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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: Apothecary, Artificer, Botanist, Chemist, or Blood Grafter. 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

Alchemist's Knack


Alchemists vary in their pursuit of knowledge, choosing to concentrate into singular areas to further enhance their understanding of the natural order. Your choice of archetype reflects your decisions and interests in what the broad study of alchemy has to offer the wider world. The five paths are that of the Apothecary, Artificer, Blood Grater, Botanist, and Chemist.

Apothecary


The streets are dirty, rampant with disease and other natural afflictions. Your craft has lead you to a life of stuying the afflictions of the body and mind, though whether to heal,or harm, is up to you.
 
At 3rd level the Apothecary becomes specialized in the creation of curatives, and study of diseases. Curatives gain 1 damage dice to their effectiveness and the initial saving throw against diseases crafted by the Apothecary are made at disadvantage.
 
At 3rd level the Apothecary expands their knowledge and study of the natural arts. They add 1 formula of each difficulty, except master, to their alchemists manual.
 
At 6th level the Apothecary is more adept at altering their creations, admixtures cost 1 fewer dabbling points to apply to homebrew items created by the Apothecary, and they can generate one additional simple homebrew item per long rest.
 
At 11th level the Apothecary improves their formulas through time and practice, they can generate one additional intricate homebrew item per long rest. Additionally formulas cost the Apothecary 2 fewer ingredients to create.
 
At 15th level the Apothecary has nearly mastered their craft, and can generate one additional complex homebrew item per long rest. Additionally admixtures cost 1 fewer dabbling points to apply to homebrew items created by the Apothecary.
 
At 20th level the Apothecary has mastered the art of alchemical crafting, and through carefully practiced methods can create and store up to 2 Master formula items, and formulas cost 4 fewer ingredients to create.
         

 

Artificer


Tinkerers of magic and nature-craft. Artificers are those alchemists whose curiosity knows no limit, and seek to push the boundaries of both the mystical and natural order. Alchemists can brew magical potions as formulas and creates either rune weaponry or a clockwork creation as a companion creature.
 
At 3rd level the Artificer learns the Arcane Silicate Formula and can create runes from the Rune-craft formula list. Additionally, the artificer chooses to either adopt the study of archanics - the study of adding science to magic - or mechanics - the study of adding magic to science.
 
Those that choose archanics gain access to Rune-craft formulas and are able to learn spells as formulas, 1st level spells as simple formulas, 2nd level spells as intricate formulas, 3rd level spells as complex formulas, 4th level spells as expert formulas, and can choose to learn 5th level spells as master formulas. When creating spells as formulas, the artificer uses their proficiency bonus for determining the level at which they prepare the spell. Additionally they can use their dabbling points to add admixture effects to magical potions.
 
Those that choose mechanics gain access to both the Clockwork formula and the Rune-craft formula lists, and can add 1 simple formula from those lists to their alchemists manual. Clockwork items can be upgraded using Rune-craft formulas
  Clockworks & Rune-craft items can be found here...  
At 6th level the Artificer applies complex concepts to build a Custom Rig. Artificers that chose the path of archanics create a Rune-Craft Pistol, while those that focus on mechanics construct a Clockwork Assistant. Custom Rigs do not require that the Artificer attune to them, and can be improved with Rune-craft formulas. Any of the Artificer's Custom Rigs can be rebuilt if they are destroyed, however the process takes 3 days to complete, and any used formulas would need to be reapplied.
     
  • A Rune-Craft Pistol is the basic form of Rune-craft weaponry, they use the Artificer's Intelligence as their modifier for attacks and damage, and can be affected by admixtures when used. Custom Rig Rune-Craft weaponry can support an additional rune augment.
  • Clockwork Assistants are comprised of both magic and science, they can be improved by being reconstructed with special materials, and as an action an artificer can issue specific commands to these creations to carry out.
 
At 11th level the Artificer upgrade their creation, further improving upon it's design. Artificers who created a Clockwork Assistant improve the creation to a Clockwork Companion. Artificers who chose to create a Rune-craft Pistol, improve upon the design, and create a Modular-Rune Pistol
 
At 15th level the Artificer further improves their custom creation. Artificers with a Clockwork Companion improve them to a Clockwork Sentinel. The Modular Rune Pistol is upgrade to either a Modular-Rune Blunderbuss, or a Modular-Rune Arquebus.
 
At 20th level the Artificer achieves the pinnacle of magic and science. Artificers that control a Clockwork Sentinel upgrade it to the Clockwork War-Frame. Artificers that wield Modular-Rune weapons, can simultaneously use 2 different runes augments and gain the following ability :
 
  • Blunderbuss - Attacks can target up to 2 adjacent creatures
  • Arquebus - Attacks can target up to 4 creatures in a line.

Blood Grafter


Following in the shadows of the Blood Purge, some alchemists have turned their attention towards magic and the power contained within certain types of blood. More commonly referred to as Blood Grafters, those that follow this path seek to alter themselves to achieve higher powers. Grafters gain access to Zymes and blood formulas in addition to their normal formulas.
 
At 3rd level the Blood Grafter discovers the power that resides in the blood of all creatures, and gains access to Blood formulas, adding 1 simple blood formula to their list of known formulas.
 
At 3rd level the Blood Grafter adds Zymes to their homebrew list, unlike other alchemical items Zymes cannot be affected by admixture effects. Zymes are alchemical creations of fused organic materials harvested from living creatures. There are 3 kinds of Zymes, the effects lasting for 1 minute.
 
  • Agility Zyme. Your senses and reflexes become more acute. Your speed increases by 10ft, and can take the Disengage or Dash action as bonus actions.
  • Feral Zyme. Your nails grow long and sharp and serrated. Your unarmed strikes deal 1d6+2 slashing damage.
  • Rabid Zyme. Your jaw elongates and your teeth sharpen. You gain a bite attack as a bonus action, that deals 1d6 piercing damage. If you hit, you may chose to grapple the opponent, latching onto them. While grappled this way, you deal 1d6 + your strength modifier in piercing damage each round at the start of your turn. Using your bite attack again ends the grapple, and you cannot consume Blood items while grappled in this way.
At 6th level, the effects of Blood items and Zymes last for 10 minutes. Zymes provide the following additional benefits:
 
  • Agility Zyme. you gain advantage on Dexterity ability checks and saving throws
  • Feral Zyme. you gain advantage on Strength ability checks and saving throws
  • Rabid Zyme. you gain advantage on Constitution ability checks and saving throws
At 11th lvl Effects from Blood items that the Blood Grafter consumes and Zymes now last for 1 hour. Zymes provide the following additional benefits:
 
  • Agility Zyme. You can make a 2nd attack when you use the attack action.
  • Feral Zyme. Foes striking you in melee take 1d6 piercing damage.
  • Rabid Zyme. Grappled opponents gain disadvantage on Athletics and Acrobatics checks.
At 15th level, Blood Grafter can be affected by up to 2 Blood items and the effects of Blood items that the Blood Grafter consumes and Zymes now last for 8 hours. Zymes provide the following additional benefits:
 
  • Agility Zyme. You gain a 2nd reaction each turn.
  • Feral Zyme. Your unarmed strike damage increases to 2d6+3 slashing damage.
  • Rabid Zyme. Your bite damage during grapple increases to 2d6 damage.
At 20th level the Blood Grafter becomes a master of their anatomy. Effects from Blood items that the Blood Grafter consumes and Zymes now last for 24 hours.
 
 

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.

Chemist


Science is the way of the future, and you are it's pioneer. Chemists seek to understand and master the physical aspects of nature. Chemists gain access to bombs in addition to their normal formulas.
 
At 3rd level, the Chemist embraces the explosive nature of chemicals. They add 1 chemical formula from the simple formula list to their homebrew list, and can create 2 simple homebrew items per long rest.
 
At 6th level, the Chemist The chemist learns to create unstable explosive bombs, and adds the formula to their alchemists manual and homebrew lists as an intricate formula. Bombs have the following statistics:
 
    Damage: 6d6
    Ongoing: 2d6
    Damage type: Force, Fire (ongoing)
    Properties: Improvised Weapon, Splash Weapon, Ongoing
    Range: 20/60
    Save: Dexterity
    Weight: 5
At 11th level, splash weapons crafted by the Chemist that have ongoing damage effects deal minimum damage of the ongoing effect to any character that succeeded their dexterity save at the start of their next turn.
 
At 15th level, the Chemist learns to modify their splash weapons with biological catalysts. Any creature that fails its save against a Chemist's splash weapons gains 1 level of exhaustion.
 
At 20th level, the Chemist achieves mastery over splash weapon combat. The range for their improvised weapons becomes 40, and can throw 2 alchemical items as an action.
 
 


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

kemet ka.

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Class Features

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