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Alchemist (W.I.P.)

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)
LevelPBAbilities
1+2
2+2
3+2Alchemical Studying
4+2Ability Score Improvement
5+3

Created by

KylerRen7.

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