Alchemist 2

Class GroupWizard
Ability Score RequirementsIntelligence 15
Dexterity 14
Prime RequisiteIntelligence
Races Allowed

Humanoids

Alignments AllowedAny
The AlchemistSpellSlotsperSpellLevel
LevelXP NeededHit Dice (d4)THAC0/BAB123456789
10120/+01+11
23,000220/+02+11
36,000320/+02+111+11
412,000419/+13+112+11
524,000519/+14+112+111+11
648,000619/+14+112+112+11
772,000718/+24+113+112+111+11
8105,000818/+24+113+113+112+11
9160,000918/+24+113+113+112+111+11
10285,0009+117/+34+114+113+112+112+11
11425,0009+217/+34+114+114+113+113+11
12850,0009+317/+34+114+114+114+114+111+11
131,235,0009+416/+45+115+115+114+114+112+11
141,610,0009+516/+45+115+115+114+114+112+111+11
151,985,0009+616/+45+115+115+115+115+112+111+11
162,370,0009+715/+55+115+115+115+115+113+112+111+11
172,755,0009+815/+55+115+115+115+115+113+113+112+11
183,140,0009+915/+55+115+115+115+115+113+113+112+111+11
193,525,0009+1014/+65+115+115+115+115+113+113+113+111+11
203,910,0009+1114/+65+115+115+115+115+114+113+113+112+11
1This bonus spell slot can only be used to prepare a spell of the school of Alchemy. If the alchemist does not have regular access to a working laboratory, they do not gain this bonus spell slot.

Class Features

Hit Points

Hit Dice (Levels 1-9): 1d4 + HP Adjustment per level
Hit Dice (Levels 10+): +1 HP per level

Starting Equipment

Start with a spellbook and (1d4+1) x 10 gp to purchase starting equipment with. Can keep left over money.
Using the Alternate Starting Wealth house rule, the alchemist can instead begin play with a spellbook and 30 gp or the following pre-selected equipment:

Combat Proficiency

  • Cannot wear armor and cast spells at the same time.
  • Allowed to use daggers, quarterstaves, darts, knives, slings and light crossbows.

Proficiencies

Non-Weapon Proficiencies

  • Starts with 4 Non-Weapon Proficiencies.
  • Gains a Non-Weapon Proficiency every multiuple of 3 levels (level 3, 6, 9, 12, 15, 18).
  • Can choose a Non-Weapon Proficiency at normal cost in the General and Wizard categories.
  • Can choose a Non-Weapon Proficiency at +1 cost from any other category.

Weapon Proficiencies

  • Starts at Level 1 with 1 Weapon Proficiency Slot
    • -5 Penalty to hit with weapons without proficiency.
  • Gains a Weapon Proficiency Slot every multiple of 6 levels (level 6, 12, 18).

Spellbook

Restricted Schools

Alchemists cannot learn spells from the schools of Illusion or Necromancy unless that spell is also from the school of Alchemy.

Learn Spells Roll

The learn spell roll can be found by looking up the Intelligence Ability Score table.

Starting Spells

There are multiple rules for how to obtain your starting spells, and your GM will choose which option you will be using.
Guaranteed Versatility
  • At 1st-level the spell book contains 5 spells.
    • 1 of the starting spells must be read magic
    • The alchemist then gains one offensive, one defensive, and one other spell. The final spell is a randomly chosen spell from the school of Alchemy.
    • The alchemist need not make a Learn Spells roll for any of these spells as they are assumed to have learned them over the course of their long apprenticeship.
Fast Learner
  • At 1st-level the spell book contains 3d4 1st-level spells.
    • 2 of the starting spells must be read magic and detect magic.
    • The rest of the starting spells can be chosen from universal magic spells (1st-level spells only) without making a learn spells roll. Or make learn spells rolls for non-universal magic spells. The Alchemist can also choose one spell from the school of Alchemy (1st-level spells only) without making a learn spells roll.
    • The GM may assign you spells instead to start with.
Spells of Choice
  • At 1st-level, the alchemist chooses 1st-level spells they wish to gain and must roll learn spells checks for each spell, stopping when all 1st-level spells have been exhausted or when the alchemist has learned their maximum number of spells.
    • No spells are guaranteed using this method, and there is a chance that the alchemist starts with 0 spells, having to resort to finding spells through other means and fighting with weapons until that point.

Learning New Spells

  • Can only learn spells of a level for which you have spell slots.
  • Can learn a spell from another's spell book with a learn spells roll.
  • Gain 1 spell when leveling up. This spell must be from the school of Alchemy, and must be approved by the DM.
  • The maximum number of spells you can learn per level can be found by looking up the Intelligence Ability Score table.

Casting Spells

  • A wizard cannot just cast any spell they have learned. They must memorize these spells into appropriate spell slots ahead of time.
  • The wizard can only cast spells that they have memorized. The wizard cannot cast that spell again once cast, until they return to their spell book and memorizes it again.
  • A wizard cannot choose to forget a memorized spell to replace it with another one. They can, however, cast a spell just to cleanse his mind for another spell.

Special Features

  • +15% Spell Learning Chance when learning Alchemy Spells.
  • -15% chance when learning spells from other schools.
  • Learns one Alchemy Spell at level up.
  • Cannot Learn Illusion or Necromancy spells.
  • Spells of the school of alchemy are considered to have no verbal component when cast by an alchemist.

Alchemist's Laboratory

The alchemist must maintain a well-equipped laboratory and workshop. A 1st-level alchemist begins play with a suitable facility in their base of operations unless inapplicable, as decided by the DM. Building a new laboratory costs at least 1,000 gp per character level, and existing laboratories cost 50 gp per level to maintain each month.   An alchemist without a laboratory loses access to the bonus spell provided by specialization and can't conduct research, make potions, or add new spells to their spell book.

Creating Potions

At 6th level, the alchemist gains the ability to create potions. This is a special chemical process that doesn't involve magical materials or processes, but it tends to be longer and more tedious than normal potion brewing.   First, the character must research the potion's formula, just like conducting spell research; consider the potion's level to be equal to its experience point (XP) value divided by 100 (250 XP potion = 3rd level; 500 XP potion = 5th level).   It takes two weeks per potion level to research the formula, at a cost of 500 gp per potion level.   The alchemist must roll learn spells to find out if they learned the spell before they can be considered successful in their research.   The maximum number of potion formulae they can know is limited by the maximum number of spells per level score that is determined by their Intelligence (see Table 4: Intelligence in the PHB). A character with an Intelligence of 15, for example, can know up to 11 potion formulae.   Once a character has successfully researched a potion's formula, they can produce one dose by investing 3d6 x 100 gp in materials and spending one uninterrupted week in their laboratory. Again, they must pass the learn spells check to see if they followed the directions correctly, with a +1% bonus per character level.   While the alchemist doesn't have to adventure to acquire rare or unusual materials for potions, they may still have to take time to make arrangements for special requirements, such as the delivery of unusual chemicals or glassware.

Saving Throws

Experience LevelParalyzation, Poison, or Death MagicRod, Staff, or WandPetrification or Polymorph1Breath Weapon2Spell3
1-51411131512
6-10139111310
11-151179118
16-20105796
21+83574
1Excluding polymorph wand attacks.
2Excluding those that cause petrification or polymorph.
3Excluding those for which another saving throw type is specified, such as death, petrification, polymorph, etc.

Alchemist Spells


1st-Level


2nd-Level


3rd-Level


4th-Level


5th-Level


6th-Level


7th-Level


8th-Level


9th-Level

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