The Alchemist
Level | Proficiency Bonus | Features | Alchemist Die | Formula |
---|---|---|---|---|
1st | +2 | Alchemy | 1d4 | - |
2nd | +2 | Advanced Formula | 1d4 | 2 |
3rd | +2 | Alchemical Specialty | 1d4 | 2 |
4th | +2 | Ability Score Improvement | 1d4 | 3 |
5th | +3 | Mutagen | 2d4 | 3 |
6th | +3 | Potency | 2d4 | 4 |
7th | +3 | Alchemical Specialty feature | 2d4 | 4 |
8th | +3 | Ability Score Improvement | 2d4 | 5 |
9th | +4 | Reformulation | 2d4 | 5 |
10th | +4 | Mutagen Improvement | 2d4 | 6 |
11th | +4 | Alchemical Specialty feature | 3d4 | 6 |
12th | +4 | Ability Score Improvement | 3d4 | 7 |
13th | +5 | Analyze | 3d4 | 7 |
14th | +5 | Alchemical Specialty feature | 3d4 | 8 |
15th | +5 | Mutagen Improvement | 3d4 | 8 |
16th | +5 | Ability Score Improvement | 3d4 | 9 |
17th | +6 | Alchemical Specialty feature | 4d4 | 9 |
18th | +6 | Perfected Basics | 4d4 | 10 |
19th | +6 | Ability Score Improvement | 4d4 | 10 |
20th | +6 | Magnum Opus | 4d4 | 11 |
Class Features
As a class_name, you gain the following class features
Hit Points
- Hit Dice: 1d8 per alchemist level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per alchemist level after 1st.
Proficiencies
- Armor: Light and Medium armor
- Weapons: all simple weapon
- Tools: alchemist’s supplies, Herbalism kit, and Poisoner’s kit
- Saving Throws: Constitution, Intelligence
- Skills: Choose three from arcana, deception, medicine, nature, perception, survival, preception, and slight of hand
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- any simple weapon
- (a) leather armor and two daggers or (b) Scalemail, a light crossbow and 20 bolts
- (a) a scholar's pack or (b) an explorer's pack
- an alchemy bag and a formula book
Alchemy
So long as you have your alchemist bag and at least one free hand you can quickly create the most basic of alchemical concoctions. The reagents used to make these basic concoctions are negligible and, like the components used in spell crafting, don't need to be tracked directly.
For the purposes of creating alchemical concoctions your alchemy die is 1d4 and if a save is required use:
Alchemy Save DC
your alchemy die increases to 2d4 at 5th level, 3d4 at 11th level, and 4d4 at 17th level.
You can do any of the following:
Bomb
As an action you mix liquid catalyst and an activating agent to create a small bomb and then throw it before it explodes.
Bombs you create count as finesse, thrown weapons that you are proficient in with a range of (20/60) and do your alchemy die plus your Intelligence modifier in fire damage to the target hit. Any creature in a 5 foot radius of the target excluding the target itself must make a Dexterity saving throw or take your alchemy die in fire damage.
You may choose to throw the bomb into an empty spot within range without attack roll.
Poison
As an action you apply some of the more poisonous chemicals in your pack to a weapon or 3 pieces of ammunition. When a creature takes damage from this weapon they must make a Constitution save or take your alchemy die in poison damage.
This poison lasts for 1 minute before becoming inert.
Medicine
As an action you quickly mix a pain killing medicine from the supplies in your bag pull it into a syringe and either take it yourself or inject a willing creature within reach.
A creature that is injected with this medicine gains your alchemist die in temporary hit points for 1 minute.
Identify
Also at 1st level, you can identify any potion or other alchemical creation by spending 1 minute examining it. This grants you its effects and proper use but not its history or the formula to create it.
Advanced Formula
At 2nd level, you have begun filling your formula book with your ideas on how to improve your alchemical creations. Choose two formula from the Advanced Formula list at the end of this class description and add them to your formula book. You gain an additional formula at every other Alchemist level.
Unless otherwise stated in the formulas description you must prepare the chemicals in the formula before use. This takes 1 uninterrupted minute with your alchemy bag and formula book and last 24 hours before they must be reprepared.
Most formula require rarer or more expensive reagents, as such they will cost a number of reagent points to prepare. You have a number of reagent points equal to your alchemist level + your Intelligence modifier (minimum 1). You regain all expended reagent points after a long rest.
Alchemical Specialty
At 3rd level, you have begun to focus your alchemy studies into a more specific field of your choice: Bomber, Healer, or poisoner each of which is detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, 14th, and 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 scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Mutagen
At 5th level, you have discovered how to create a terrible, wonderful potion that twists your body and mind to give you bestial power.
As part of a long rest you can create a single bottle of mutagen during which you should choose one ability score from Strength, Dexterity, or Constitution which this mutagen will effect.
When drunk by you the mutagen causes your body to become bulkier and more bestial granting you twice your alchemy die in temporary hitpoints and increasing the chosen ability score by 4. It also reduces another ability score by 2, if you chose Strength it reduces Intelligence, if you chose Dexterity it reduces Wisdom, if you chose Constitution it reduces Charisma.
These effects last 10 minutes before fading.
The mutagen is balanced to work on your own particular biology and as such will have no effect on any other creature.
If not used the mutagen loses potency after 24 hours and must be reprepared.
At 10th level your mutagen also increases your AC by 1 and your movement speed by 15 feet. At 15th level you can create 2 doses of mutagens during your long rest instead of 1.
Potency
At 6th level, when a creature succedes on a saving throw against your bombs area of effect or your poison damage they take half damage instead of none.
Additionally you can add your Intelligence modifier to the temporary hitpoints gained from your medicine.
Reformulation
At 9th level, you know the way your concoctions react and interact so well that you can change their properties on the fly. As an action on your turn you can change one of your prepared advanced formula to a different formula or combination of formulas of your choice with a regent cost equal or less than the originally prepared concoction.
You can use this feature a number of times equal to your Intelligence modifier and regain expended uses at the end of a long rest.
Analyze
At 13th level, you have an intuitive grasp of the ratios that determine how a creature will respond to you concoctions and can subtly adjust your formula to compensate. On your turn as an action you can scan a creature you can see for the next ten minutes the creature has disadvantage on rolls against your alchemy save. You can only use this effect on one creature at a time.
Perfected Basics
At 18th level, all alchemy die increase by one step, so d4's become d6's, and d6's become d8's.
Magnum Opus
At 20th level, you can select one of the Great Works at the end of the advanced formula list and add it to your formula book.
Alchemical Expertise
As a scientist, of a kind, you must choose an element of your field to study in more detail. Until now you have been learning the basics picking up what you could from books or tutors but now at 3rd level you begin to define your own personal style.
Bomber Expertise
Your interest lies in the more volatile and dangerous elements of your study. You have a talent with bombs of all variety. Loud, powerful, dangerous, shock, and awe are just a few of the words that describe your style of alchemy.
Explosive Savant
When you take this expertise at 3rd level your alchemy die becomes a d6 for the purposes of using your bombs.
Additionally, you have advantage on saving throws to avoid damage from your own bombs.
Bomb Toss
At 7th level, you have far more practice placing bombs exactly where you want them. Range for thrown bombs doubles to 60/120. You can also choose one creature within the radius of the bomb to grant advantage on the save to avoid damage as you position the bomb to protect them.
Extra Bomb
At 11th level, you can attack twice instead of once, whenever you take the attack action on your turn so long as one or both of the attacks is with a bomb.
Frugal Explosives
At 14th level, you can reduce the total reagent point cost of any bomb based concoction by 2 to a minimum of 1.
Mad Bomber
At 17th level, you trust your ability to walk away from your own explosions and by guiding by hand the explosive to its target you can ensure it finds its target. As an action on your turn you can set off one of your bombs at point blank range towards a creature within 5 feet. The radius of the bomb is ignored and it only effects you and the targeted creature. You may add your Intelligence modifier on top of your Dexterity on this save. The target makes the save at disadvantage. Any damage from this attack to the target is maximised. For example if it would do 4d6+5 it instead does 29 damage to the target.
Medical Expertise
You prefer the more beneficial and noble side of your field. Alchemy can be used to help people prevent pain and save lives. weather your a straight laced professional type or a grizzled battlefield medic is secondary to your dedication to helping other.
Medical Savant
When you take this expertise at 3rd level your alchemy die becomes a d6 for the purposes of using your medicine.
Additionally, your movement speed increases by 10 feet while moving towards a friendly creature who is below half health.
Defender of the Needy
At 7th level, You are experienced at administrating aid in the midst of combat and can keep an eye out on your patients behalf while doing so. When you use your medicine on a creature, besides yourself, until the beginning of your next turn if that creature becomes the target of an attack you can use your reaction to impose disadvantage on the attack roll.
Practiced Healing
At 11th level, whenever you roll dice to determine how many hit points or temporary hit points will be regained from your medicine, if the number on any die rolled is a 1 or a 2 you may choose to reroll them and you must take the new roll.
Frugal Medicine
At 14th level, you can reduce the total reagent point cost of any medicine based concoction by 2 to a minimum of 1.
Chemical Resuscitation
At 17th level, you can prepare a life restoring medicine under the normal rules for preparing advanced formula. This costs 5 reagent, this price cannot be reduced. When used as an action this works as the revivify spell but with no material cost. You cannot have more than one of these concoctions prepared at a time.
Poisoner Expertise
Many alchemical solutions are harmful to the mortal body just by incident. You have interest in these harmful qualities refining and and perfecting them to make the most deadly poisons possible. Death and sickness is your domain and only the hardiest beings can survive your ministrations.
Poison Savant
When you take this expertise at 3rd level your alchemy die becomes a d6 for the purposes of using your poisons.
Additionally, you have resistance to poison damage and advantage on saves to resist poison.
Applied Toxin
At 7th level, you can slip your poisons into drinks or food as an action (the DM may require a Dexterity(Slight of Hand) check to do this unnoticed). They are colorless and tasteless when used in this way and if closely investigated requires a Intelligence(Investigation) check versus your alchemy save DC to detect.
Additionally, applying your poison to weapons or ammunition can now be done as a bonus action and applies to 6 pieces of ammunition.
Lasting Potency
At 11th level, the effects of your poisons last for twice as long.
Your basic poison now, if the target fails their initial saving throw, requires a second saving throw at the end of the targets following turn on a failure they take your alchemy die in poison damage again.
Frugal Poison
At 14th level, you can reduce the total reagent point cost of any poison based concoction by 2 to a minimum of 1.
Necrosis
At 17th level, your familiarity with causing harm has acquainted you with the negative energy that is released by death and undead. When applying a poison you may choose to have it do necrotic damage rather than poison. If you do, any humanoid that dies by this poison raises as a zombie on their next turn under your control for 1 hour.
Advanced Formula
If an advanced formula has prerequisites, you must meet them to learn it. You can learn the formula at the same time that you meet its prerequisites.
Each formula applies to a bomb, poison, or medicine which will be listed with it. If its listed as "unique" it takes a form described in the formula description instead.
Stable Explosive
Bomb
For 2 reagent points your bomb is stable enough to be used by a non-alchemist. Instead of being prepared as part of your attack this bomb is ready for use immediately after its prepared and can be used by anyone as an attack action.
Fire Bomb
Bomb
For 1 reagent point your bomb covers the ground within its radius in flaming oil. The flames last your Intelligence modifier turns and deal 1d6 fire damage to any creature that ends their turn in the flames.
Stun Bomb
Bomb
For 2 reagent point your bomb produces a loud bang that can be heard 300 feet away. All creatures that were hit by this bomb directly or who failed this bombs saving throw are stunned until the end of their next turn.
You may choose to make this as a non-lethal bomb that deals no damage.
Flash Bomb
Bomb
For 2 reagent point your bomb flares with brilliant light. All creatures that were hit by this bomb directly or who failed this bombs saving throw and can see the explosion are blinded for your Intelligence modifier turns.
You may choose to make this as a non-lethal bomb that deals no damage.
Web Bomb
Bomb
For 3 reagent points your bomb incorporates a stringy adhesive that fills the bombs radius when it explodes.
Each creature that failed the saving throw for this bomb is Restrained. A creature Restrained by this effect can use its actions to make a Strength check against your Alchemy save DC. If it succeeds, it is no longer Restrained.
The webs are flammable. Any restrained creature can be set alight dealing 2d4 fire damage to them but freeing them from the web.
You may choose to make this as a non-lethal bomb that deals no damage.
Grease Bomb
Bomb
For 2 reagent point your bomb coats the area inside its radius with a layer of alchemical lubricant. The area is difficult terrain for your Intelligence modifier rounds.
Modular Casing
Bomb
For 1 reagent point you prepare your bomb in such a way that you can quickly switch out their casing. Before throwing decide if the bomb will do fire, bludgeon, piercing, or slashing damage.
Elemental Casing
Bomb, Prerequisite: Modular Casing
For 2 regent point, before throwing decide if the bomb will do Acid, Cold, Lightning, or Thunder damage instead.
Blasting Powder
Bomb
For 3 reagent points your bombs blast radius increases by 10 feet.
This formula can be applied more than once.
Smoke Bomb
Bomb
For 2 reagent points your bomb can release a cloud of obscuring smoke. The smoke fills the radius of the bomb, the area is considered heavily obscured. It lasts for your Inteligence modifier rounds or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
You may choose to make this as a non-lethal bomb that deals no damage.
Demolition Charge
Bomb
For 2 reagent point your bomb sticks to any surface it is placed against, requiring a Strength save to remove. The bomb does double damage to structures.
Long Fuse
Bomb
For 1 reagent point you delay the explosion of your bomb by a number of rounds up to your level of your choice. The Bomb will go off at the beginning of your turn that number of turns later.
Note that this means other creatures could pick up or throw back a bomb that hasn't gone off yet.
Stable Poison
Poison
For 2 reagent points your poison is stable enough to be used by a non-alchemist. Instead of being prepared as part of your action this poison is ready for use immediately after its prepared and can be applied to a weapon by anyone as an action.
True Poison
poison
For 1 reagent point your poison also applies the poisoned condition on a failed save. This effect lasts your Intelligence modifier rounds, the target can make a new save at the end of each of their turns to end the effect early.
Paralytic
poison
For 3 reagent points your poison paralyzes your target on a failed save. They can make a new saving throw at the end of each of their turns. paralysis end after your Intelligence modifier rounds or until they succeed the save.
Weakness Poison
poison
For 2 reagent points a creature that fails the saving throw for this poison has disadvantage on their next Strength or Constitution saving throw made in the next minute.
Lock Joint
poison
For 2 reagent points a creature that fails the saving throw for this poison has disadvantage on their next Dexterity saving throw made in the next minute.
Mind Fog
poison
For 2 reagent points a creature that fails the saving throw for this poison has disadvantage on its next Intelligence or Wisdom saving throw made in the next minute.
Knight's End
poison
For 3 reagent points a creature that fails the saving throw for this poison has their AC reduced by 2 for your Intelligence modifier rounds.
Mage Bane
poison
For 2 reagent points your poison is mixed with a simple irritant that is sufficiently distracting to make spellcasting difficult. A creature that fails the saving throw for this poison must make a Constitution saving throw before casting any spell of 1st level or higher, if they fail the spell fails losing their action but not their spell slot.
Fear Toxin
poison
For 2 reagent points a creature that fails the saving throw for this poison is frightened of you for your Intelligence modifier turns. The target can repeat the save to end the effect at the end of each of its turns.
Depressant
poison
For 3 reagent points a creature that fails the saving throw for this poison gains 1 level of exhaustion.
Miasma
poison, Prerequisite: Smoke Bomb
For 2 reagent point in addition to the cost of the smoke bomb and poison you can combine the two distributing your poison in the cloud of smoke. Any creature that enters the cloud for the first time or who end their turn in the cloud is affected by the poison as normal.
Stable Medicine
Medicine
For 2 reagent points your medicine is stable enough to be used by a non-alchemist. Instead of being prepared as part of your action this medicine is ready for use immediately after its prepared and can be used by anyone as an action.
Healing Medicine
medicine
For 2 reagent points your medicine restores hit points rather than granting temporary hitpoints.
Restorative Solution
medicine
For 2 reagent points this medicine cleanses the body of the effected. End one disease or condition from: blinded, deafened, paralyzed, or poisoned.
Improved Restorative Solution
medicine, Prerequisite: Restorative Solution
For 4 reagent points this medicine cleanses the body of the effected. End one disease or condition from: blinded, deafened, paralyzed, poisoned, charmed, or petrified. Or reduce the targets exhaustion level by one.
Elemental Resistance
medicine
For 2 reagent points your medicine grants the effected creature resistance to one damage type of your choice from: Acid, Cold, Fire, Lightning, or Poison chosen when you create this medicine. This lasts a number of turns equal to your Intelligence modifier
Multiple resistances from this formula cant be stacked on the same creature. If a new one is applied the old one ends.
Stim
medicine
For 2 reagent points a creature affected by this medicine gains a bonus to their next Strength, Dexterity, or Constitution ability check (including attacks) made in the next minute equal to your Intelligence modifier.
Clear Mind
medicine
For 2 reagent points a creature affected by this medicine gains a bonus to their next Intelligence, Wisdom, or Charisma ability check made in the next minute equal to your Intelligence modifier.
Hyper Stimulant
medicine, Prerequisite: 12th level
For 4 reagent points you turn your medicine into a powerful combat drug. This medicine when applied acts as the spell haste but with a duration of your Intelligence modifier rounds.
Cellular Regenerative
medicine
For 4 reagent points your medicine continues to heal after its initial application. At the beginning of each of their turns the target regains 1d4 hitpoints for your Intelligence modifier rounds.
Transmute Materials
unique
For 1 reagent point you create a flask of transmuting solution. You can spend 1 minute applying this solution to an object made entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. This transformation lasts 1 hour unless reapplied. You can transmute up to 1 cubic foot of material in this way per flask of solution used.
Soften Stone
unique
For 1 reagent point you create a solution that makes solid stone as soft as clay or loose soil. By spending 1 minute applying the solution to up to 5 cubic feet of stone turning it soft enough to be shaped or dug through by hand.
Grow Homunculus
unique
For 2 reagent points you spend 1 hour using a bit of your own flesh, alchemically treated, to produce a Homunculus (statistics on page 188 in the Monster Manual). This Homunculus obeys all your commands and you control it directly in combat. You count as its master for the purposes of its Telepathic Bond ability.
The Humunculus becomes a lifeless hunk of clay and ash after 24 hours unless you spend 1 minute at the begining of each day applying 2 reagent points worth of alchemical supplies to it. You can never have more than one Humunculus active at a time.
Simple Toolkit
unique
You know a series of simple tricks and useful tools that can be made from your alchemy supplies. You may do any one of the below for one reagent point which you immediately regain when the effect ends.
- Light Vial- As an action you mix a luminous concoction that sheds bright light in a 15 foot radius and dim light for an additional 15 feet. This effect lasts 1 hour or until the vial is broken, which you can do as a bonus action.
- Fire Starter- As an action you splash a slower burning version of your explosives onto a surface to instantly set it alight. this fire is the equivalent to a lit torch or small campfire. This flame lasts 1 hour or until you put it out chemically as an action. Can be used to light other fires.
- Bang Brew- As an action you mix a potion that decompresses with a loud bang that can be heard within 300 feet. Great for a signal or alarm. Activates if not carefully handled.
- Aromatic- As an action you can reproduce any non-harmful, non-magical, scent you remember.
- Adhesive- As an action you stick two surfaces together, requiring a Strength(Athletics) check vs your Alchemy save DC to separate. Lasts 1 hour or until you separate them chemically as an action.
- Purify- Over 1 minute you can remove all diseases and poisons from up to 1 gallon of water or 10 pounds of food. You regain your reagent point immediately after you finish treating the food and water.
Philosopher's Stone
Great Work, Prerequisite: Magnum Opus
You have discovered how to synthesize the medium that interfaces the mortal soul with the physical realm and by extension have learned the much sought after formula to create the mythical Philosopher's Stone. You spend 12 hours in an alchemy workshop spending all available reagent points you create a philosophers stone attuned to your soul.
While your soul is attuned to the Philosopher's Stone you cannot die permanently. You never age and if you die by violence you reform after 1 week without your equipment in an adjacent empty space to the Philosopher's Stone in perfect health. Or, at least we have to assume its you that reformed from the stone.
Perfect Simulacrum
Great Work, Prerequisite: Magnum Opus, Humunculus
You have perfected the elements of alchemical theory that make up the human form, thereby you have extended the Humunculus formula to create a near perfect though mortally fragile copy of yourself.
By spending 8 hours of work in an alchemy workshop and all of your reagent points for that day, and then patiently caring for the resulting life-form over the next week while it grows, you create a copy of yourself with all the same ability scores, proficiencies, and class features (minus the Magnum Opus) as well as all of your memories but with max hit points equal to your Intelligence score.
The simulacrum is born with no equipment initially and you and it must share reagent points but are otherwise act independently. He promises not to try to supplant you, after all he IS you.
True Transmutation
Great Work, Prerequisite: Magnum Opus, Transmute Materials
You have discovered that all matter is but different orderings of the same basic materials and you have grown quite good at changing that ordering. Once a day you can spend 10 minutes in a fully stocked Alchemy workshop turning 1 pound of living matter, stone, or any metal permanently into one of the other option.
As the creator of the much sought after method to turn lead into gold you become, near instantly, famous world wide. People will come from all over to see your process, some will be fans, others are less friendly.
Fission
Great Work, Prerequisite: Magnum Opus, Bomber Expertise
You have transgressed against the universe, unraveling the underpinning connections between energy and matter transmuting one into the other. In a fit of dark inspiration you have created the plans for the ultimate bomb, capable of destroying cities in a horrible flash.
By working on these plans for 60 hours stopping only to eat and sleep the bare minimum to continue working, you create a device as large as a horse. When activated and after a predetermined period of time the device explodes in a flash of heat and light and force with a radius of nearly a mile.
This bomb has no damage or save. Any living thing that is not a god or of equivalent power dies outright and those on the periphery are so permeated with negative necrotic energies that they inevitably sicken and die over the next minutes or hours or days or years. Structures are leveled in a quarter mile of the bomb and turned to ruin beyond that. The land and water for miles around the devastation is rendered poisonous to all but the most hardy of life.
No life of piety or act of good will ever absolve you of this sin and the gods will abandon you forever. I hope its worth it.
Panacea
Great Work, Prerequisite: Magnum Opus, Medical Expertise
The mortal body is a machine, every part of which you understand perfectly. By spending 1 hour and spending half your reagent points rounded down you create a vial of universal medicine. When consumed this potion gives the drinker perfect health and perfects their physical form. The drinkers hit points are restored to max, all status effect are removed, and their ability scores are brought up to 20, if not already higher, for 24 hours. At the end of the 24 hour period you are left with a deep hollow feeling as you realize how far from your perfect self you are.