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Alchemist: Mage Hand Press

Whether their methods are explosive, transformative, or restorative, alchemists live to transmute the world around them to their liking.  

Alchemist Class

 
 

Class Features

As an alchemist, you gain the following class features  

Hit Points

Hit Dice: 1d6 per alchemist level   Hit Points at 1st Level: 12 + your Constitution modifier   Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per alchemist level after 1st  

Proficiencies

Armor: Light armor   Weapons: Simple weapons, blowguns   Tools: Alchemist's supplies, herbalism kit   Saving Throws: Dexterity, Intelligence   Skills: Choose three from Arcana, History, Insight, Medicine, Nature, Perception, Sleight of Hand, and Survival  

Starting Equipment

You start with the following equipment, in addition tothe equipment granted to you by your background:   • (a) a light crossbow and 20 bolts or (b) any simple weapon   • (a) an explorer’s pack or (b) a scholar’s pack   • Alchemist’s supplies and (a) a vial of acid, (b) a vial of alchemist’s fire, or (c) a vial of basic poison   • Leather armor and a dagger    

Alchemy Practice

At 1st level you gain the Novice rank in the Alchemy Practice. Your rank will increase with your proficency bonus, reaching Apprentice rank at 5th level, Expert at 9th, Artisan at 13th, and Master at 17th level. If your rank is already equal to or greater than the rank given to you by this ability, this feature has no effect on you.   Additionally, you gain access to all Specilazations under the Alchemy Practice.  

Natural Philosopher

You have learned many things about alchemy during your studies. Starting at 1st level, you can add half your proficiency bonus, rounded up, to any ability check you make to identify herbs, potions, poisons, or other alchemical substances. This bonus stacks with your normal proficiency bonus, if you would add that already.  

Bombs

At 2nd level, you can create volatile alchemical bombs using your alchemist’s supplies. The Alchemist's Best Friend recipe is added to your Recipe Book.   Additionally, the bomb's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).  

Bomb Formula

By 2nd level, your research has granted you insight into new alchemical formulations for your bombs. Select three bomb formulae from the Bomb Formulae section. Once per turn, when you take the Catalyze bonus action to create a bomb you can apply a formula to it. When you gain certain levels in this class, you learn additional formulae of your choice, as shown in the Bomb Formulae Known column of the Alchemist table. Additionally, when you gain a level in this class, you can choose one of the formulae you know and replace it with another formula.  

Field of Study

While all alchemists share a common knowledge base, most alchemists specialize into a particular field of study. When you reach 2nd level, you select your field of study, which grants you features at 2nd, 6th, 10th, and 18th level. A formula granted by your field of study does not count against the total number of formulae you know.  

Reagent

Starting at 3rd level, you have a collection of powerful alchemical reagents, represented by a pool of reagent dice, that you can spend to brew potions or magnify the power of your explosives.  

Reagent Dice

You start with three reagent dice, which are d8s, and you gain additional reagent dice as you gain levels in this class, as shown in the Reagent Dice column of the Alchemist table. You regain all expended reagent dice when you finish a long rest. When you take the Use an Object action to prime and throw a bomb, you can expend a number of reagent dice up to your proficiency modifier and add the dice to the bomb’s damage roll. Any alchemical creations that you create with reagent die are added to your recipe book.  

Brewing Potions

You can spend 10 minutes and expend any number of reagent dice to brew potions. These potions retain potency for 24 hours, after which they become inert. The number of reagent dice and the alchemist level required to brew a potion are given on the Potions table:  
 

Discoveries

In the course of your research, you have made a number of Discoveries regarding the nature of alchemy. At 4th level, you gain two discoveries of your choice. When you gain certain alchemist levels, you gain additional discoveries of your choice, as shown in the Discoveries Known column of the Alchemist table. Additionally, when you learn a new discovery, 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. Alternatively, as an alchemist, when you gain an ability score improvement, you can instead choose to learn a new Discovery for which you meet the prerequisites.