The willowy elf taps at her glowing syringe until a bead of green goo slides out from the needle. One injection, and her patient's flesh and bone knits itself back to life.
A cackling man in a lab coat guzzles down a fizzling cocktail of smoking fluids, his muscles exploding through his labcoat in densely packed sinew that he uses to maul his enemies into a paste.
Tucked beneath the barricade, a short man shakes up a flask of fluid until it bubbles and glows red hot, before tossing the bottle to release an explosion of shrapnel and flame.
These are Alchemists; avid inventors, poisoners, and creators of potent potions that can be used to cure, poison, or maim. Alchemy is a process in which one takes the raw, fundamental make-up of objects found within the world before breaking it down to base components, reassembling it back into a raw extract that can be used to the Alchemist's benefit.
hit dice:
1d6
hit points at 1st level:
6+your Constitution Modifier
hit points at higher levels:
1d6(Or 4)+your Constitution Modifier per alchemist level.
armor proficiencies:
None
weapon proficiencies:
Daggers, Darts, Crossbows, Shortswords
tools:
Alchemist's Supplies
saving throws:
Constitution, Intelligence
skills:
Choose three from: Sleight of Hand, Arcana, History, Investigation, Nature, Insight, Medicine, Perception,
starting equipment:
(a) Any simple weapon or (b) a shortsword
(a) Any simple weapon or (b) A light crossbow and 20 bolts.
(a) A Scholar's pack or (b) An explorer's pack.
Alchemist's Supplies, Formula Book
spellcasting:
Alchemy
Alchemy is the creation and manufacturing of potions; they are the world's essence distilled in its purest form, and can be used to replicate magical effects. You have a collection of Reagents that you may combine together to create a magical effect, distilled into what's called an Elixir.
Alchemists use a Elixir modifier when determining the DC Of their spells, as well as an Elixir attack modifier.
Elixir Save DC: 8+(Intelligence Modifier)+(Proficiency Modifier)
Elixir Attack Mod: (Intelligence Modifier)+(Proficiency Modifier)
Reagents
Alchemists have a collection of different reagents that they may utilise in order to manufacture usable elixirs. Most reagents are simple enough to gather without the hassle of spending gold; these reagents are called basic reagents, and are restocked whenever you finish your long rest. You have an amount of basic reagents depending on your Alchemist level; consult the table.
Basic reagents may substitute any reagent that doesn't have a GP cost associated with it. Additionally, purchasable or gathered reagents do not count towards your basic reagents and may be used separately to brew a usable elixir.
Formulae & Experimentation
You have a grimoire that contains alchemical formulae. A formulae is a known elixir that you may craft without any difficulty, so long as you have the necessary reagents. You know the formula of three basic elixirs, and learn one more each time you gain an Alchemist level. You may copy other alchemist formulaes into your book, however, in doing so, you experiment with the required reagents necessary to craft that potion. These reagents are all consumed in the creation of the end product, creating the elixir in question.
Alternatively, you may attempt to experiment and manufacture your own formulae. Experimentation is a dangerous and arduous process, and requires a lot of trial and error in order to make a workable potion.
Whenever you experiment, you combine a mix of reagents that you have together to attempt manufacturing a potion. Roll a check using your Alchemist Supplies whenever you attempt to experimentally create an elixir; the quality of the elixir also adds to this DC.
The DC Is equal to: 8+Difficulty of combined reagents+Quality Modifier
On a failure, the experimentation wastes your reagents at best, or ends in catastrophe at worse. Most reagents will have 'backlash' effects that will cause issues after experimentation. Such is the fickle, dangerous nature of Alchemy.
On a success, you brew a successful elixir, and may record the formula into your book.
Using the same reagent to create or modify an elixir that already uses that reagent will not add any additional benefits, unless otherwise specified.
Elixirs
Elixirs are the creations of an Alchemist. They're also referred to as potions. Due to the time it takes to properly create them, Elixirs may only be brewed during a short or long rest unless otherwise specified.
Elixirs may be used by other creatures; such usage typically requires a skilled hand to apply efficiently. Whenever an Elixir is used by another creature, they use their intelligence modifier when determining the DC and Attack Modifier of the Elixir, but do not add the proficiency bonus unless they have proficiency with Alchemist Supplies.
Elixirs all have a quality modifier that determines the strength of the crafted elixir's effect. The table below determines quality and their modifiers.
Elixirs require a very special process in order to maintain their functionality; one that is not possible for an alchemist living their lives on the road. This causes all of your crafted Elixirs to go inert during your next long rest. Elixirs that require 50 or more GP to manufacture have an expanded shelf life, detailed on the elixir.
Elixirs may be crafted from known, popular formulas, or customised through a mixture of reagents. Reagents crafted together to make an experimental elixir combines their effects accordingly for a unique Elixir at the DM's discretion.
Elixir Quality | Difficulty Modifier |
Minor |
-2 |
Average |
0 |
Greater |
+2 |
Superior |
+4 |
Grand |
+6 |
Tinctures
You know how to craft tinctures; special, miniscule potions that are made from cheap enough ingredients to be made on the fly. You know the recipe behind an amount of tinctures depending on your Alchemist level. Tinctures are only effective in the hands of an alchemist.
class features:
subclass options: