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Alchemist

The Alchemist is one of the Playable Classes in D&D 5e.

  Studious and meticulous, Alchemists are those who dedicate their entire lives to the craft of complex substances, be they poison, medicine, or something else entirely. Few are those that have the capacity to develop the strange talent of imbuing their own products with arcane power. However, those who do are the true master alchemists.

LevelProficiency BonusFeaturesKnown CantripsMinor Wonders1st2nd3rd4th5th6th7th8th9th
1st +2 Potionmaking, Bottled Magic 2 2
2nd +2 Deft Scavenger, Minor Wonders 2 3 3
3rd +2 Alchemist Specialization, Visionary 2 4 4 2
4th +2 Ability Score Improvement 2 4 4 3
5th +3 Quick Brew 3 5 4 3 2
6th +3 Alchemist Specialization Feature 3 5 4 3 3
7th +3 3 5 4 3 3 1
8th +3 Ability Score Improvement 3 6 4 3 3 2
9th +4 3 6 4 3 3 3 1
10th +4 Deft Scavenger Recipes 4 6 4 3 3 3 2
11th +4 4 7 4 3 3 3 2 1
12th +4 Ability Score Improvement 4 7 4 3 3 3 2 1
13th +5 4 7 4 3 3 3 2 1 1
14th +5 Alchemist Specialization Feature 4 7 4 3 3 3 2 1 1
15th +5 4 8 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 4 8 4 3 3 3 2 1 1 1
17th +6 4 8 4 3 3 3 2 1 1 1 1
18th +6 Deft Scavenger Recipes 4 8 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 8 4 3 3 3 3 2 1 1 1
20th +6 Major Wonders 4 8 4 3 3 3 3 2 2 1 1

Class Features

As an Alchemist, you gain the following class features.

Hit Points
Hit Dice: 1d6 per Alchemist level
Hit Points at 1st Level: 6 + your constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Alchemist level after 1st

Proficiencies
Armor: none
Weapons: improvised weapons, simple weapons
Tools: alchemist's supplies and herbalism kit
Saving Throws: Intelligence, Constitution
Skills: Choose any three.

Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) two simple weapons or (b) a light crossbow and 20 bolts
(a) a dungeoneer's pack or (b) an explorer's pack
One tool that you are proficient with
An alchemist's bag
A recipe book

 

Potionmaking

If an effect or game feature refers to or calls for the Spellcasting feature, the Potionmaking feature counts as such.

 

Recipe Book

At 1st level, your gain a recipe book, which contains six recipes of spell-replicating potions. When you learn an alchemist spell, it is added as a potion recipe to your recipe book. It does not contain your cantrips, as those are minor alchemical reactions infused with minuscule amounts of magic that you have committed to memory. You learn more cantrips at certain levels, as shown on the Cantrips Known column of the Alchemist table.

 

Brewing Potions

You may leave potions brewing throughout the night. You cannot cast alchemist spells using spell slots. Instead, at the end of a long rest, you infuse concoctions with your magic, turning each of your spell slots into potions, provided that you have alchemist's supplies and an alchemist's bag in hands. The intensity of each potion is equal to the spell slot used to create it. Each individual potion replicates the effects of a spell of your choice that is in your recipe book. A potion can only replicate a spell you know whose level is equal to or lower than its intensity. Once you have brewed potions, using one is identical to casting the spell it replicates for any game effects and it takes the same time as casting the spell. They need no additional material components, only the vial itself and a free hand, thus requiring material and somatic, but not vocal components. The spell replicated is always cast at a level equal to the potion's intensity. You must determine the spell that each potion is replicating when you brew them at the end of a long rest. So if a 3rd-level alchemist prepares four potions that replicate the Jump spell and two potions that replicate the Darkness spell, you cannot change which spells they replicate until you brew other potions. A potion that replicates a spell requiring costly components uses the costly components on its brewing process, and a potion that replicates a spell requiring concentration needs you to maintain a taxing connection to the magic or for you to constantly reapply the concoction, thus also requiring your concentration. Potions remain viable until you use them or you finish a long rest. Alternatively, you can skip brewing any number of new potions to upkeep the same number of existing potions of equal intensities, keeping them viable until your next long rest.

 

Spellcasting Ability

Intelligence is the spellcasting ability for your alchemist potions. You use your Intelligence when a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for one of your potions or 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

   

Bottled Magic

Also at 1st level, you can give any potions made using your Potionmaking feature to other creatures. The spell it replicates mustn't require concentration, its intensity must be 1 or higher, and its casting time can be no longer than 10 minutes. Any creature using it counts as the caster of the spell for all intents and purposes, but they use your spell save DC. If the spell calls for one or more attack rolls, creatures other than you make improvised weapon attacks using the spell's range. You make spell attacks instead.

 

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 recipe book. Each of these spells must be of a level equal to or lower than the highest intensity potion you can make, as shown on the Alchemist table. On your adventures, you might find other potion recipes that you can add to your recipe book. It follows the same rules as a wizard's spellbook - when you find another alchemist's recipe book, you may transfer their recipes to your own (2 hours of work per intensity level of the potion), and you can transcribe a loose recipe on a parchment to your own recipe book as well, though the latter requires 2 hours of work and 50 gp per intensity level of the potion.

 

Deft Scavenger

At 2nd level, you've developed some of the many talents required of an alchemist. You gain the following benefits: You may craft magical and nonmagical consumable items for a quarter of their gold value, instead of half. If crafting an item would cost you 15 gold or less in materials, you can craft it as part of a long rest, but no more than 1 item a day. You learn the required formulas to craft 4 potions of common or uncommon rarity of your choice. You learn 2 more recipes of rare or lower rarity potions at 10th level and again at 18th level.

 

Minor Wonders

Also at 2nd level, trial and error has taught you much, and you've made major discoveries through hard work, study, or sheer luck. You learn 3 Minor Wonders. You learn more Minor Wonders once you reach certain levels, as shown in the Alchemist table. Each wonder can be brewed so long as you have your alchemist's supplies and either your alchemist's bag or the required ingredients in hands, as well as any costly material components that the brew may call for. Costly components are consumed when the brew is made. Consuming a wonder is the same as consuming a potion. You can brew a number of Minor Wonders equal to 1 + your proficiency bonus, and regain all uses on a long rest. You can replace a Minor Wonder you have learned with another one for which you qualify each time you gain a level in this class.

 

Alchemist Specialization

At 3rd level, you decide a particular skill to hone, choosing an alchemist specialization from the list of available specializations. Your choice grants you features at 3rd level and again at 6th and 14th levels.
Study of Poisons  Study of Potions  Study of Explosives 


 

Visionary

Also at 3rd level, you gain expertise with alchemist's supplies and herbalism kit.

 

Alchemist's Versatility

At 4th level and whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do the following, representing a change in focus as you use your skills and magic:

Replace one cantrip you learned from this class's Potionmaking feature with another cantrip from the alchemist spell list.

 

Quick Brew

At 5th level, your mind has gotten used to certain patterns in brewing. You learn how to recycle some of your magic and ingredients into other potions. As part of a short rest, you can turn potions made using the Potionmaking feature into different potions of equal intensities, up to a number equal to your proficiency bonus. For instance, you may turn a detect magic potion into a comprehend languages potion.

 

Major Wonders

At 20th level, all Minor Wonders with a brewing time of 1 or 10 minutes now have a brewing time of 1 action, and you regain all uses on a short or long rest. Additionally, they no longer require costly material components.

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