User:Ipsum/5e Alchemist

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Alchemist[edit]

Class Features

As a Alchemist you gain the following class features.

Hit Points

Hit Dice: 1d8 per Alchemist level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Alchemist level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons, Blowguns, Hand Crossbows.
Tools: Alchemy Supplies
Saving Throws: Constitution, Intelligence
Skills: Choose 3 from Acrobatics, Arcana, Insight, Investigation, Medicine, Nature, Perception, Persuasion, Sleight of Hand, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) any simple weapon or (b) a light crossbow and 20 bolts
  • (a) a Dungeoneer's Pack or (b) an Explorer's Pack
  • Alchemy supplies, leather armor, and a dagger
  • If you are using starting wealth, you have 4d4 x 10gp in funds.

Table: The Alchemist

Level Proficiency
Bonus
Features Philosoper's Stones —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Alchemist's Satchel, Alchemical Formula
2nd +2 Create Philosopher's Stone 1 2
3rd +2 Inscribe Lesser Rune Circle, Harness Power 2 3
4th +2 Ability Score Improvement 2 3
5th +3 3 4 2
6th +3 3 4 2
7th +3 Inscribe Greater Rune Circle, Improved Weapon Handling 4 4 3
8th +3 Ability Score Improvement 4 4 3
9th +4 Infuse Power 5 4 3 2
10th +4 5 4 3 2
11th +4 6 4 3 3
12th +4 Ability Score Improvement 6 4 3 3
13th +5 Infuse Power 7 4 3 3 1
14th +5 7 4 3 3 1
15th +5 Inscribe Exalted Rune Circle, Swift Alchemy 8 4 3 3 2
16th +5 Ability Score Improvement 8 4 3 3 2
17th +6 Infuse Power 9 4 3 3 3 1
18th +6 9 4 3 3 3 1
19th +6 Ability Score Improvement 10 4 3 3 3 2
20th +6 10 4 3 3 3 2

Alchemist's Satchel[edit]

At 1st level, you craft an Alchemist’s Satchel, a bag of reagents that you use to create a variety of concoctions. The bag and its contents are both magical, and this magic allows you to pull out exactly the right materials you need for your Alchemical Formula options, described below. After you use one of those options, the bag reclaims the materials.

If you lose this satchel, you can create a new one over the course of three days of work (eight hours each day) by expending 100 gp worth of leather, glass, and other raw materials.

Alchemical Formula[edit]

At 1st level, you learn three Alchemical Formula options: Alchemical Acid, Alchemical Fire, and one other option of your choice. You learn an additional formula of your choice at 3rd, 9th, 14th, and 17th levels.

To use any of these options, your Alchemist’s Satchel must be within reach.

If an Alchemical Formula option requires a saving throw, the DC is 8 + your proficiency bonus + your Intelligence modifier.

Alchemical Acid. As an action, you can reach into your Alchemist’s Satchel, pull out a vial of acid, and hurl the vial at a creature or object within 30 feet of you (the vial and its contents disappear if you don’t hurl the vial by the end of the current turn). The vial shatters on impact. A creature must succeed on a Dexterity saving throw or take 1d6 acid damage. An object automatically takes that damage, and the damage is maximized. This formula’s damage increases by 1d6 when you reach certain levels in this class: 3rd level (2d6), 5th level (3d6), 7th level (4d6), 9th level (5d6), 11th level (6d6), 13th level (7d6), 15th level (8d6), 17th level (9d6), and 19th level (10d6).

Alchemical Fire. As an action, you can reach into your Alchemist’s Satchel, pull out a vial of volatile liquid, and hurl the vial at a creature, object, or surface within 30 feet of you (the vial and its contents disappear if you don’t hurl the vial by the end of the current turn). On impact, the vial detonates in a 5-foot radius. Any creature in that area must succeed on a Dexterity saving throw or take 1d6 fire damage. This formula’s damage increases by 1d6 when you reach certain levels in this class: 4th level (2d6), 7th level (3d6), 10th level (4d6), 13th level (5d6), 16th level (6d6), and 19th level (7d6).

Healing Draught. As an action, you can reach into your Alchemist’s Satchel and pull out a vial of healing liquid. A creature can drink it as an action to regain 1d8 hit points. The vial then disappears. Once a creature regains hit points from this alchemical formula, the creature can’t do so again until it finishes a long rest. If not used, the vial and its contents disappear after 1 hour. While the vial exists, you can’t use this formula. This formula’s healing increases by 1d8 when you reach certain levels in this class: 3rd level (2d8), 5th level (3d8), 7th level (4d8), 9th level (5d8), 11th level (6d8), 13th level (7d8), 15th level (8d8), 17th level (9d8), and 19th level (10d8).

Smoke Stick. As an action, you can reach into your Alchemist’s Satchel and pull out a stick that produces a thick plume of smoke. You can hold on to the stick or throw it to a point up to 30 feet away as part of the action used to produce it. The area in a 10-foot radius around the stick is filled with thick smoke that blocks vision, including darkvision. The stick and smoke persist for 1 minute and then disappear. After using this formula, you can’t do so again for 1 minute.

Swift Step Draught. As a bonus action, you can reach into your Alchemist’s Satchel and pull out a vial filled with a bubbling, brown liquid. As an action, a creature can drink it. Doing so increases the creature’s speed by 20 feet for 1 minute, and the vial disappears. If not used, the vial and its contents disappear after 1 minute. After using this formula, you can’t do so again for 1 minute.

Tanglefoot Bag. As an action, you can reach into your Alchemist’s Satchel and pull out a bag filled with writhing, sticky black tar and hurl it at a point on the ground within 30 feet of you (the bag and its contents disappear if you don’t hurl the bag by the end of the current turn). The bag bursts on impact and covers the ground in a 5-foot radius with sticky goo. That area becomes difficult terrain for 1 minute, and any creature that starts its turn on the ground in that area has its speed halved for that turn. After using this formula, you can’t do so again for 1 minute.

Thunderstone. As an action, you can reach into your Alchemist’s Satchel and pull out a crystalline shard and hurl it at a creature, object, or surface within 30 feet of you (the shard disappears if you don’t hurl it by the end of the current turn). The shard shatters on impact with a blast of concussive energy. Each creature within 10 feet of the point of impact must succeed on a Constitution saving throw or be knocked prone and pushed 10 feet away from that point.

Create Philosopher's Stone[edit]

As an alchemist you have discovered the secret to making the fabled Philosopher's stone. You may expend spell slots to imbue a Philosopher's stone with one or more spell effects. A Philosoper's stone may be crushed as a bonus action to release the stored spell effects. The stone is destroyed on use. It takes 10 minutes to prepare a Philosopher's stone and 6 hours for it to ferment before it can be used. A Philosopher's stone loses potency 8 hours after fermentation is complete. You regain all alchemical points after a long rest is completed.

An alchemist may learn any spell from the wizard or cleric spellbook and use it this way.

Anyone may use a Philosopher's Stone as if they were the Alchemist as long as the stone remains potent. Stones held by others still count towards the alchemist's daily limit.

Intelligence is your spellcasting ability for your Philosopher's Stones. You use your Intelligence whenever a spell or feature refers to your spellcasting modifier.

In addition, you use your Intelligence modifier and proficiency bonus for the spell save DC of an Philosopher's Stone you use unless explicitly stated.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier. Spellcasting modifier = your proficiency bonus + your Intelligence modifier.

Inscribe Lesser Rune Circle[edit]

Beginning at the 3rd level, you may crave alchemical runes into the ground to grant you and your allies powerful effects. 5 ft radius, 1 action. Grants effect to any friendly creature touching circle for 1 round. The duration of the circle depends on the time and care spent inscribing it. Each use of the circle consumes 1 charge.

1 Action = 1 minute duration 1 minute = 10 minute duration 10 minutes = 1 hour duration

Runes of Resistance

Gain resistance to element of [ACID|COLD|FIRE|POISON|LIGHTNING] type. 6 Charges. You may consume 1 charge as a reaction or bonus to give all hostile creatures in the Circle vulnerability to chosen element for next attack.

Runes of Minor Power

Each time you make a successful weapon attack, deal an additional 1d4 damage of [ACID|COLD|FIRE|POISON|LIGHTNING] element. 6 Charges. You may consume 1 charge as a reaction or bonus to inflict 1d6 damage of chosen element on all hostile creatures in the Circle.

Runes of the Recklessness

Gain advantage on next attack roll. 5 Charges. You may consume 1 charge as a reaction to give all hostile creatures in the Circle disadvantage on next attack roll. ??? too strong???

Runes of Evasion

Gain +1 AC. 6 Charges. You may consume 1 charge as a reaction or bonus to give all hostile creatures in the Circle -1 AC.

Runes of Warding

Gain resistance to all weapon damage. 3 Charges.

Runes of Alacrity

You gain 10ft of additional movement speed. 6 charges. You may consume 1 charge as a reaction to turn the Circle into difficult terrain for all hostile creatures.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Inscribe Greater Rune Circle[edit]

At 7th level

Runes of Immunity

Gain immunity to chosen elemental damage type. 2 Charges.

Runes of Piercing

Enemies gain disadvantage on saving throws against the next spell you cast. 2 charges. You may consume 1 charge as a reaction to give all hostile creatures in the Circle vulnerability to piercing damage.

Runes of Inspiration

Once this round, you may add an additional d10 to an attack roll, saving throw, or ability check. 2 charges. You may consume 1 charge when an hostile creature makes an attack roll or saving throw inside this circle. The creature must reroll the result.

Inscribe Exalted Rune Circle[edit]

At 15th level

teleport to any other circle
+4 to stat
cast free action
life steal

Harness Power[edit]

Alchemist Level times per short rest you may siphon the power of a nearby Lesser Rune Circle and apply the effect to yourself as a bonus action. This ability consumes no charges from the Rune Circle.

Improved Weapon Handling[edit]

At 7th level, gain the ability to inscribe a rune circle when use an action to make a weapon attack.

Swift Alchemy[edit]

At 15th level, gain the ability to throw an additional alchemical formula or inscribe a rune circle when you spend an action to throw an alchemical formula or inscribe a rune circle.

Infuse Power[edit]

At the 9th level and again at the 13th and 17th levels, you gain the ability to increase the radius of an existing Rune Circle by 5 ft once per long rest.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Alchemist class, you must meet these prerequisites: Constitution 13 and Intelligence 13

Proficiencies. When you multiclass into the Alchemist class, you gain the following proficiencies: Alchemy Supplies

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