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New Class: Alchemist

Whether secreted away in a smoky basement laboratory or gleefully experimenting in a well-respected


school of magic, the alchemist is often regarded as being just as unstable, unpredictable, and dangerous
as the concoctions he brews. While some creators of alchemical items content themselves with
sedentary lives as merchants selling tindertwigs and smokesticks, the true alchemist answers a deeper
calling. Rather than cast magic like a spellcaster, the alchemist captures his own magic potential within
liquids and extracts he creates, infusing his chemicals with virulent power to grant him impressive skill
with poisons, explosives, and all manner of self-transformative magic.

Creating an Alchemist
You can make an alchemist quickly by following these suggestions.
Background: Sage
Equipment: Leather armor, longsword, alchemist kit, adventurers kit, pistol, formulae book, 30gp

Class Features
When you create a character whose first class is a alchemist, they gain the following benefits:

Hit Points
Starting Hit points: 8 + your constitution modifier
Hit dice: 1d8 per alchemist level
Hit points at higher levels: 1d8 (or 5) + your Constitution Modifier per alchemist level after 1st.

Proficiencies
Amour and shield proficiencies: light or medium armor
Weapon Proficiencies: Simple Melee weapons, Simple Ranged weapons, hand crossbows, longswords,
shortswords, blow gun.
Tools: Alchemy Kit

Saving throws: Intelligence, Wisdom


Skills: Choose two from either Arcana, Science, Medicine or Perception
The Alchemist
Proficiency Extracts Per Day
Level Bonus Bomb Class Features 1 2 3 4 5 6
1 +2 1d6 Alchemy, Bomb 1 - - - - -
2 +2 1d6 Refinement Focus 2 - - - - -
3 +2 2d6 - 3 - - - - -
4 +2 2d6 Ability Score Improvement 4 1 - - - -
5 +3 3d6 Refinement Benefit 4 2 - - - -
6 +3 3d6 - 4 2 - - - -
7 +3 4d6 - 4 3 1 - - -
8 +3 4d6 Ability Score Improvement 4 3 2 - - -
9 +4 5d6 - 4 3 2 - - -
10 +4 5d6 Ability Score Improvement 4 3 2 - - -
11 +4 6d6 - 4 3 3 - - -
12 +4 6d6 Refinement Benefit 4 3 3 1 - -
13 +4 7d6 - 4 3 3 2 - -
14 +5 7d6 Ability Score Improvement 4 3 3 2 1 -
15 +5 8d6 - 4 3 3 2 1 -
16 +5 8d6 Refinement Benefit 4 3 3 2 1 -
17 +6 9d6 - 4 3 3 3 1 1
18 +6 9d6 - 4 3 3 3 1 1
19 +6 10d6 Ability Score Improvement 4 3 3 3 2 1
20 +6 10d6 Refinement Benefit 4 3 3 3 2 1

Alchemy

As an Alchemist you are not only a master of creating mundane alchemical substances such as
alchemist's fire and smokesticks, but also of fashioning magical potion-like extracts in which you can
store spell like effects. You can use an alchemy kit to mix ingredients into a number of extracts that
behave like spells which you cast by either drinking the extract or by throwing the extract at a target.
When you create an extract or bomb you infuse the concoction with a tiny fraction of your own magical
powerthis enables the creation of powerful effects, but also binds the effects to you as the creator. In
addition, you can use an alchemy kit to identify potions as if using detect magic. It takes 1 minute of
uninterrupted work to identify one potion. You may still use an alchemy kit to create simple alchemy
items such as Alchemists Fire or Acid Flasks as normal. Items you make like follow the rules of the
alchemy kit and do not count against your total extracts for the day and work just like any other use of
the alchemy kit except that you can make them in half the normal time (30 minutes instead of 1 hour)
and at half the standard cost (or of the regular cost of the item, rounded down).

Formula Book
You have a formula book that contains the knowledge of all the extracts you know how to make. It starts
with 2 1st level formulae of your choice. This works in all ways as a mages spellbook. Each time you gain
an alchemist level you can add a new formula to your book from a formula chosen from the alchemist
formula list. This formula must be for an extract of a level you can make as noted on the Alchemist table.
On your adventures you might find other extract formulas that you can add to your formula book.
Extracts Per Day
Extracts behave like spells in potion form, and as such their effects can be dispelled by effects like dispel
magic using the alchemist's level as the caster level. Unlike potions, though, extracts can have powerful
effects that a potion normally could not. When you mix an extract you infuse the chemicals and
reagents in the extract with magic siphoned from your own magical aura. Because of this you can create
only a certain number of extracts of each level per day as noted in the Alchemist table. An extract
immediately becomes inert if it leaves your possession, reactivating as soon as it returns to your
keeping, and thus you cannot normally pass out your extracts for allies to use. An extract, once created,
remains potent until your next long rest at which point it becomes inert, so you must re-prepare your
extracts every day. Mixing an extract takes 1 minute of workmost alchemists prepare many extracts at
the start of the day or just before going on an adventure, but you can keep some (or even all) of your
daily extract slots open so that you can prepare extracts in the field as needed.

Using Extracts
To create an extract you must have the formula written in your formula book and it must be of a level
that you can create extracts for. In some cases you may use up a higher level slot to build a stronger
lower level extract but you cannot do that in reverse. An extract is cast either by drinking it, as if
imbibing a potion, or by throwing the extract at a target. The effects of an extract are given in the
description for that extract. Creating extracts consumes raw materials, but the cost of these materials is
insignificantcomparable to the valueless material components of most spells. Some extracts require
more costly components but those will be noted in the description of the extract. The DC to resist one
of your extracts equals 8 + your Intelligence modifier + your proficiency bonus.

Bomb

In addition to magical extracts you are adept at swiftly mixing various volatile chemicals and combining
them with simple alchemical formula to create powerful bombs you can hurl at your enemies.
Whenever you use a simple alchemy item (non-extract) that attacks targets (such as a vial of Alchemist
Fire) you can add a small vial of chemicals to the item as part of the attack. These chemicals add +1d6
damage to the initial damage the item does. This damage increases as you gain levels as shown on the
alchemists table. You can add this damage to any simple alchemy item you use (no matter if the base
item does damage or not) provided you are the one using it. This is true rather you created the item or
not. You are also considered proficient in any alchemical item you add your bomb mixture to and may
add your proficiency bonus to attacks with that item. The bomb chemicals cannot be handed to
someone else. They go inert very quickly once mixed and if not used immediately they will render the
entire alchemical item useless.

Refinement Focus

By 2nd level you have decided to focus on a specialized refinement of alchemy. You might have learned
this refinement from a mentor or it just might be the type of alchemy you are most drawn to. There are
two types of refinements, the Refinement of Lead, which focuses on using alchemy to mutate and
enhance your own body, and the Refinement of Gold, which focuses on improving your general skill with
alchemy.
Ability Score Improvement
When you reach certain levels noted in the Alchemist table, you can increase one ability score of your
choice by 2, or you can increase two ability scores of your choice by 1. You cannot increase an ability
score above 20 using this feature. Alternatively, when you reach one of the noted levels, you can forgo
improving any of your ability scores to take a feat.

Refinement Focus
Refinement of Lead
As a follower of the Refinement of Lead you are focused on the transformative power of alchemy. You
use alchemy to change your own body, turning yourself into an instrument of battle and discovery.
Some might scoff at the notion of ingesting powerful chemicals in order to enhance your abilities but
you know that the price of knowledge is high and its a price you are more than willing to pay.

Elemental Resistance
When you choose this path at 2nd level you choose an energy type (fire, acid, poison, lightning, thunder
or cold). From that point on you have resistance to damage from that energy type and you gain
advantage on all saves against damage from that energy type.

Mutagen:
As a 5th level follower of the Principle of Lead you have discovered how to create a mutagen that you
can imbibe in order to heighten your physical prowess. It takes 1 hour to brew a dose of mutagen, and
once brewed, it remains potent until used. You can only maintain one dose of mutagen at a time. If you
brew a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is
not in your possession becomes inert until you pick it up again.

When you brew a mutagen select one physical ability score; either Strength, Dexterity, or Constitution.
It takes an action to drink a mutagen. Upon being imbibed, the mutagen causes you to grow bulkier and
more bestial, granting you a +1 bonus to AC and grants advantage to all attacks, checks and saves you
make with your chosen ability. This effect lasts for 1 hour per alchemist level.

A non-alchemist who drinks a mutagen must make a Constitution save (DC 8 + your Intelligence
modifier) or become nauseated (retching and unable to take actions) for 1 hour. A non-alchemist can
never gain the benefit of a mutagen, but as an alchemist you can gain the effects of another alchemist's
mutagen if you drink it. (Although if the other alchemist creates a different mutagen, the effects of the
stolen mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist
drinks a mutagen, the effects of any previous mutagen immediately end.

Feral Mutagen
Starting at 12th level whenever you imbibe your mutagen you gain massive claws and fangs. These grant
you the ability to make either two claw attacks with a single action or a bite attack. The claw attacks deal
2d6 (plus Str modifier) slashing damage and the bite attack deals 4d8 (plus Strength modifier) in piercing
damage and you are considered proficient with these attacks. While the mutagen is in effect you have
advantage on all Intimidation skill checks.

Poison Immunity
At 16th level you become completely immune to poisons. Poison damage does not affect you and you
dont suffer any ill effects from any poison. You also become immune to the intoxication condition.

Grand Mutagen
Starting at 20th level in addition to its normal effects your mutagen increases one ability score (Strength,
Dexterity or Constitution) by +4 points (up to a maximum of 24). You can also choose a second ability
score (Str, Dex or Con) and gain advantage to all attacks, checks and saves you make with that ability.
After drinking the grand mutagen once you no longer need to imbibe your mutagen to gain these effects
and can turn them on and off with a bonus action. They last until your next long rest or until you are
knocked unconscious or killed.

Refinement of Gold
As a follower of the Refinement of Gold you seek nothing less than perfection. You believe that your
goal should always be focused on perfecting your formulae, and mastering the basic skills of a true
alchemist. You do not veer from your focus or let petty distractions get in your way. You will be a master
alchemist or you will die trying.

Swift Alchemy
You can create alchemical items with astounding speed. It takes you half the normal amount of time to
create alchemical items and extracts. So if you use an alchemical kit to create simple alchemy items it
only takes 15 minutes. Each extract only takes you 30 seconds to make.

Improved Bomb
Starting at 5th level you learn how to enhance simple destructive alchemical items. This works just like
your bomb ability but in addition to adding damage you can also apply one of the following effects:

Area affect you change the bomb so that instead of targeting a single target it affects an area 10ft
wide. Anything caught in the blast must make a check or suffer the normal effects of the bomb.

Blinding Creatures that are hit by the bomb must make a Constitution save (DC equals 8 + your
Intelligence modifier + your proficiency bonus) or be blinded for 1 minute.

Delayed - The bomb can be placed so that it explodes a number of rounds after you cease contact with
it. This delay can be any number of rounds as chosen by you, up to a number of rounds equal to your
level. If at any point you reclaim possession of the delayed bomb, you can end the timer and prevent the
bombs detonation. A delayed bomb detonates immediately if any other creature attempts to touch or
move it, or if the bombs contents are removed from the vial (such as if the vial breaks). The bomb deals
damage as if it scored a direct hit to any creature in the square with the bomb when it detonates, and
half damage to all adjacent creatures (Dex save negates). You cannot have more than one delayed bomb
at one time. You create another delayed bomb, the previous bomb becomes inert. Dispel magic can
neutralize a delayed bomb, as can a successful Disable Device check (DC equals 8 + your Intelligence
modifier + your proficiency bonus).

Stinky In addition to the normal effects, the bomb also produces a 10 foot radius cloud of noxious gas.
The clouds area is lightly obscured. Each creature that starts its turn in the cloud must make a
Constitution saving throw (DC 8 + your intelligence modifier + proficiency bonus). On a failed save the
creature spends its next turn chocking and retching. This cloud lasts for 1 round.

Sticky A bomb you add the sticky affect to becomes slightly adhesive. This either produces an effect
identical to a tanglefoot bag when you throw the item at a target (but only affecting the target of the
attack) or makes the vial itself stick to a target, granting you advantage on the attack you make with the
alchemical item (since it sticks to its target).

Starting at 10th level you can add two affects from this list to a single bomb. At 15th level you can add up
to three effects from this list one bomb.

Infusion
Beginning at 12th level, when you create an extract, you can infuse it with an extra bit of your own
magical power. The extract created now persists even after you set it down. As long as the extract exists,
it continues to occupy one of your daily extract slots. An infused extract can be imbibed by a non-
alchemist to gain its effects.

Instant Alchemy
At 16th level, you can create alchemical items with almost supernatural speed. You can create simple
alchemical item as an action if you have the appropriate resources at hand to fund the creation. You can
create extracts as a separate action or as part of the action to use the extract.

Grand Discovery
At 20th level, you make a grand discovery. This discovery is chosen from the list below, representing a
truly astounding alchemical breakthrough of significant import. For many alchemists, the promise of one
of these grand discoveries is the primary goal of their experiments and hard work.

Potion of Perfected Form You brew a single one time use potion that either increases a single mental
ability score (either Intelligence, Wisdom or Charisma) by 2 points up to a maximum of 22, or
permanently grants you advantage on all checks made with a single mental ability score (your choice). In
addition this potion stops your aging process giving you eternal youth.

Grand Elixir of Regeneration You create a onetime use elixir that grants you (only you) permanent
regeneration. After imbibing the potion you regenerate 10 hit points at the start of each of your turns.

Philosophers Stone Youve learned how to create a philosopher's stone, and can do so once per month
at no cost. Creating a philosopher's stone takes 1 day of work. A Philosophers Stone appears to be an
ordinary, sooty piece of blackish rock. If the stone is broken open a cavity is revealed at the stone's
heart. This cavity is lined with a magical type of quicksilver that enables you to transmute base metals
(iron and lead) into silver and gold. A single philosopher's stone can turn up to 5,000 pounds of iron into
silver (worth 25,000 gp), or up to 1,000 pounds of lead into gold (worth 50,000 gp) before being
consumed. However, the quicksilver becomes unstable once the stone is opened and loses its potency
within 24 hours, so all transmutations must take place within that period. The quicksilver found in the
center of the stone may also be put to another use. If mixed with any cure potion while the substance is
still potent, it creates a special oil of life that acts as a true resurrection spell for any dead body it is
sprinkled upon.

Potion of True Invisibility - You can create a potion of true invisibility and may do so once a week with no
cost. A potion of true invisibility can only be used by you but once used it renders you invisible for 1
hour no matter if you attack or not. In addition while under the effects of a potion of true invisibility you
are impossible to scry and its impossible to gain any information on you using any divination spell that is
not divine in origin.

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