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Alchemist

Lightly armored users of magic and science, Alchemists have devoted their lives to studying the workings of the world around them and combining magic with their scientific pursuits to create and discover new laws and forms of matter. Alchemists know the workings of the world around them well, and often come from educated backgrounds. They often find themselves seeking something- whether it is discovering new spells and compounds, to creating the fabled lapis philosophorum- Alchemists have a strong drive and will often do whatever they can to further their research. Whether this means finding employ under a willing employer, becoming a court's alchemist, or going off into the world of adventure and peril to earn a living using their skills.

Alchemist


Hit Points

Hit Dice: d6 per Alchemist level
Hit Points at first Level: 5 + Your Constituion modifier
Hit Points at Higher Levels: 1d6 + Your Constituion modifier (or 4 HP) per level

Proficiences

Armor: Light Armor
Weapons: Simple Melee Weapons, Simple Ranged Weapons, Shortswords, Tridents, Blowgusn, Nets
Tools: Alchemist's supplies, Calligrapher's supplies, Herbalism Kit, Glassblower's tools, Potter's tools, and Poisoner's kit
Saving Throws: Intelligence, Wisdom
Skills: Pick three from Arcana, History, Insight, Investigation, Medicine, Nature, Perception, Persuasion, Religion, and Sleight of Hand.

Overview & Creation

A master of chemistry and magic, combining the two to seek out answers to questions you have about the world and its functions. With a vast knowledge of potions, chemical compounds, and transmutation; you alter the physical world around you to fuel your progress towards your goals. Whether that may be beneficial or not to others is up to your choices comes down to you and your actions, but what you do know that they will always aid you as you command the science of magic and chemistry.   Many Alchemists seek out the mysterious substance known as the Philosopher's Stone, which is said to grant almost godlike alchemical power to its   While others seek out the mysteries of the universe and what forms it, seeking out the answers to many questions such as why does it all exist. And still others just wish to advance the scientific fields they devote themselves to. Whatever it is that drives them, alchemists always are able to back themselves with strong magics and chemical brews.


Class Features

Spellcasting
As an Alchemist, you combine magic with the power of science to create magical effects to alter your world to your will. From transmutation, to magical and chemical reactions, to cantrips that aid your studies. Your magic spells let you continue your studies into the mysteries of the world in search of your goals. See the Dungeons and Dragons 5e Spells Rules for the general rules of spellcasting.   Cantrips You know two cantrips of your choice from the Alchemist spell list. You learn additional Alchemist cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Alchemist table.   Spell Slots As a Alchemist, you start with four spells known; 2 Cantrips and 2 Spells of 1st Level. See the Alchemist table below to see how many spells you may know and gain each level.   Spellcasting Ability Your spellcasting ability is determined by your Intelligence because of your devotion to studying and learning your art. Everything you have learned an alchemist comes into play when you create potions, poisons, or chemical compounds, and the same applies in how you cast your spells. Additionally, you use your Intelligence modifier for saving throw DCs of spells you cast and attack with.   Spell save DC = 8 + your proficiency bonus + your Intelligence modifier   Spell attack modifier = your proficiency bonus + your Intelligence modifier   Ritual Casting You are able to cast any Alchemist spells you know marked with the Ritual tag as a ritual.   Spellcasting Focus You are able to use an Alchemical focus (see the Alchemical focus table above) as a spellcasting focus for your Alchemist spells.   Alchemical Experimentation


Starting Equipment

You start out with the following equipment, on top of any gear granted by your background:

  • (a) a shortsword or (b) one simple melee weapon of your choice
  • (a) a blowgun with 25 needles in a pouch or (b) a shortbow with 25 arrows and a quiver
  • (a) a component pouch or (b) an alchemical focus (see Alchemical Focus table below)
  • (a) a diplomat’s pack or (b) a scholar’s pack
  • (a) 3 vials of alchemist's fire (b) 3 basic poisons (c) 3 vials of acid (d) , or (e) 1 antitoxin and 1 potion of healing
  • Leather armor and Alchemist's supplies

Alchemical Focuses

Item Description Cost Weight
Amorphous Stone A stone that is both solid and malleable, akin to clay but always changing without assistance. 1gp -
Engraved Crystal A crystalline mineral or metal with alchemical symbols engraved into its surface. 5 gp -
Show Globe A small, portable, teardrop-shaped glass vessel braced with metal, hanging from a handle that it is attached to by three chains. It contains a colorful, sweet smelling liquid. 2 gp 1 lb.
Signet Ring A metal ring with a carved semiprecious stone embedded in the metal. The ring and stone are both engraved with alchemical symbols. 3 gp -

 


LevelProficiency BonusFeaturesCantrips1st2nd3rd4th5th6th7th8th9th
1+2Spellcasting, Bardic Inspiration (d6)C---------
2+2Jack of All Trades, Song of Rest (d6)C---------
3+2Bard College, ExpertiseC---------
4+2Ability Score Improvement or FeattC---------
5+2Bardic Inspiration (d8), Font of InspirationC---------
6+2Countercharm, Bard College FeatureC---------
7+2-C---------
8+2Ability Score Improvement or FeatC---------
9+2Song of Rest (d8)C---------
10+2Bardic Inspiration (d10), Expertise, Magical SecretsC---------
11+2-C---------
12+2Ability Score ImprovementC---------
13+2Song of Rest (d10)C---------
14+2Magical Secrets, Bard College FeatureC---------
15+2Bardic Inspiration (d12)C---------
16+2Ability Score Improvement or FeatC---------
17+2Song of Rest (d12)C---------
18+2Magical SecretsC---------
19+2Ability Score Improvement or FeatC---------
20+2Superior InspirationC---------

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