
You have worked the chemical, elemental, and magical crafts under the careful watch of a master alchemist. During your assistance you have studied the ways of bringing the very essences out of substances in order to improve, combine, and alter their natures into something more extraordinary, more useful, or at least more interesting. You were unable to complete your apprenticeship, and so do not have the advanced learning and skills necessary to function as a master alchemist, but you have prowess as a mixologist far above most.
- Skill Proficiencies: Medicine, Nature
- Tool Proficiencies: Alchemist's supplies
- Equipment: Alchemist's supplies
Either because you have spent most of your efforts performing the same work or you have a special favor or insight for the chosen specialty, you gain your proficiency bonus on daily checks (see Eureka!) in your specialty.
d10 | Alchemical Specialty |
---|---|
1 | Curatives. Your specialty is with substances that restore hit points. |
2 | Physical Enhancement. Your specialty is with substances that improve the body, such as Potions of Strength, Dexterity, and Constitution. |
3 | Mental Proclivity. Your specialty is with substances that enhance the mind, such as Potions of Intellect, Wisdom, and Charisma or Potions of Clairvoyance. |
4 | Poison Master. Your specialty is with poisons of all kinds. |
5 | Elementalist. Your specialty is with substances that provide or enhance elemental effects, such as Potions of Fire Breath, Frost Breath, Aqueous Form or Gaseous Form. |
6 | Abjurist. Your specialty is with substances that provide protection, such as Potions of Resistance and Invulnerability. |
7 | Master of Oils. Your specialty is with oily substances, such as Oil of Sharpness, Willowshade Oil, or slow-burning oil. |
8 | Dust Master. Your specialty is with dusts, such as Dust of Disappearance or Dust of Dryness. |
9 | Medicine Man. You are specialized at creating drugs. |
10 | Fabricator. You have specialized in making simple wondrous items based on chemical, elemental, and magical functions, such as driftglobes, Nolzur’s marvelous pigments, Sovereign glue or an Alchemy Jug. |
In order to attempt a breakthrough, you have to have a an alchemical recipe, a compound to start with, and/or parts, pieces, and fluids closely-related to what you are trying to achieve. No matter which, you need a fully stocked laboratory and at least 1 day per rarity level (Common = 1, Uncommon = 2, etc.) plus 1 day per spell level upon which the resulting compound is based. Each day requires raw materials costing 5gp, at least 8 hours of work, and an alchemical check with a DC equal to 10 + the day into the project using the better of your Medicine or Nature modifiers. Each success counts as progress towards your goal. On a failure, that entire day's work is unusable, wasting both time and money, but does not increase the DC day. If at any point; however, you have more failed days than successful ones, the entire project utterly fails, cannot be continued, and becomes useless. If the project ultimately proves successful, you produce one of the following results:
Duplication. You successfully copy a known compound, such as a potion, poison, dust or similar substance, providing enough for one use.
Enhancement. You successfully improve an existing compound, such as a Potion of Cure Wounds, increasing its efficacy one level, in this example to a Potion of Greater Cure Wounds. If level increase of the substance does not make any difference to the function of the substance, then you cannot choose this result.
Creation. You successfully create a known compound, such as a potion, poison, dust or similar substance, providing enough for one use. This substance is one of the lowest quality of its line, such as a Potion of Cure Wounds or a Potion of Hill Giant Strength.
Antidote. You successfully create an antidote for a specific poison, providing enough for one use. This cannot cure diseases, only poisons.
Medicine. This is one of the most difficult results to achieve. If you are working toward this goal, you must either have the assistance of a cleric or paladin or pass each daily check with a +2 on the DC. If you successfully create a medicine, you provide enough for one use (if a magical compound or instant cure for a disease) or 4d4+10 uses (if non-magical and doesn't instantly cure disease). This result might be Keoghtom’s ointment, an analgesic, antibiotic, antidepressant, antihistamine, cough syrup, diarrhea remedy, sedative, or other drug of similar level of function.
Spell List
Certain spells are invaluable to an alchemist and those that possess the magical background necessary will definitely make good use of them.
Spell Level | Spells |
---|---|
Cantrip | fire bolt, mage hand, produce flame, ray of frost |
1st | grease, identify |
Suggested Characteristics
Alchemists are well known for their hard work and obsessive nature. Even non-adventuring alchemists prefer time in their lab instead of time with other people. They value accomplishment and knowledge above almost all else, and are vulnerable to blurring the lines of morality if it means furthering their craft.
d6 | Personality Trait |
---|---|
1 | I brag about my abilities constantly. |
2 | I always have to have the answer, even if I have to make it up. |
3 | I would much rather exercise my mind than my body. |
4 | I'm always trying to find a way to make things more efficient. |
5 | I only adventure in order to find exotic substances for my creations. |
6 | I'm always looking for a good source of information, raw materials, or laboratory supplies that will be of use to me. |
d4 | Ideal |
---|---|
1 | Focus above All. Emotions must be suppressed in order to understand to the fullest. (Lawful) |
2 | The Greater Good. Everything must be done to promote the best life for everyone. (Good) |
3 | Only Through Power. It is only by might and power that the greatest things may be achieved, so it is for this and this only one must strive. (Evil) |
4 | Just Do It. One cannot just stand idly by when it is clear something must be done. Do something, even if it is not easy, prudent, nor even, eventually, found to be the right thing to do. (Chaotic) |
d4 | Flaw |
---|---|
1 | I'm such a perfectionist I sometimes choose to fail because I know I cannot finish it perfectly. |
2 | When I make a mistake, it's usually a big one. |
3 | I take twice as long to do everything because I'm so focused on the details. |
4 | I do not react well to others being critical of my work. |
You have studied the ways and means of collapsing, shaping, and containing multi-dimensional objects to the exclusion of all other sciences. With this knowledge and your magical abilities (you must be able to cast at least 3rd level spells to attempt your feature below), you are able to perceive and create objects that others only wonder after.
Given a fully stocked laboratory and at least 3 days per rarity level (Common = 3, Uncommon = 6, etc.) plus 1 day per spell level upon which the resulting object is based, you may attempt to create various trans-dimensional wondrous items. Each day requires raw materials costing 5gp and at least 8 hours of work. Every three days plus the final day requires an alchemical check with a DC equal to the item's base (see item list below) + 2 times the rarity of the item being attempted using your spellcasting ability modifier. Each success counts as progress towards your goal. On a failure, the last three day's are lost and unusable, wasting both time and money. If at any point, you have more failed attempts than successful ones, the entire project utterly fails, cannot be continued, and becomes useless. If the project ultimately proves successful, you produce one of the following pre-chosen results:
Item being attempted | Alchemical Check DC | Days Required |
Quaal’s feather token | Base 8 + 2 (Common) = DC 10 | 7 |
Bag of Holding | Base 10 + 4 (Uncommon) = DC 14 | 14 |
Quiver of Ehlonna | Base 12 + 4 (Uncommon) = DC 16 | 18 |
Folding Boat | Base 12 + 6 (Rare) = DC 18 | 21 |
Heward's Handy Haversack | Base 14 + 6 (Rare) = DC 20 | 24 |
Portable Hole | Base 16 = 6 (Rare) = DC 22 | 30 |
Mirror of Life Trapping | Base 18 + 8 (Very Rare) = DC 26 | 60 |

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