Ranger
Base Class: Ranger

Alchemist

Reaching into her satchel, an elf quickly downs a flask of glowing blue liquid. The bitter taste of the concoctions makes her shudder. Her fingers begin to tremble as energy builds into a streak of lightning that arcs forth from her, surprising the attacking orc horde.

A gnome giggles to himself as he pulls the string on a small sphere. A faint ticking can be heard before he shouts, “FIRE IN THE HOLE!” A bang and a fizzle. A few moments later, and the goblin troupe is no more than ash.

The dwarf tosses his broken axe aside to produce a bottle of syrupy liquid. Uncorking the potion, he guzzles it down as the minotaur charges. As the beast would come to clash with him, the dwarf is moved nary an inch.

A halfling walks up the side of an estate, striding with confidence. Peering through the open window, she examines her sleeping target: the baron of a nearby town. Vaulting over the windowsill, she produces a dagger and a vial of green liquid. The nobleman wouldn’t be waking up in the morning.

Creating an Alchemist

Think about why your character became an alchemist. Do they wish to help or harm people? Were they always seeking adventure? Who taught them the trade, or are they self taught: driven by trial and error? Is alchemy a noble profession in your world, or is it considered “almost magic” and not really worth practicing compared to real magic. Discuss these with your DM to determine the function of your alchemist and their role in society.

Quick Build

You can make an Alchemist by quickly following these suggestions. First, put your highest ability score into Intelligence followed by Constitution. If you plan on following the School of the Venomist or the School of the Grenadier, put your second highest ability score into Strength or Dexterity as you will likely be using weapons or explosives very often. Secondly, choose the Guild Artisan or Sage background. Other potentially good backgrounds would be Criminal (particularly if you plan of following the School of the Venomist), or Hermit.

Class Features

As an Alchemist, you gain the following class features.

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

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

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

  • (a) any simple weapon or (b) a scimitar
  • (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 Discoveries Known Formulae Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Basic Alchemy, Everfull Bag, Volatile Mixture - - — — — — —
2nd +2 Create Elixirs, Discovery 2 4 2 — — — —
3rd +2 Alchemical School 2 5 3 — — — —
4th +2 Ability Score Improvement 2 6 3 — — — —
5th +3 Arcane Explosives 2 7 4 2 — — —
6th +3 Coated Weapons 3 8 4 2 — — —
7th +3 Evasion 3 9 4 3 — — —
8th +3 Ability Score Improvement 3 10 4 3 — — —
9th +4 — 3 11 4 3 2 — —
10th +4 Alchemical School Feature 4 12 4 3 2 — —
11th +4 Fire in the Hole 4 13 4 3 3 — —
12th +4 Ability Score Improvement 5 14 4 3 3 — —
13th +5 — 5 15 4 3 3 1 —
14th +5 Alchemical School Feature 6 16 4 3 3 1 —
15th +5 Product Testing 6 17 4 3 3 2 —
16th +5 Ability Score Improvement 7 18 4 3 3 2 —
17th +6 — 7 19 4 3 3 3 1
18th +6 Alchemical School Feature 8 20 4 3 3 3 1
19th +6 Ability Score Improvement 8 21 4 3 3 3 2
20th +6 Eclectic Alchemist 9 22 4 3 3 3 2

 

 

 

Everfull Bag

You gain proficiency with your choice from a Herbalism kit or a Poisoners kit.

You have a magic bag used to cart around your alchemy lab. When you reach into the bag to produce any alchemical supplies you create (elixirs, explosives, mutagens, and toxins) you pull them out with ease (bonus action required) The bag functions like an empty backpack that you can fill with other items. You do not run out of reagents used to create your alchemical supplies if those reagents are not consumed. The weight of your alchemy supplies are reduced to 1lb. If this bag is ever lost or destroyed you can spend 50gp to purchase a new one from a vendor or half as much in material costs to craft one over the course of three days.

Volatile Mixture

Upon completing a long rest, an alchemist can create a number of explosives equal to their Intelligence modifier plus proficiencies bonus. These explosives can be thrown as an action to a range of 20ft. and deal 1d8 fire damage to a target it comes into contact with, at 5th level (2d8), 11th level (3d8), and 17th level (4d8). Use your proficiency bonus + your Dexterity modifier for the attack roll. All creatures within 5ft. of the impacted target are subject to the explosive’s splash damage and must make a Dexterity saving throw against your spell save DC or take fire damage equal to your Intelligence modifier (minimum of 1). All prepared explosives become inert as soon as you complete your next long rest. You need alchemy supplies to prepare explosives

Create Elixirs

After many hours of practice and study, you are able to duplicate spells by infusing a small amount of magic into your creations. When an alchemist mixes an elixir, they infuse the chemicals and reagents in the extract with magic siphoned from their own magical aura. To “cast” these spell effects, the alchemist must imbibe the potion as an action. If the spell has a casting time of one action or one bonus action, you use whichever action you used to drink the elixir to cast the spell effect. Spell effects found on the formulae list with a casting time of 1 reaction can be withheld for a number of minutes equal to your Intelligence modifier after the elixir is imbibed or until the appropriate trigger occurs at which point you may expend your reaction and the actual duration starts. A Spell with a casting time that is longer than 1 action takes its normal casting time to take effect during which the caster can not do anything else. All spell effects provided by elixirs can be dispelled by spells such as dispel magic and counterspell. Any elixirs removed from the alchemist’s possession become inert until returned. If a spell effect calls for a material component with a cost or one that is consumed, the cost or ingredient must be included in the making of the elixir.

Your Formulae List

At 2nd level you have a book with a formulae list containing four 1st-level alchemical formulae of your choice. Your formulae list is the repository of the formulae you know and is to an alchemist what a spellbook is to a wizard.

Adding New Formulae

When you find an alchemical formula of first level or higher, you can add it to your formulae list if it is of a level which you can prepare and if you can spare the time to decipher and copy it. An alchemist can study a wizard’s spellbook, potion, or a spell scroll to learn any formula that is equivalent to a spell the spellbook, potion, or scroll contains. Wizards cannot learn spells from your formulae list.

For each level of the formula, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the formula to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the formula just like your other formulae.

Replacing Your Formulae List

You can copy a formula from your own formulae list into another book. This is just like copying a new formula into your formulae list, but faster and easier, since you understand your own notation and already know how to craft the elixir. You need spend only 1 hour and 10 gp for each level of the copied spell.

If you lose your formulae list, you can use the same procedure to transcribe the elixirs that you have prepared into a new formulae list. Filling out the remainder of your formulae list requires you to find new formulae to do so, as normal.

Preparing and Crafting Elixirs

The Alchemist table shows how many elixir slots (spell slots) you have to craft your Alchemist elixirs of 1st level and higher. When an alchemist prepares an elixir, they must designate what spell effect from their formulae list goes into the elixir and at what level the effect will be used at. An alchemist prepares a number of elixirs as they have slots. An alchemist can change any spell effects in any number of their remaining elixirs to another they have written in their formulae list when they complete a short rest. The level of the changed formula must equal the level of it's current effect. Alchemy supplies are required to prepare your elixirs. All previously prepared elixirs become inert after taking a long rest.

You regain all expended elixir slots when you complete a long rest.

Spellcasting Ability

Intelligence is your spellcasting ability for your Alchemist elixirs. 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 Alchemist elixir or Alchemist features you use unless explicitly stated.

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

Spellcasting modifier = your proficiency bonus + your Intelligence modifier.

Learning Formulae of 1st Level and Higher

You begin with four formulae on your formulae list. Each time you gain an Alchemist level, you can add one alchemical formula of your choice from the Alchemical Formulae list located later in the class description. Each of these formulae must be of a level which you have elixir slots as shown on the Alchemist table. On your adventures. you might find other formulae that you can add to your formulae list.

Discovery

Your research into the alchemical arts has led you to some very interesting information. At 2nd level you learn two discoveries located at the end of the class description. You learn additional discoveries at 6th, 9th, 12th, 14th, 16th, 18th, and 20th levels.

Alchemical School

At 3rd level you decide to devote yourself to a refined school of study, all of which are listed here: Alchemst Schools. Choose a school of alchemy to follow detailed later in the class description. Your choice grants you features at 3rd level and again at 10th, 14th, and 18th level.

Ability Score Increase

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.

Arcane Explosives

You infuse a small string of warding magic into your bombs. Beginning at 5th level any creatures you designate are unaffected by your explosive’s splash damage. Additionally, your bombs are considered magic for the purpose of overcoming resistances and immunities to nonmagical weapons.

Coated weapons

Beginning at 6th level, you can coat your blade with an elixir of your choice, the weapon deals its base damage but deals the damage type of the spell and is considered magical. If the spell warrants a saving throw the target must make make it, the DC being what is detailed in the spells description.

Evasion

Beginning at 7th level, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Fire in the Hole

Starting at 11th level, after throwing one of your explosives or drinking an elixir, you can make a weapon attack as a bonus action.

Product Testing

After ingesting various reagents and breathing less-than-savory fumes, you have some measure of protection from toxins. At 15th level you gain resistance to acid and poison damage and have advantage on saving throws against poisons. Upon reaching 18th level you gain immunity to poison damage and the poisoned condition.

Eclectic Alchemist

At level 20 you’ve completed most of your schooling, so you branch into the knowledge of another school. Choose another Alchemic School. You gain the benefits of that school’s 3rd and 10th level features. (You are considered to be a 10th level Alchemist of that school for the purposes of discovery prerequisites and class features.)

Alchemist Schools[edit]

School of the Brewer[edit]

Although the most common school of alchemy, alchemists enrolled in the School of the Brewer are experts at both making and drinking potions with a plethora of effect and potencies.

Heterogeneous Mixture

Starting at 3rd level, you can change the spell and/or spell effects of one of your elixirs as a bonus action following the rules of changing elixir effects located under Preparing and Crafting Elixirs. You may do this a number of times equal to your Intelligence modifier. You regain all expended uses of this feature after completing a long rest.

Arcane Tether

You connect yourself to your elixirs through intangible arcane channels. Starting at 10th level, any elixirs you prepare can leave your possession while retaining their magical benefits, allowing a creature you designate to use the elixir’s effects. The effects of the elixir still use your spellcasting modifier and spell save DC. If a spell cast through one of these elixirs requires concentration you have to maintain concentration on it, otherwise, the arcane tether breaks and the spell ends.

Swift Quaff

After drinking many concoctions, you find they go down easier most of the time. Beginning at 14th level, you may drink one of your elixirs as a bonus action (but only one elixir per turn) a number of times equal to your Constitution modifier. You regain all expended uses of this feature after completing a long rest.

Expert Brewer

You’ve become an expert at crafting elixirs. At 18th level, you can prepare an extra powerful elixir. Choose a 6th level formula and a 7th level formula from the Alchemical Formulae list located at the end of this class’s description. You learn those formulae and can prepare one elixir of each formula when you prepare the rest of your elixirs. These formulae don't count against your prepared elixirs. (These formulae cannot benefit from your Arcane Tether or Swift Quaff features.)

School of the Great Work

Although not technically a formal school, those who follow the beliefs of this school seek out the cure for all ailments and the power to transmute base metals into silver and gold. Although many alchemists would wish to discover such treasures, those who follow this school seek it above all else.

Crystalized Aether

Through diligent research, you’ve learned to harness cosmic energy into a small, saffron-colored shard. This energy can be used to fuel some of your elixir effects. When you take this school at 3rd level you no longer require material components with a total value of 10gp when you prepare your elixirs.

Thorough Research

At 10th level, you learn two additional discoveries in addition to the ones you know, assuming you meet the prerequisites.

Anima Mundi

You have discovered that all things are connected in some way, and you are capable of tapping into such forces. Beginning at 14th level, when a creature damages you with an attack, you can expend your reaction to halve the damage against you. The attacking creature is then subject to the other half. This damage cannot be reduced in any way. You must complete a short or long rest before you can use this feature again.

Materia Prima

You’ve made a major breakthrough with your research toward your Magnum Opus and discovered a slightly unstable yet potent form of reddish liquid material. Starting at 18th level, you no longer age and do not suffer the frailty of old age. Additionally, whenever you prepare your elixirs, you can perform the following effects:

Azoth

You can end all diseases, and poisons affecting a creature. Additionally, the creature loses all levels of exhaustion if they have any and regains all hit points. This feature can be used a number of times equal to your Intelligence modifier. You must complete a long rest before you can use this feature again.

Chaos

You increase the damage of one of your explosives to 8d10.

Chrysopoeia

You can transmute any amount of base metals (iron, lead, tin, or zinc for example) with a maximum value of 500cp into an equal number of copper pieces or bars of the same value. Additionally, you may transmute a number of copper bars or pieces with a maximum value of 500sp into an equal number of silver pieces or silver bars. You may transmute a number of silver bars or pieces with a value of up to 500gp into an equal number of gold pieces or gold bars. (Once you use this feature to transmute any metals in this way, you must wait 7 days before you can use any Chrysopoeia again.)

Elixir of Life

You can cast the TR spell on a body within 5ft. of you. When you cast this feature, material component is not required. You must complete a long rest before you can use this feature again.

Genesis

You do not need to provide material components when preparing your elixirs.

School of the Grenadier

Fanatic demolition experts, those who follow the School of the Grenadier excel at making bombs and grenades. Those who follow this school look to make more powerful explosives and even apply elemental effects to them.

Hurl Anything

When you choose this archetype at 3rd level you apply your proficiency bonus to improvised weapons when you throw them at a target.

Good Arm

You’ve become adept at throwing your explosives at distant enemies. At 3rd level the distance you can throw your explosives is doubled. Additionally, you can throw one of your explosives as a bonus action (but only one per turn). (This feature applies to flasks of acid, alchemist’s fire, and holy water as well.)

Elemental Affinity

When you throw one of your explosives, you can channel a small amount of your magic into it, altering its properties. Beginning at 10th level, an explosive you throw deals your choice of acid, cold, fire, or lightning damage on a hit.

Demolitionist

Starting at 14th level, when preparing elixirs, you may choose to prepare a number of explosives in their place. The number of explosives you can create with this feature equals half your Alchemist level. Additionally, regardless of the elixir slot it occupies (if any) the damage of all your explosives increase from a D8 to D10. This damage increases to D12 at 18th level.

Arcane Shrapnel

Beginning at 18th level all creatures within 5ft. of the target of one of your explosives must succeed on a Dexterity saving throw or take damage equal to half your Alchemist level. Additionally, the actual target of the explosive is affected by additional condition based on the explosive's damage type.

Acid

The target takes additional acid damage at the start of its next turn equal to half your Alchemist level.

Cold

The target’s movement speed is reduced by half until the start of your next turn.

Fire

The target takes fire damage equal to your Intelligence modifier for one minute or until they succeed on a Dexterity saving throw against your spell save DC to put out the flames.

Lightning

The target cannot take reactions until the start of your next turn.

School of the Mutator

The reclusive School of the Mutator holds an old form of alchemy thought to be more pure than the other forms. This school focuses on creating special elixirs that change the very nature of one’s body.

Mutagen

Your alchemical study involves change, but there must always be a trade off. Beginning at 3rd level, upon completing a short or long rest, you can create one mutagen. When you drink this mutagen as an action you gain a +1 bonus to your AC and gain advantage on all Strength, Dexterity, and Constitution ability checks for 10 minutes. You also gain disadvantage on all Intelligence, Wisdom, and Charisma ability checks for the duration as well. You can create two mutagens upon reaching 10th level and three upon reaching 14th level. You can only be under the effects of one mutagen at a time. Attempting to drink a second mutagen cancels out both mutagens and gives you two levels of exhaustion. You require alchemy supplies to create mutagens.

Flush Mutagen

Beginning at 10th level you can choose to end any mutagen affecting you as a bonus action. You may use this feature up to two times before you must complete a long rest. At 14th level you gain two more uses of this feature until you must complete a long rest; and at 18th level, you may use this feature a number of times equal to half your Alchemist level until you must complete a long rest.

Unflinching Mutagen

At 14th level, while under the effects of a mutagen you cannot be charmed, and you are immune to the frightened condition.

Master Mutagen

You’ve learned the secret to a perfect mutation. Starting at 18th level you can create one special mutagen in addition to the other mutagens you can create. When you drink this mutagen, its benefits last for one hour. Additionally, its benefits apply to the relevant saving throws as well. You do not receive the detriments of a normal mutagen when you use a master mutagen. You must complete a long rest before you can make any more master mutagens. (If you have the Cognatogen Discovery, this feature applies to those mutagens as well. This feature does not apply to the Beast Transformation, Combat Prowess, or Feral Mutagen discoveries.)

School of the Venomist

Perhaps the most obscure school of alchemy, the School of the Venomist focuses on creating deadly poisons with a variety of debilitating effects.

Quick Slather

When you choose this archetype at 3rd level, you can apply poisons and toxins you create to a melee weapon or 10 pieces of ammunition as a bonus action. When a toxin is applied to a weapon, it retains potency for one minute or until you land an attack against a creature.

Toxin Maker

Instead of pursuing conventional alchemy, you’ve decided to delve into the realm of virulent poisons. Beginning at 3rd level, when preparing elixirs, you may choose to prepare a number of toxins in their place. The number of toxins you can create equals your Intelligence modifier. The toxins you create and apply to weapons deal poison damage equal to 1d4 per level of the elixir it replaces + your Intelligence modifier. On a hit, the target of your toxin must then make a Constitution saving throw against your spell save DC or become poisoned for one minute. The target can make a saving throw at the beginning of one of it’s turns, ending this condition early on a success. You require alchemy supplies to prepare toxins.

Secondary Effects

Instead of sickening your opponent, your toxins can take on a variety of other effects. Beginning at 10th level, you know two of these effects and gain additional effects at 14th and 18th levels. These effects replace the poisoned condition that your toxins would normally do.

Clouded Mind

The target must make an Wisdom saving throw against your spell save DC. On a failed save, roll a d6 at the start of each of the target’s turns. On a roll of 1-4 the target takes its turn as normal. On a roll of 5-6, the target wastes it’s turn doing nothing. The target can repeat the saving throw at the beginning of each of their turns, ending this condition early on a success.

Darkness

The target must make a Wisdom saving throw against your spell save DC or become blinded for one minute. The target can repeat the saving throw at the beginning of each of their turns, ending this condition early on a success.

Drowsy

The target must make a Constitution saving throw against your spell save DC or fall asleep for one minute, until the sleeper takes damage, or until someone uses their action to jostle the target awake.

Feeble

The target must make a Constitution saving throw against your spell save DC or become incredibly feeble. The target deals only half damage from weapon attacks that use Strength for one minute. The target can repeat the saving throw at the beginning of each of their turns, ending this condition early on a success.

Locked Joints

The target must make a Strength saving throw equal to your spell save DC or become restrained for one minute. The target can repeat the saving throw at the beginning of each of their turns, ending this condition early on a success.

Incapacitation

You can prepare your poisons in such a way so as to incapacitate rather than kill. At 14th level, when you prepare a toxin in this way, it does no damage, but the target has disadvantage their initial saving throw against the poisoned condition of your toxins or conditions applied from your Secondary Effects feature.

Potent Toxins

Starting at 18th level the number of toxins you can prepare equals half your Alchemist level. Additionally, you can apply two effects granted by your Secondary Effects feature or one effect and the poisoned condition to a number of toxins equal to your Intelligence modifier (separate saves are required for each effect). Toxins prepared in this way deal no damage.

 

 

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