOLATILE REACTION By 14th level, you can turn any alchemical substance into a powerful weapon. As a bonus action, you can mix 1 unit of alchemical waste (liquid) into any alchemical item. You can throw the item as if it were an Area of Effect (AOE) 10 grenade. The item deals 4d10 acid, fire, necrotic, or poison damage (your choice).   SYNTHESIZE At 18th level, you become proficient in mixing otherwise incompatible formulas. When you create an alchemical item, you can choose to combine the effects of two formulas. In addition, when you create a grenade, you can choose to combine the effects of two grenade types.   ROGUE ALCHEMIST Rogue alchemists are lawbreakers who use alchemy in furtherance of their crimes—although for some, the first crime was to practice alchemy without the approval of a group such as the alchemist guilds. Frequently found in the criminal underbellies of cities across the world, rogue alchemists are skilled poisoners accustomed to making do without many resources. Cut off from the backing of a powerful alchemy guild, these resourceful individuals have had to steal much of what they have, up to and including formulas copied from another alchemist’s notes.   BONUS PROFICIENCIES When you choose this archetype at 3rd level, you gain proficiency with Stealth and your choice of a poisoner’s kit or thieves’ tools.   NEW FAST BREWS Starting when you choose this archetype at 3rd level, you gain the following fast brew options.   Glasseater. You produce 1 ounce of glasseater, a thick blue-green paste that silently dissolves glass into a harmless vapor. 1 ounce of glasseater is enough to coat a 1-squarefoot surface.   Umbroculant Drops. You mix compounds to create a dose of umbroculant drops, an inky-black substance. As an action, you can drip the substance into your own eyes or those of a willing creature. The drops spread to coat the surface of the eye and grant the user darkvision out to 60 feet for a number of minutes equal to your Intelligence modifier (minimum 1).   INGREDIENT SCROUNGER By 6th level, you have developed a keen eye for finding natural ingredients in the environment. Once per hour while you travel, you can make a Wisdom (Perception) check to scrounge for an alchemical ingredient. The DC equals 10 + the ingredient’s cost in gp. On a successful check, you discover 1d4 units of the ingredient in question. The GM has the final say on whether a particular ingredient is available in your vicinity.   WASTE NOT, WANT NOT Beginning at 6th level, you can use alchemical waste as a weapon. You can splash a vial of alchemical waste onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the alchemical waste as an improvised weapon. On a hit, the target takes 2d6 necrotic damage.   CONTAMINATOR Starting at 10th level, you can coat a weapon with poison as a bonus action instead of an action, and your attacks that deal poison or necrotic damage deal extra damage equal to your Intelligence modifier (minimum 1).   ALCHEMICAL MAGPIE Starting at 14th level, you can attempt to determine the effects of an alchemical item by studying it for 1 minute and then making a Wisdom (Perception) check. The DC is equal to the creator’s Intelligence score + the creator’s proficiency bonus. If you spend 1 hour distilling an alchemical item, you can discover how it was brewed and add its formula to the formulas you know without needing a copy of the specific formula.   LIFE ON THE RUN At 18th level, the time you’ve spent evading powerful alchemists and their guilds has honed your senses to help you fight creatures you can’t see. When you attack a target you can’t see, you do not have disadvantage on your attack rolls against it just because you can’t see it. In addition, you are aware of the location of any invisible creature within 30 feet of you if the creature isn’t hiding from you and if you aren’t blinded or deafened.


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