5th Edition Alchemist base class.


4th Edition

RPG Superstar 2012 Top 32

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ALCHEMIST

LEVEL FEATURES
1. Alchemy, Alchemical Tradition, Alchemical Magic
2. Alchemical Discoveries
3. Alchemical Tradition feature
4. Ability Score Improvement
5. –
6. Alchemical Tradition feature
7. –
8. Ability Score Improvement
9. –
10. Alchemical Tradition feature
11. Alchemical Arcanum (6th level)
12. Ability Score Improvement
13. Alchemical Arcanum (7th level)
14. Alchemical Tradition feature
15. Alchemical Arcanum (8th level)
16. Ability Score Improvement
17. Alchemical Arcanum (9th level)
18. –
19. Ability Score Improvement
20. Alchemical Master

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 armor
Weapons: Simple weapons
Tools: Alchemist supplies, poisoner’s kit

Saving Throws: Dexterity, Intelligence
Skills: Choose two skills from Arcana, Investigate, Medicine, Nature, Perception, and Survival

EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
(a) a light crossbow and 20 bolt or (b) any simple weapon
(a) a component pouch or (b) alchemist supplies
(a) a scholar’s pack or (b) a burglar’s pack
Leather armor, any simple weapon, and two daggers.
ALCHEMY
At 1st level, your expertise in alchemy is unparalleled. You add double your proficiency bonus on checks using alchemist supplies. You can use alchemist supplies as the arcane focus for your alchemist spells. You can use alchemist supplies to produce the following pieces of equipment: acid (vial), alchemist’s fire (flask), antitoxin (vial), holy water (flask), ink (1 ounce bottle), oil (flask), perfume (vial), poison, basic (vial), potion of healing, soap. You add your proficiency bonus on attack rolls with acid, alchemist’s fie, holy water, and oil. You add your proficiency bonus to the save DCs when you use alchemist’s fire or basic poison. During a short rest, you can construct a number of items from your alchemist supplies equal to your proficiency bonus; these items are unstable and become inert at the end of your next long or short rest.
ALCHEMICAL TRADITION
At 1st level, you focus on one of the following alchemical traditions: the Apothecary, the Chirugeon, the Grenadier, or the Master Chymist, each of which is detailed at the end of the class description. Your choice grants you features at 1st level and again at 3rd, 6th, 10th, and 14th.
ALCHEMICAL MAGIC
Your alchemical research has given you facility with spells.
Cantrips
You know two cantrips of your choice from the alchemist spell list. You learn an additional cantrip at 4th level and again at 10th level.
Spellbook
At 1st level, you have a spellbook containing 6 1st-level alchemist spells of your choice.
Preparing Spells
You prepare the list of alchemist spells that are available for you to cast. To do so, choose a number of alchemist spells from your spellbook equal to your Intelligence modifier + your alchemist level (minimum of 1 spell). The spells must be of a level for which you have spell slots.
You can change your list of prepared spells when you finish a short rest or a long rest. Preparing a new list of alchemist spells requires time spent studying your spellbook and memorizing alchemical formulas and components you must make to cast the spell: at least 1 minute per spell level for each spell on your list.
Spell Slots
The Alchemist gains 1 spell slot at 1st level, 2 at 2nd level, 3 at 11th level, and 4 at 17th level. All of your spell slots are of the same level. Beginning at 1st level, your spell slots are 1st-level, at 3rd level, your spell slots increase to 2nd-level, at 5th level, your spell slots increase to 3rd-level, at 7th level, your spell slots increase to 4th-level, at 9th level, your spell slots increase to 5th-level. To cast one of your prepared alchemist spells of 1st-level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
Spellcasting Ability
Intelligence is your spellcasting ability for your alchemist spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an alchemist spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Ritual Casting
You can cast an alchemist spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.
Learning Spells of 1st Level and Higher
Each time you gain an alchemist level, you can add two alchemist spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots. On your adventures, you might find other spells that you can add to your spellbook. You can also add wizard spells to your alchemist spellbook if the spell is on both the alchemist spell list and the wizard spell list.
ALCHEMICAL DISCOVERIES
In your study of alchemical lore, you have unearthed alchemical discoveries, fragments of knowledge that imbue you with an abiding magical ability.
At 2nd level, you gain two alchemical discoveries of your choice. Your discovery options are detailed at the end of the class description. At levels 5, 7, 9, 12, 15, and 18 you gain an additional alchemical discovery.
Additionally, when you gain a level in this class, you can choose one of the discoveries you know and replace it with another discovery that you could learn at that 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.
ALCHEMICAL ARCANUM
At 11th level, you learn a magical secret called an Arcanum. Choose one 6th-level spell from the alchemist spell list as this Arcanum.
You can cast your Arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
At higher levels, you gain more alchemist spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Alchemical Arcanum when you finish a long rest.
ALCHEMICAL MASTER
At 20th level, when the alchemist rolls initiative, he can choose to regain 1d4 expended spell slots. Once he has used this ability, he cannot use it again until he has completed a long rest.

ALCHEMICAL TRADITIONS

The Apothecary:

The Apothecary
Bonus Cantrip
When you choose this Alchemical Tradition at 1st level, you gain the poison spray cantrip if don’t already know it.
Potent Poison
At 1st level, you add double your proficiency bonus when using a poisoner’s kit. Whenever you use poison, you may choose to use your spell DC in place of the poison’s normal save DC. When you use basic poison, its base damage increases to 1d6. At 5th level, its base damage increases to 1d8. At 9th level, its base damage increases to 1d10. At 13th level, its base damage increases to 1d12.
Poison Resilience
At 3rd level, you have resistance against poison damage and you have advantage on saving throws against poison. You may add your proficiency bonus to your saving throws against poison.
Swift Poisoning
At 6th level, you can apply poison to a weapon or ammunition as a bonus action. A number of times per day equal to your Intelligence modifier (minimum once), you can cast poison spray as a bonus action. During a short rest, you can use your Alchemy feature to brew a potion of poison; this counts as 3 items.
Vile Venom
At 10th level, whenever a creature fails its saving throw against your poison, it takes double damage if the result of the d20 roll for its saving throw is less than or equal to your proficiency bonus. You may add your Intelligence modifier to any poison damage you cause. When you damage a creature with basic poison or the poison spray cantrip, it gains the poisoned condition for 1 minute.
Debilitating Poison
At 14th level, whenever a creature gains the poisoned condition from one of your attacks, it gains one of the following conditions as well: blinded, deafened, incapacitated, restrained or it gains one level of exhaustion.
At 18th level, it gains your choice of two of the previous conditions or one of the following conditions: paralyzed, stunned, or unconscious.

The Chirugeon:

The Chirugeon
Bonus Cantrip
When you choose this Alchemical Tradition at 1st level, you gain the spare the dying cantrip if don’t already know it.
Healer
At 1st level, you gain the Healer feat as a bonus feat. When you use the Healer feat, you restore an additional number of hit points equal to your proficiency bonus. Your medical expertise is unparalleled and you gain proficiency in Wisdom (Medicine) and add twice your proficiency bonus on Wisdom (Medicine) checks.
Brew Potions]/b]
At 3rd level, when you use your Alchemy feature to make a potion of healing, you may make a potion of greater healing. At 7th level, this improves to a potion of superior healing. At 11th level, this improves to a potion of supreme healing.
Alternatively, you can brew any common potion, but it counts as 2 alchemical items. At 5th level you can brew any uncommon potion, but it counts a 3 alchemical items. At 9th level, you can brew any rare potion, but it counts as 4 alchemical items. At 13th level, you can brew any very rare potion, but it counts as 5 alchemical items. At 17th level, you can brew any legendary potion, but it counts as 6 alchemical items.
[b]Life Saving Medicine

At 6th level, you can restore a creature back to life that has died within a number of minutes equal to your Intelligence modifier (minimum 1 minute). You must spend 1 minute and make a DC 20 Wisdom (Medicine) check to accomplish this. The creature returns to life with 1 hit point. This ability can’t return life a creature that has died of old age, nor can it restore any missing body parts.
Expert Healer
At 10th level, when you use the Healer feat to restore hit points to a creature, it gains 1d10 hit points multiplied by its proficiency bonus plus 2 hit points per Hit Dice.
Limb Saving Medicine
At 14th level, you can restore missing body parts to a creature by making a DC 25 Wisdom (Medicine) check. This takes 1 hour.

The Grenadier:

The Grenadier
Bonus Cantrip
When you choose this Alchemical Tradition at 1st level, you gain one of the following cantrips: acid splash, eldritch blast, fire bolt, poison spray, produce flame, ray of frost, sacred flame.
Bombs
At 1st level, gain the ability to transmute certain alchemical items and cantrips into bombs. You add your Intelligence modifier to the damage when you use vials of acid, flasks of alchemist’s fire, acid splash, eldritch blast, fire bolt, poison spray, produce flame, ray of frost, or sacred flame. A number of times per day equal to your alchemist level + your Intelligence modifier (minimum once), when you damage an opponent with a cantrip, you can cause it to splash and damage enemies adjacent to the initial target. They take half damage and may make a saving throw to avoid the damage; this saving throw is the same kind as is normal for the cantrip, or a Dexterity saving throw if the cantrip does not normally have a saving throw.
Empowered Cantrips
At 3rd level, you can cast cantrips using your spell slots. The damage caused by your cantrips increases by a number of dice equal to the level of the spell slot expended.
Fast Cantrips
At 6th level, you can cast a cantrip as a bonus action.
Savage Explosions
At 10th level, a number of times per day equal to your Intelligence modifier (minimum once), when you roll damage for a spell or cantrip, you can re-roll a number of damage dice equal to your Proficiency Bonus. You must use the results of the re-roll.
Versatile Damage
At 14th level, a number of times per day equal to your Intelligence modifier (minimum once), you can change the damage type of a spell or cantrip to a different damage type.

The Master Chymist:

The Master Chymist
Bonus Cantrip
When you choose this Alchemical Tradition at 1st level, you gain the shillelagh cantrip if don’t already know it.
Mutagen
At 1st level, you learn how to create mind and body altering elixirs called mutagens. Making a mutagen takes 1 hour, which can be done during a short rest. An alchemist can only maintain 1 mutagen at a time. As an action, the alchemist can consume a mutagen, and its effects last for 1 hour. There are three types of mutagen: Strength, Dexterity, and Constitution.
A Strength mutagen grants advantage on Strength checks and Strength saves, but causes disadvantage on Intelligence checks and Intelligence saves. The alchemist adds half his proficiency bonus to melee and thrown weapon damage rolls. The alchemist can use a bonus action to make a melee attack or use a thrown weapon.
A Dexterity mutagen grants advantage on Dexterity checks and Dexterity saves, but causes disadvantage on Wisdom checks and Wisdom saves. The alchemist adds half his proficiency bonus to his AC. The alchemist can use a bonus action to Dash or Disengage.
A Constitution mutagen grants advantage on Constitution checks, Constitution saves, and Death saves, but causes disadvantage on Charisma checks and Charisma saves. The alchemist gains resistance to bludgeoning, piercing, and slashing damage. The alchemist can use his Reaction to grant himself a number of temporary hit points equal to double his proficiency bonus; these temporary hit points last until the end of his next turn.
Mutable Feat
At 3rd level, when the alchemist uses a mutagen, he gains the benefit of one of the following feats. Each time he uses a mutagen, he may select the same feat or a different feat.
Charger, Grappler, Great Weapon Master, Mobile, Polearm Master, Savage Attacker, Skilled (gaining proficiency in Acrobatics, Athletics, and Stealth), or Tough.
Greater Mutagen
At 6th level, when the alchemist creates a mutagen, he can combine the effects of any two mutagen types of his choice (Strength, Dexterity, or Constitution).
Extended Mutagen
At 10th level, the duration of the alchemist’s mutagen increases to 8 hours, or until he completes a long rest.
At 18th level, the duration of the alchemist’s mutagen increase to 24 hours, or until he completes a long rest.
Grand Mutagen
At 14th level, when the alchemist creates a mutagen, he can combine the effects of all three mutagen types (Strength, Dexterity, and Constitution).

Alchemical Discoveries:

ALCHEMICAL DISCOVERIES
Alchemical Brutality
When you are under the effects of a mutagen, you add your proficiency bonus to your damage rolls when wielding simple melee weapons, natural attacks, or unarmed strikes.
Combine Spell Slots
You learn how to combine multiple magical effects into a single expenditure of magical energy. Select two spells that target you and have a casting time of 1 action or less; their combined spell levels cannot exceed your spell slot level. You can cast both spells as part of the same action. You must be at least 5th level to select this alchemical discovery.
Corrosive Spell
When you cast a spell that causes acid damage, it also damages the armor or shield of your target. Select your target’s armor or shield. Reduce the bonus to AC it provides by the number of damage dice of the spell. An item with an AC bonus reduced to 0 is destroyed. If the item is not destroyed, the damage can be repaired (and the reduction to AC eliminated) during a long or short rest.
Elixir of the Phoenix
You learn how to create an elixir that protects you from dying. You expend one spell slot and drink a potion of supreme healing. Until you finish a long rest, once when you drop to 0 hit points, you can use your reaction and cast resurrection on yourself. You must be at least 15th level to select this alchemical discovery.
Esoteric Tradition
You gain the 1st level feature of an Alchemical Tradition that you are not a part of. This does not include the bonus cantrip provided by the selected Alchemical Tradition.
Explosive Bomb
A number of times per day equal to your Intelligence modifier (minimum once), when you use your bomb class feature, the targets that failed a Dexterity saving throw against the splash damage are moved 10 feet away from the primary target of the cantrip, take 1d6 points of falling damage, and become prone. You must have the bomb class feature and be of at least 5th level to select this alchemical discovery.
Fast Mutagen
When you use a Dexterity mutagen, your bonus to your AC increases to your full proficiency bonus, you may use your bonus action to Dodge or Hide, and you gain advantage on initiative checks, ranged weapon attack rolls, and melee attack rolls made with finesse weapons. You must be at least 5th level to select this alchemical discovery.
Feral Mutagen
When you use a mutagen, you become bestial with claws and fangs. When you use the attack action, you can make 2 claw attacks for 1d6 points of damage, and you can use a bonus action to make a bite attack for 1d6 points of damage. You gain advantage on Charisma (Intimidation) checks.
Mad Scientist
You are an insane genius. You gain proficiency in Charisma saving throws. You make Wisdom saving throws at disadvantage, but may spend Inspiration to make a Charisma saving throw in place of a Wisdom saving throw. You use your Charisma modifier in place of your Intelligence modifier or Wisdom modifier on Arcana, Investigation, Medicine, Nature, Perception, and Survival checks. Your spell attacks and spell DCs use your Charisma modifier in place of your Intelligence modifier.
Persistent Cantrip
A number of times per day equal to your Intelligence modifier (minimum once) you can cause a cantrip to inflict continual damage. Each round, the number of damage dice of the cantrip is reduced by one, until it ends when it is reduced to 0. You must be at least 5th level to select this alchemical discovery.
Poison Resistance
You gain resistance against poison damage. If you already have poison resistance, you gain poison immunity. You must be at least 9th level to select this alchemical discovery.
Strong Mutagen
When you use a Strength mutagen, your bonus to your damage increases to your full proficiency bonus, you gain proficiency in Strength saving throws and Strength (Athletics) checks, and you gain advantage on melee attacks using your Strength modifier. You must be at least 5th level to select this alchemical discovery.
Tinker’s Expertise
You gain proficiency in Tinker’s Tools and Thieves’ Tools, and your proficiency bonus is doubled for any ability check you make with these tool proficiencies. When using your Alchemy class feature to create items, you may select from the options: ball bearings, caltrops, chain, hunting trap, lock, manacles, or tinderbox.
Tough Mutagen
When you use a Constitution mutagen, you gain proficiency in Constitution saving throws and death saving throws. You can use a bonus action to cast cure wounds on yourself. You can use your reaction to grant yourself a number of temporary hit points equal to 5 times your proficiency bonus; these temporary hit points last until the end of your next turn. You must be at least 5th level to select this alchemical discovery.
Undetectable Poison
You expend a spell slot and target a vial or flask of poison. For 24 hours, creatures have disadvantage on any Intelligence (Investigation) or Wisdom (Perception) checks to locate that poison. Anyone who casts detect poison or disease must succeed at an Intelligence saving throw (DC = your spellcasting DC) to detect the affected poison.

ALCHEMIST SPELL LIST:

ALCHEMIST SPELL LIST
Cantrips (0 Level)
Acid Splash
Blade Ward
Druidcraft
Poison Spray
Produce Flame
Ray of Frost
Resistance
Spare the Dying
True Strike

1st Level
Armor of Agathys
Arms of Hadar
Burning Hands
Chromatic Orb
Color Spray
Comprehend Languages
Create or Destroy Water
Cure Wounds
Detect Magic
Detect Poison and Disease
Disguise Self
Entangle
Expeditious Retreat
Faerie Fire
False Life
Feather Fall
Fog Cloud
Goodberry
Grease
Guiding Bolt
Heroism
Identify
Inflict Wounds
Jump
Longstrider
Mage Armor
Purify Food and Drink
Ray of Sickness

2nd Level
Aid
Alter Self
Barkskin
Blur
Continual Flame
Darkness
Darkvision
Enhance Ability
Enlarge/Reduce
Find Traps
Gentle Repose
Heat Metal
Invisibility
Lesser Restoration
Levitate
Magic Weapon
Melf’s Acid Arrow
Mirror Image
Misty Step
Protection from Poison
Ray of Enfeeblement
Scorching Ray
See Invisiblity
Shatter
Spider Climb
Spike Growth
Warding Bond
Web

3rd Level
Animate Dead
Blink
Dispel Magic
Elemental Weapon
Feign Death
Fireball
Fly
Gaseous Form
Haste
Hunger of Hadar
Lightning Arrow
Meld into Stone
Nondetection
Plant Growth
Protection from Energy
Revivify
Sleet Storm
Slow
Stinking Cloud
Vampiric Touch
Water Breathing
Water Walk

4th Level
Blight
Death Ward
Dimension Door
Evard’s Black Tentacles
Fabricate
Fire Shield
Freedom of Movement
Giant Insect
Greater Invisibility
Ice Storm
Otiluke’s Resilient Sphere
Polymorph
Stone Shape
Stoneskin
Wall of Fire

5th Level
Antilife Shell
Awaken
Circle of Power
Cloudkill
Cone of Cold
Contagion
Creation
Greater Restoration
Mass Cure Wounds
Modify Memory
Passwall
Raise Dead
Wall of Stone

6th Level
Circle of Death
Contingency
Create Undead
Disintegrate
Eyebite
Flesh to Stone
Globe of Invulnerability
Harm
Heal
Heroes Feast
Magic Jar
True Seeing
Wall of Ice
Wall of Thorns
Wind Walk

7th Level
Delayed Blast Fireball
Etherealness
Finger of Death
Firestorm
Forcecage
Prismatic Spray
Regenerate
Resurrection
Reverse Gravity

8th Level
Animal Shapes
Antimagic Field
Clone
Earthquake
Incendiary Cloud
Mind Blank

9th Level
Astral Projection
Foresight
Mass Heal
Meteor Swarm
Prismatic Wall
Shapechange
Time Stop
True Polymorph
True Resurrection

Sovereign Court

I like it. Very interesting. I haven't gotten to read through all of the alchemical discoveries, but I applaud you for including all the various Alchemist variants as archetypes. Bravo.

RPG Superstar 2012 Top 32

Yeah, it's built on the warlock chassis, but with Intelligence-based spellcasting, wizard-like spells known, and alchemical discoveries replacing warlock invocations.

I'm kind of concerned the spell list is too expansive.

Sovereign Court

You might be able to prune a little bit, but it shouldn't be too bad.

RPG Superstar 2012 Top 32

Should each Alchemical Tradition get a couple bonus spells known per level, like the warlock's Otherworldly Patrons, or would that be too much with the spellbook and Wizard's spell known? Then I could trim the Alchemist Spell List a bit. For example, I would remove fireball from the general list and just have it be a bonus spell known for the Grenadier.

Sovereign Court

Hmm... I like that idea. Having bits of the alchemist spell list attached with traditions would bring it closer to clerics and their domains, and make each alchemist feel a little more unique in their approach.

RPG Superstar 2012 Top 32

OK.

I think I'm going to change the spells known to 4 at 1st level, plus 1 spell per level thereafter, with 2 Alchemical Tradition spells given at levels 1, 3, 5, 7, and 9.

Sovereign Court

That ought to work. Go customization!

RPG Superstar 2012 Top 32

Yay! Back to the drawing board.... :-P

:-D


I built my Alchemist as an Intelligence-based combination of Warlock (HD, proficiencies, Invocations/Discoveries and a variation of Mystic Arcanum) and Paladin (spell slots as well as using spell slots to enhance bomb damage, etc.) I only have two archetypes though: Path of the Arcane (bomb/extract focused) and Path of Antimony (mutagen-focused). Some of the PF archetypes get aspects replicated via Discoveries.

I can post a link tonight if there's any interest.


Smilo, I'd love it if you'd put a downloadable version up somewhere so I could print it and peruse it at my leisure. If that's too much trouble, I totally understand, but I'm a dinosaur, so I prefer that sort of thing.

That said, I like what I see. Just don't ask me about specifics, 'cause I've read everything through the filter of squinting-at-a-screen. :)

Liberty's Edge

Awesome.

I hope you can do 5E versions of all of the APG and ACG classes. Getting downloadable PDFs of those would be a huge treat for me (I could give the Alchemist one to my old man in exchange for some Inspiration points)

RPG Superstar 2012 Top 32

I'm probably going to stick to the APG for now. There's a swashbuckler archetype for the rogue on the Wizards site.

Sovereign Court

I also would like to see this AND all of your other classes on some kind of pdf, separate or combined.

Are there any classes that you might not want to do just out of lack of desire?

RPG Superstar 2012 Top 32

The arcanist? ;-)

RPG Superstar 2012 Top 32

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ALCHEMIST

LEVEL FEATURES
1. Alchemy, Alchemical Tradition, Alchemical Magic
2. Alchemical Discoveries
3. Alchemical Tradition feature
4. Ability Score Improvement
5. Alchemical Discovery
6. Alchemical Tradition feature
7. Alchemical Discovery
8. Ability Score Improvement
9. Alchemical Discovery
10. Alchemical Tradition feature
11. Alchemical Arcanum (6th level)
12. Ability Score Improvement, Alchemical Discovery
13. Alchemical Arcanum (7th level)
14. Alchemical Tradition feature
15. Alchemical Arcanum (8th level), Alchemical Discovery
16. Ability Score Improvement
17. Alchemical Arcanum (9th level)
18. Alchemical Discovery
19. Ability Score Improvement
20. Alchemical Master

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 armor
Weapons: Simple weapons
Tools: Alchemist supplies, poisoner’s kit

Saving Throws: Constitution, Intelligence
Skills: Choose two skills from Arcana, Investigation, Medicine, Nature, Perception, and Survival

EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
(a) a light crossbow and 20 bolts or (b) any simple weapon
(a) a component pouch or (b) alchemist supplies
(a) a scholar’s pack or (b) a burglar’s pack
Leather armor and two daggers.

ALCHEMY
At 1st level, your expertise in alchemy is unparalleled. You add double your proficiency bonus on checks using alchemist supplies. You can use alchemist supplies as the arcane focus for your alchemist spells. You can use alchemist supplies to produce the following pieces of equipment: acid (vial), alchemist’s fire (flask), antitoxin (vial), holy water (flask), ink (1 ounce bottle), oil (flask), perfume (vial), poison, basic (vial), potion of healing, soap. You add your proficiency bonus on attack rolls with acid, alchemist’s fire, holy water, and oil. You can choose to use your alchemist spell DC in place of the normal save DCs when you use alchemist’s fire or basic poison. During a short rest, you can construct a number of these items from your alchemist supplies equal to your proficiency bonus; these items are unstable and become inert at the end of your next long rest.

ALCHEMICAL TRADITION
At 1st level, you focus on one of the following alchemical traditions: the Apothecary, the Chirugeon, the Grenadier, or the Master Chymist, each of which is detailed at the end of the class description. Your choice grants you features at 1st level and again at 3rd, 6th, 10th, and 14th.

ALCHEMICAL MAGIC
Your alchemical research has given you facility with spells.
Cantrips
You know two cantrips of your choice from the alchemist spell list. You learn an additional cantrip at 4th level and again at 10th level.
Spellbook
At 1st level, you have a spellbook containing six 1st-level alchemist spells of your choice.
Preparing Spells
You prepare the list of alchemist spells that are available for you to cast. To do so, choose a number of alchemist spells from your spellbook equal to your Intelligence modifier + your alchemist level (minimum of 1 spell). The spells must be of a level for which you have spell slots.
You can change your list of prepared spells when you finish a short rest or a long rest. Preparing a new list of alchemist spells requires time spent studying your spellbook and memorizing alchemical formulas and components you must make to cast the spell: at least 1 minute per spell level for each spell on your list.
Spell Slots
The Alchemist gains 1 spell slot at 1st level, 2 at 2nd level, 3 at 11th level, and 4 at 17th level. All of your spell slots are of the same level. Beginning at 1st level, your spell slots are 1st-level, at 3rd level, your spell slots increase to 2nd-level, at 5th level, your spell slots increase to 3rd-level, at 7th level, your spell slots increase to 4th-level, at 9th level, your spell slots increase to 5th-level. To cast one of your prepared alchemist spells of 1st-level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
Spellcasting Ability
Intelligence is your spellcasting ability for your alchemist spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an alchemist spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting
You can cast an alchemist spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.
Learning Spells of 1st Level and Higher
Each time you gain an alchemist level, you can add two alchemist spells of your choice to your spellbook. Each of these spells must e of a level for which you have spell slots. On your adventures, you might find other spells that you can add to your spellbook. You can also add wizard spells to your alchemist spellbook if the spell is on both the alchemist spell list and the wizard spell list.

ALCHEMICAL DISCOVERIES
In your study of alchemical lore, you have unearthed alchemical discoveries, fragments of knowledge that imbue you with an abiding magical ability.
At 2nd level, you gain two alchemical discoveries of your choice. Your discovery options are detailed at the end of the class description. At levels 5, 7, 9, 12, 15, and 18 you gain an additional alchemical discovery.
Additionally, when you gain a level in this class, you can choose one of the discoveries you know and replace it with another discovery that you could learn at that 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.

ALCHEMICAL ARCANUM
At 11th level, you learn a magical secret called an Arcanum. Choose one 6th-level spell from the alchemist spell list as this Arcanum.
You can cast your Arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
At higher levels, you gain more alchemist spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Alchemical Arcanum when you finish a long rest.

ALCHEMICAL MASTER
At 20th level, when you roll initiative, you can choose to regain 1d4 expended spell slots. Once you has used this ability, you cannot use it again until you have finished a long rest.

ALCHEMICAL TRADITIONS

The Apothecary:

Bonus Cantrip
When you choose this Alchemical Tradition at 1st level, you gain the poison spray cantrip if don’t already know it.

Potent Poison
At 1st level, you add double your proficiency bonus when using a poisoner’s kit. Whenever you use poison, you may choose to use your spell DC in place of the poison’s normal save DC. When you use basic poison, its base damage increases to 1d6. At 5th level, its base damage increases to 1d8. At 9th level, its base damage increases to 1d10. At 13th level, its base damage increases to 1d12.

Poison Resilience
At 3rd level, you have resistance against poison damage and you have advantage on saving throws against poison. You may add your proficiency bonus to your saving throws against poison.

Swift Poisoning
At 6th level, you can apply poison to a weapon or ammunition as a bonus action. You can cast [/i]poison spray[/i] as a bonus action; you can use this ability a number of times equal to your Intelligence modifier (minimum once), and you regain all expended uses of this ability when you finish a long rest. During a short rest, you can use your Alchemy feature to brew a potion of poison; this counts as 3 items.

Vile Venom
At 10th level, whenever a creature fails its saving throw against your poison, it takes double damage if the result of the d20 roll for its saving throw is less than or equal to your proficiency bonus. You may add your Intelligence modifier (minimum +1) to any poison damage you cause. When you damage a creature with basic poison or the poison spray cantrip, it gains the poisoned condition for 1 minute.

Debilitating Poison
At 14th level, whenever a creature gains the poisoned condition from one of your attacks, it gains your choice of one of the following conditions as well: blinded, deafened, incapacitated, restrained, or it gains one level of exhaustion.
At 18th level, it gains your choice of two of the previous conditions or one of the following conditions: paralyzed, stunned, or unconscious.

The Chirugeon:

Bonus Cantrip
When you choose this Alchemical Tradition at 1st level, you gain the spare the dying cantrip if don’t already know it.

Healer
At 1st level, you gain the Healer feat as a bonus feat. When you use the Healer feat, you restore an additional number of hit points equal to your proficiency bonus. Your medical expertise is unparalleled and you gain proficiency in Wisdom (Medicine) and add twice your proficiency bonus on Wisdom (Medicine) checks.

Brew Potions
At 3rd level, when you use your Alchemy feature to make a potion of healing, you may make a potion of greater healing. At 7th level, this improves to a potion of superior healing. At 11th level, this improves to a potion of supreme healing.
Alternatively, you can brew any common potion, but it counts as 2 alchemical items. At 5th level you can brew any uncommon potion, but it counts a 3 alchemical items. At 9th level, you can brew any rare potion, but it counts as 4 alchemical items. At 13th level, you can brew any very rare potion, but it counts as 5 alchemical items. At 17th level, you can brew any legendary potion, but it counts as 6 alchemical items.

Life Saving Medicine
At 6th level, you can restore a creature back to life that has died within a number of minutes equal to your Intelligence modifier (minimum 1 minute). You must spend 1 minute and make a DC 20 Wisdom (Medicine) check to accomplish this. The creature returns to life with 1 hit point. This ability can’t return life a creature that has died of old age, nor can it restore any missing body parts.

Expert Healer
At 10th level, when you use the Healer feat to restore hit points to a creature, it gains 1d10 hit points multiplied by its proficiency bonus plus 2 hit points per Hit Dice.

Limb Saving Medicine
At 14th level, you can restore missing body parts to a creature by making a DC 20 Wisdom (Medicine) check. This takes 1 hour.

The Grenadier:

Bonus Cantrip
When you choose this Alchemical Tradition at 1st level, you gain one of the following cantrips: acid splash, fire bolt, poison spray, produce flame, ray of frost, or sacred flame.

Bombs
At 1st level, gain the ability to transmute certain alchemical items and cantrips into bombs. You add your Intelligence modifier to the damage when you use vials of acid, flasks of alchemist’s fire, acid splash, fire bolt, poison spray, produce flame, ray of frost, or sacred flame. When you damage an opponent with a cantrip, you can cause it to splash and damage enemies adjacent to the initial target. They take half damage and may make a saving throw to avoid this damage; this saving throw is the same kind as is normal for the cantrip, or a Dexterity saving throw if the cantrip does not normally have a saving throw. You can use this ability a number of times equal to your Intelligence modifier (minimum once). You regain expended uses of this ability when you finish a long rest or a short rest.

Empowered Cantrips
At 3rd level, you can cast cantrips using your spell slots. The damage caused by your cantrips increases by a number of dice equal to the level of the spell slot expended.

Fast Cantrips
At 6th level, you can cast an alchemist cantrip as a bonus action.

Savage Explosions
At 10th level, when you roll damage for a spell or cantrip, you can re-roll a number of damage dice equal to your proficiency bonus. You must use the results of the re-roll. You can use this ability a number of times equal to your Intelligence modifier (minimum once). You regain expended uses of this ability when you finish a long rest.

Versatile Damage
At 14th level, you can change the damage type of a spell or cantrip to a different damage type. You can use this ability a number of times equal to your Intelligence modifier (minimum once). You regain expended uses of this ability when you finish a long rest.

The Master Chymist:

Bonus Cantrip
When you choose this Alchemical Tradition at 1st level, you gain the shillelagh cantrip if don’t already know it.

Mutagen
Starting at 1st level, you can use your action to magically augment your body and assume a mutagenic form. A mutagenic form is generally hideous or misshapen in some way, often of an unnatural color or appearance. You can use this feature twice. You regain expended uses when you finish a short rest or long rest.
You can stay in your mutagenic form for a number of hours equal to your alchemist level. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
While you are transformed, the following rules apply:
• Your game statistics are replaced by the statistics of your mutagenic form, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies. Your size becomes your choice of Small or Medium. When you assume your mutagenic form and are not wearing armor, your AC equals 10 + your proficiency bonus + your Dexterity modifier. You replace your Strength, Dexterity, and Constitution scores with your mutagenic form’s; arrange 20, 16, and 12 as you choose as your mutagenic form’s Strength, Dexterity, and Constitution scores. Each time you use a mutagen, you may select the same arrangement of ability scores or a different one.
• When you transform, you assume a number of hit points equal to 5 + your mutagenic form’s Constitution modifier, multiplied by your character level. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in mutagenic form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
• You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so.
• You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on your mutagenic form’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

Mutagenic Feat
At 3rd level, when you use a mutagen, you gain the benefit of one of the following feats. Each time you use a mutagen, you may select the same feat or a different feat.
Charger, Grappler, Great Weapon Master, Mobile, Polearm Master, Savage Attacker, Skilled (gaining proficiency in Acrobatics, Athletics, and Stealth), or Tough.

Mutagenic Spell
At 6th level, when you assume your mutagenic form, you gain the benefits of a single spell (its duration cannot be instantaneous or permanent) that you have prepared that targets you. This does not expend a spell slot. The duration of the selected spell changes to match the duration of your mutagenic form.

Resilient Mutagen
At 10th level, you gain resistance to bludgeoning, piercing, and slashing damage when you assume your mutagenic form. You can use a bonus action to spend 1 Hit Die.

Greater Mutagen
At 14th level, when you assume your mutagenic form, the ability scores you arrange into your Strength, Dexterity, and Constitution scores are 22, 18, and 14.

ALCHEMICAL DISCOVERIES:

Alchemical Brutality
When you are under the effects of a mutagen, you add your proficiency bonus to your damage rolls when wielding simple melee weapons, natural attacks, or unarmed strikes.

Blinding Bomb
A number of times equal to your Intelligence modifier (minimum 1), you can change the damage type of one of your bombs to radiant damage. Any creatures that take radiant damage must make a Constitution saving throw with a DC equal to your alchemist spell DC or become blinded for 1 minute. Creatures blinded by this ability can attempt a new saving throw at the end of each of their turns, ending this effect if they succeed. You regain expended uses of this discovery when you finish a long rest or short rest.

Combine Spell Slots
You learn how to combine multiple magical effects into a single expenditure of magical energy. Select two spells that target you and have a casting time of 1 action or less; their combined spell levels cannot exceed your spell slot level. You can cast both spells as part of the same action and expend just a single spell slot when you do so. You must be at least 5th level to select this alchemical discovery.

Corrosive Spell
When you cast a spell that causes acid damage, it also damages the armor or shield of your target. Select your target’s armor or shield. Reduce the bonus to AC it provides by the number of damage dice of the spell. Armor with its AC bonus reduced to 10 or less is destroyed. A shield with its AC bonus reduced to 0 is destroyed. If the item is not destroyed, the damage to the item can be repaired during a long or short rest.

Dispelling Bomb
A number of times equal to your Intelligence modifier (minimum 1), when you damage a creature with one of your bombs, it is targeted with a dispel magic spell. You regain expended uses of this discovery when you finish a long rest or short rest. You must be at least 7th level to select this alchemical discovery.

Elemental Mutagen
You can use two uses of your mutagen ability to assume the form of an air elemental, earth elemental, fire elemental, or water elemental. You must be at least 12th level to select this alchemical discovery.

Elixir of the Phoenix
You learn how to create an elixir that protects you from dying. You expend one spell slot and drink a potion of supreme healing. Until you finish a long rest, once when you drop to 0 hit points, you can use your reaction and cast resurrection on yourself. You must be at least 15th level to select this alchemical discovery.

Esoteric Tradition
You gain the 1st level feature of an Alchemical Tradition that you are not a part of. This does not include the bonus cantrip provided by the selected Alchemical Tradition.

Explosive Bomb
A number of times per day equal to your Intelligence modifier (minimum once), when you use your bomb class feature, the targets that failed a Dexterity saving throw against the splash damage are moved 10 feet away from the primary target of the cantrip, take 1d6 points of falling damage, and become prone. You must have the bomb class feature and be of at least 5th level to select this alchemical discovery.

Fast Bomb
A number of times equal to your Intelligence modifier (minimum 1), when you use your action to cast a bomb, you can use your bonus action to cast a bomb of the same type. You regain expended uses of this discovery when you finish a long rest or short rest. You must be at least 5th level to select this alchemical discovery.

Fast Mutagen
You can assume your mutagenic form as a bonus action. While you are in your mutagenic form, you can use your bonus action to Dash or Disengage. You also add your proficiency bonus on initiative checks while assuming your mutagenic form.

Feral Mutagen
When you assume your mutagenic form, you become bestial with claws and fangs. When you use the attack action, you can make 2 claw attacks for 1d6 points of damage, and you can use a bonus action to make a bite attack for 1d6 points of damage. You gain advantage on Charisma (Intimidation) checks.

Grease Bomb
A number of times equal to your Intelligence modifier (minimum 1), when you cast a bomb, the squares affected by it are covered with a greasy coating with an effect identical to the grease spell with a DC equal to your alchemist spell DC. You regain expended uses of this discovery when you finish a long rest or short rest.

Homunculus
You gain the ability to cast find familiar as a ritual, and the creature you select as a familiar may be a homunculus. The homunculus has an AC of 10 + your proficiency bonus + its Dexterity modifier, it gains additional hit points equal to your Intelligence modifier multiplied by your character level, its attack bonus is equal to your proficiency bonus + your Intelligence modifier, and the save DC of its poison is equal to 8 + your proficiency bonus + your Intelligence modifier. You can use your action to direct your homunculus familiar to attack.

Mad Scientist
You are an insane genius. You gain proficiency in Charisma saving throws. You make Wisdom saving throws at disadvantage, but may spend Inspiration to make a Charisma saving throw in place of a Wisdom saving throw. You use your Charisma modifier in place of your Intelligence modifier or Wisdom modifier on Arcana, Investigation, Medicine, Nature, Perception, and Survival checks. Your spell attacks and spell DCs use your Charisma modifier in place of your Intelligence modifier.

Mutagenic Mask
When you assume your mutagenic form, you can use disguise self at will.

Persistent Cantrip
A number of times per day equal to your Intelligence modifier (minimum once) you can cause a cantrip to inflict continual damage. Each round, the number of damage dice of the cantrip is reduced by one, until it ends when it is reduced to 0. You must be at least 5th level to select this alchemical discovery.

Poison Bomb
A number of times equal to your Intelligence modifier (minimum once), when you cast a bomb, you can cause it to duplicate the effects of a cloudkill spell. You must be at least 12th level to select this alchemical discovery.

Poison Resistance
You gain resistance against poison damage. If you already have resistance to poison damage, you gain poison immunity. You must be at least 9th level to select this alchemical discovery.

Restraining Bomb
A number of times equal to your Intelligence modifier (minimum once), when you cast a bomb, anyone damaged by the bomb must make a Strength saving throw with a DC equal to your spell DC or become restrained. Creatures can make a Strength saving throw at the end of their turns; if successful, they are no longer restrained. You regain expended uses of this ability when you finish a short rest or a long rest.

Spiky Bomb
A number of times equal to your Intelligence modifier (minimum once), when you cast a bomb, the squares affected by it are covered with a sharp spines with an effect identical to the spike stones spell with a DC equal to your alchemist spell DC. You regain expended uses of this discovery when you finish a long rest or short rest. You must be at least 5th level to select this alchemical discovery.

Spontaneous Healing
You gain the ability to heal from wounds rapidly. As a bonus action, you can spend 1 Hit Die. If you are reduced to 0 hit points, you can use your reaction to spend 1 Hit Die.

Stink Bomb
A number of times equal to your Intelligence modifier (minimum once), when you cast a bomb, the squares affected by it are covered with a sharp spines with an effect identical to the sinking cloud spell with a DC equal to your alchemist spell DC. You regain expended uses of this discovery when you finish a long rest or short rest. You must be at least 7th level to select this alchemical discovery.

Strong Mutagen
When you are assuming you mutagenic form, you gain proficiency in martial weapons. When you take the Attack action, you can make 2 melee attacks. You must be at least 5th level to select this alchemical discovery.

Thunder Medicine
You can create one charge of gunpowder with your alchemy class feature. You gain proficiency in firearms.

Tinker’s Expertise
You gain proficiency in Tinker’s Tools and Thieves’ Tools, and your proficiency bonus is doubled for any ability check you make with these tool proficiencies. When using your Alchemy class feature to create items, you may select from the following options: ball bearings, caltrops, chain, hunting trap, lock, manacles, or tinderbox.

Tough Mutagen
When you are assume your mutagenic form, your hit point total increases by an amount equal to your proficiency bonus multiplied by your character level. When you are damaged by an attack, you can use your reaction to spend 1 Hit Die. You must be at least 5th level to select this alchemical discovery.

Undetectable Poison
You expend a spell slot and target a vial or flask of poison. For 24 hours, creatures have disadvantage on any Intelligence (Investigation) or Wisdom (Perception) checks to locate that poison. Anyone who casts detect poison or disease must succeed at an Intelligence saving throw (DC = your spellcasting DC) to detect the affected poison.

Vestigial Limb
You gain a new arm (left or right) on your torso. The arm is fully under your control and cannot be concealed except with magic or bulky clothing. The arm does not give you any extra attacks or actions per round, though the arm can wield a weapon and make attacks as part of your attack routine (using two-weapon fighting). The arm can manipulate or hold items as well as your original arms (for example, allowing you to use one hand to wield a weapon, another hand to hold a potion, and the third hand to throw a bomb). Special: You may take this discovery up to two times.

Wings
You gain bat-like, bird-like, or insect-like functional wings, allowing you to fly as the fly spell for a number of minutes equal to your Intelligence modifier (minimum 1). These minutes do not need to be consecutive, but they must be spent in 1-minute increments. You regain all expended minutes of flight after you complete a short rest or a long rest. You must be at least 7th level to select this alchemical discovery.

ALCHEMIST SPELL LIST:

Cantrips (0 Level)
Acid Splash, Blade Ward, Druidcraft, Poison Spray, Produce Flame, Ray of Frost, Resistance, Spare the Dying, True Strike

1st Level
Armor of Agathys, Arms of Hadar, Burning Hands, Chromatic Orb, Color Spray, Comprehend Languages, Create or Destroy Water, Cure Wounds, Detect Magic, Detect Poison and Disease, Disguise Self, Entangle, Expeditious Retreat, Faerie Fire, False Life, Feather Fall, Fog Cloud, Goodberry, Grease, Guiding Bolt, Heroism, Identify, Inflict Wounds, Jump, Longstrider, Mage Armor, Purify Food and Drink, Ray of Sickness

2nd Level
Aid, Alter Self, Barkskin, Blur, Continual Flame, Darkness, Darkvision, Enhance Ability, Enlarge/Reduce, Find Traps, Gentle Repose, Heat Metal, Invisibility, Lesser Restoration, Levitate, Magic Weapon, Melf’s Acid Arrow, Mirror Image, Misty Step, Protection from Poison, Ray of Enfeeblement, Scorching Ray, See Invisiblity, Shatter, Spider Climb, Spike Growth, Warding Bond, Web

3rd Level
Animate Dead, Blink, Dispel Magic, Elemental Weapon, Feign Death, Fireball, Fly, Gaseous Form, Haste, Hunger of Hadar, Lightning Arrow. Meld into Stone, Nondetection, Plant Growth, Protection from Energy, Revivify, Sleet Storm, Slow, Stinking Cloud, Vampiric Touch, Water Breathing, Water Walk

4th Level
Blight, Death Ward, Dimension Door, Evard’s Black Tentacles, Fabricate, Fire Shield, Freedom of Movement, Giant Insect, Greater Invisibility, Ice Storm, Otiluke’s Resilient Sphere, Polymorph, Stone Shape, Stoneskin, Wall of Fire

5th Level
Antilife Shell, Awaken, Circle of Power, Cloudkill, Cone of Cold, Contagion, Creation, Greater Restoration, Mass Cure Wounds, Modify Memory, Passwall, Raise Dead, Wall of Stone

6th Level
Circle of Death, Contingency, Create Undead, Disintegrate, Eyebite, Flesh to Stone, Globe of Invulnerability, Harm, Heal, Heroes Feast, Magic Jar, True Seeing, Wall of Ice, Wall of Thorns, Wind Walk

7th Level
Delayed Blast Fireball, Etherealness, Finger of Death, Firestorm, Forcecage, Prismatic Spray, Regenerate, Resurrection, Reverse Gravity

8th Level
Animal Shapes, Antimagic Field, Clone, Earthquake, Incendiary Cloud, Mind Blank

9th Level
Astral Projection, Foresight, Mass Heal, Meteor Swarm, Prismatic Wall, Shapechange, Time Stop, True Polymorph, True Resurrection

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