An inventor of nature, using the materials of the natural world to brew creations of immense power and unique ability.
Quick Build:
You can make an Alchemist quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->
hit dice:
1d8
hit points at 1st level:
8 + your Constitution modifier
hit points at higher levels:
1d8 (or 6) + your Constitution modifier
armor proficiencies:
Light armor
weapon proficiencies:
Simple Weapons, Blowguns
tools:
Alchemist's Supplies, Herbalism Kit
saving throws:
Constitution, Intelligence
skills:
Choose two from Arcana, Investigation, Medicine, Nature, Perception, Sleight of Hand, Survival
starting equipment:
- (a) a light crossbow and 20 bolts or (b) a blowgun and 50 needles
- Any simple weapon
- (a) a demolitioner’s pack, (b) a dungeoneer’s pack, or (c) a mediciner’s pack
- Leather Armor, Alchemist’s Supplies, and 3 Flasks
spellcasting:
class features:
Alchemical Studying: At 3rd level you gain an Alchemical Study. You gain features based on which study you have chosen and get to pick another study or improve a known study at later levels.
subclass options:
Study of Amalgamations (Amalgamator)
Study of The Plague (Plague Doctor)
Study of Enchanting (Enchantor)
Study of Hemo-Alchemy (Blood Alchemist)
Study of Apothecary (Apothecarist)
Level | PB | Abilities |
---|
1 | +2 | |
2 | +2 | |
3 | +2 | Alchemical Studying |
4 | +2 | Ability Score Improvement |
5 | +3 | |