Alchemists are the inquisitive eccentrics of the world who have managed to comprehend the arcane systematizations of the material world that the various orders, cults, and universities have described, and as such have obtained a new way of viewing the world; one in which they begin to ask how the world can be remade by their science.
1 / 2 / Alchemy, Alchemy methods
2 / 2 / Ability score improvement
3 / 2 / Tool of choice
4 / 3 / 1st archetype
5 / 3 / ability score improvement
6 / 3 / -
7 / 4 / 2nd archetype
8 / 4 / Ability score improvement
9 / 4 / -
10 / 5 / 3rd archetype
11 / 5 / ability score improvement
12 / 5 / -
Hit dice: 1d6
Armor: Light armor
Weapons: 1 simple weapon group, all crossbows, all thrown weapons
Tools: alchemists kit
Saving throws: Constitution, Intelligence
Skills: Choose 3 from Arcana, History, Investigation, Medicine, Nature, Sleight of hand
You start with the following equipment, in addition to the equipment granted by yout background:
(a) light crossbow and a quiver of 10 bolts, or (b) a sling and a pouch of 20 sling stones
(a) any simple weapon, or (b) three daggers
(a) a dungeoneer’s pack, or (b) an explorer’s pack
Alchemists tools
Padded armor
At 1st level you gain access to the art of alchemy.
You have access to Alchemy points, from now on called AP. At the start of every rest you gain AP equal to your intelligence bonus + 1d4. Your AP maximum is your intelligence bonus + level + proficiency bonus.
You may spend a rest dice during a rest to gain 2 AP.
During a rest, you can spend any number of alchemy points to fabricate alchemical items. While they are functional, they are not perfectly stable and expire after a long rest. It is assumed that your character simply recycles the materials for future use, whenever possible.
The DC for your alchemical creations and their effects is 8 + your proficiency bonus + your intelligence modifier. An alchemical item can be used by any character, but you yourself are always proficient with their use, when applicable. Creating alchemical items requires access to alchemists tools or equivalent equipment(Subject to GM.)
Alchemical creations list:
Healing potion - Potion. Restores 2d4 + your int bonus health when consumed.
Toughness potion - Potion. Allows remaking a save vs a sickness or disease. Removes sickened condition. Restores 1 fatigue.
Clarity potion - Potion. Grants a +1 bonus to all d20 rolls for 1d4+1 rounds.
Acid flask - Throwable, liquid 15/4. 4d4 acid damage.
Cryo flask - Throwable, liquid 20/5. Deals 1d12 cold damage. Creates elemental difficult terrain on surfaces exposed to it, lasts 1 minute. Freezes small objects.
Oil flask - Throwable, liquid 15/4. Applies oil exposure - exposed creatures are set on fire when taking fire damage. Ammunition or tiles with oil exposure can be ignited to deal 1d6 extra fire damage.
Poison flask - Throwable, potion, liquid 15/4. 1d8 + int bonus poison damage. Exposed creatures become poisoned for 1 hour on a failed constitution save. Damage doubled if ingested.
Blast bomb - Throwable. 4d4 force damage. Doubled vs structures.
Fire bomb - Throwable. 2d6 + int bonus fire damage.
Smoke bomb - Throwable. Creates 10ft smoke cloud for 2d3 rounds. Exposed creatures become blinded for 1d3 rounds on a failed consitution save, or on direct unblocked hit.
Crystal powder - powder 20/5. -1 penalty to saves until the start of their next turn on exposure, outlines and reveals invisible creatures for 1d4 rounds on exposure.
Flash powder - powder 15/2. Illuminates and sparks. Deals 1d4 fire damage on exposure, and makes creatures distracted shocked and blinded for 1d3 rounds on a failed wisdom save.
Mana powder - powder 15/3. grants creatures 1d4 + int bonus arcane health on exposure.
The cost of creating an alchemical item is 1 AP. The following properties describe an innate property of the item:
Potion - this item can be consumed as a bonus action, or administered to a creature as an action.
Liquid X/Y - this item is liquid, which can be splashed in a Xft range cone, or can be rationed into doses that can cover Y tiles worth of surface, or can be applied to Y pieces of ammunition.
Throwable - This item can be thrown at a range of 30/60 feet as a thrown weapon attack.
Powder X/Y - This item is a powder. It can be splashed in a Xft range cone as an action, or can be used to splash a single 5ft space as an action up to Y times. Either case, the effect lasts 1 round.
As you level up, you may find ways in which to either modify alchemical items you create, or you may learn entirely new base items to create, or gain access to new item categories.
At 1st level, choose 2 upgrades from the list below:
Catalyst - You can create 1 flask item (any alchemical item with "flask" in its name that you can create) every rest at no AP cost.
Damage specialization - Choose two alchemical items you can create which deal damage. Increase their damage dealt by two dice of their largest damage dice used.
Alchemical potency - The DC of your alchemical creations is increased by 1.
Brewer's auto-still - You can create 2 potions each rest free of cost when in possession of brewers tools. Gain proficiency with brewers tools if not proficient.
Bombmaker - Every rest, you can create 1 bomb items (any item with "bomb" in its name that you can create) at no AP cost. Can be taken a second time to increase the amount to 3.
Calculated angle - Your can use intelligence for ranged attacks instead of dexterity. Your thrown attacks ignore 1/2 cover.
Educated approach - choose one skill that would otherwise use charisma or wisdom. You can use intelligence for this skill.
Experience with explosions - You gain advantage on all saves against area of effect abilities that deal damage.
Extra blueprint - You learn how to create 1 extra alchemical creation from the 1st level list. Can be taken up to 3 times.
Herbalism - So long as you have access to a herbalists kit, items that you create that restore health restore 1 extra dice of health.
Improved design - Choose one alchemical creation. Increasing the number of dice used for one of it's values by 1. (ex: 1d8 healing to 2d8, 1d4 rounds to 2d4, 1d6 damage to 2d6.) This upgrade can be taken multiple times, but not applied to the same item multiple times.
Incendiary expertise - Your fire damage dealing alchemical creations deal an extra dice of their base damage.
Iron gut - You are immune to the sickened condition, and you have resistance to poison damage, and have advantage on all saves against poison and disease.
Lasting powders - Your alchemical powders that you create last 1 round longer. Can be taken a second time to make them last 1d4 rounds.
Mule - Reduce bulk by 1. Gain a +1 bonus to deception and stealth checks.
Milling technique - Powders you create gain a +5/1 increase to their range, and if they do not have any scaling with your int, you can add your int as scaling to the damage, otherwise you can increase the duration of such items lasting exposure effects by your int bonus(min 1)
Modification, incendiary - Fire bombs and other fire damage dealing items you use for attacks can now apply ignited on a critical hit, or on critical failures vs DCs.
Modification, healing boost - Your healing potion healing is increased by 1 dice, and all healing they do is increased by 1 dice size.
Modification, distilled - Choose a liquid alchemical creation. Creations of that kind you create gain +10/2. Can be taken multiple times for different targets.
Modification, boosted - When you create a toughness potion, you can allow it to grant the consumer a +2 bonus to a physical attribute, chosen when creating the potion, for 1d8 minutes. A creature cannot benefit from more than 1 such toughness potion effect at a time.
Modification, enhanced - When you create a clarity potion, you can allow it to grant the consumer a +2 bonus to a mental attribute, chosen when creating the potion, for 1d8 minutes. A creature cannot benefit from more than 1 such toughness potion effect at a time.
Modification, noxious - When you create a smoke bomb, also grant its effect an extra 1d4 damage exposure effect, of either poison acid or necrotic, chosen at creation.
Modification, specialized - Choose an alchemical creation, increase its effect dice(if any) by 1 size category.
Mycology - So long as you have access to a herbalists or a brewers kit, you can apply one of the following effects to up to 2 items when creating them:
- distraction and dazed for 3 rounds on a failed save, as an exposure effect.
- on consumption gain shaken, and increase duration by 1 unit category(rounds > minutes > hours > days)
Noxious extract - You can alter your alchemical creations to deal necrotic damage instead of poison or acid damage. Gain a +1 to checks made to interact with necrotic beings and entities.
Part-time surgery - melee weapon attacks against unconscious, stunned, or unaware creatures may use your medicine bonus instead of your attack bonus.
Protective gear - You gain proficiency with medium armor and light shields. If already proficient with medium armor, reduce all poison and acid damage taken by 1. If already proficient with light shields, gain heavy shield proficiency.
Rapid craft - You can spend 1 rest dice and 1 AP as a full round action to create an alchemical item worth 1 AP. You can repeat this again on the next round without the rest dice cost.
Scavenging - Gain 2 extra alchemy points every rest.
Sprinkling technique - The range of your powder and liquid cones can be increased by 5 feet, and gain an extra dose/use.
Tar flask - When you create an oil flask, you can make it a tar flask instead. It has all the same properties, but a liquid 5/1 property instead. Creatures with tar exposure are slowed for 1 minute on a failed strength save, and are ignited 2 times instead of once.
Toxin study - Your poison damage dealing alchemical creations deal 1 extra dice of their base damage.
Throwing grip - The range of your thrown attacks is increased by 30/60 ft.
Whenever you gain a feat or ability score improvement, gain an extra upgrade.
At 2nd, 5th, 8th, and 11th level, gain a +2 bonus to an ability score, or gain a feat.
Also whenever you would gain an ability score improvement, gain an extra Alchemy method upgrade.
At 3rd alchemist level, choose one tool of choice:
Launchers - You can modify a crossbow to give it the launcher property by spending 1 AP during a rest. Liquid alchemical weapons splash in a cone that is 5ft smaller than their baseline, and bombs (items with "bomb" in their name) deal an extra dice of their base damage.
Torches - You can modify a polearm or melee piercing or bludgeoning weapon to grant it ignite 1d8, or increase a non-modified ignite weapons ignite dice by 1 size category by spending 1 AP during a rest. You can spend a bonus action to link a bomb with your modified weapon, allowing your next attack with it that lands to deal the bombs damage in addition to the attack. This adds your 2 to the DC of the attacks block check.
Ammunition - When creating a bomb, you can instead choose to create 1d3+1 pieces of ammunition, granting the bombs impact effect to the ammunition, but reducing all dice used in the bomb by 2 dice size categories (min 1d3.) Alternatively, you can choose to place the bomb or flask at the end of a bolt or arrow when creating it, thus creating a special piece of ammunition that triggers the bomb on impact in addition to the ammunitions baseline effect, but has a -2 penalty to hit. A bolt or arrow modified in this way cannot be modified again.
Venom - All poison you create deals 1 more damage dice of its base type, and has its duration increased by 1 unit(round, minute, hour, day) The liquid property of poison flask is increased by 10/2. You can spend 1 AP during a rest to modify one melee slashing or piercing weapon, or 1 crossbow to make it a venomous weapon. You can place a liquid item into a venomous weapon as a bonus action, allowing the items dose to be automatically applied to an attack before a block for as many attacks as there are doses remaining.
Shovel - The base damage of shovels you wield is increased to 1d8. The base tool bonus from shovels is +3 while you wield them. You gain a +2 bonus to nature and investigation checks made in regards to matters of earth, dirt, and stone. Your AP maximum is increased by 1, and you gain 1 more AP every rest.
At 7th level, choose your 2nd archetype:
At 6th level, your rest dice maximum is increased by 2.
At 9th level, choose your 3rd archetype