I've made an entire class that's supposed to fill in the niche of an Alchemist character. Sure, we've already got the Artificer subclass, but I'm fairly certain that I'm not the only one who's wanted more than that. However, I'm wondering if anyone can give me some feedback on any edits I need to make with the class. Also, if the class seems too similar to a homebrew class/concept you've seen, please tell me, as I'm in no hurry to get sued for copyright.
This isn't completely finished yet, as I need to still work out a few kinks in the system I myself have found, but I'll update it every now and then once I finish.
Things That Are Incomplete: The list of all potions available to learn is incomplete, as I'm still writing down the potions from the original rules in the class's description, and I'm still working on homebrewing some potion ideas of my own. Not all Subclasses are finished yet, sorry.
Alchemist
Level
Prof. Bonus
Features
Potion Formulas
1st
+2
Alchemy, Spellcasting
2
2nd
+2
Powerful Reactants (1d10), Alchemical Resistance
2
3rd
+2
Alchemist Subclass
2
4th
+2
Ability Score Improvement
3
5th
+3
Magic-Fueled Alchemy
3
6th
+3
Subclass Feature
3
7th
+3
Powerful Reactants (2d10)
4
8th
+3
Ability Score Improvement
4
9th
+4
Chemical Bonding
4
10th
+4
Specialized Brewing
4
11th
+4
Subclass Feature
5
12th
+4
Ability Score Improvement
5
13th
+5
-
5
14th
+5
Powerful Reactants (3d10)
5
15th
+5
Subclass Feature
7
16th
+5
Ability Score Improvement
7
17th
+6
-
7
18th
+6
Controlled Alchemy
8
19th
+6
Epic Boon
8
20th
+6
Master Alchemist
8
Primary Ability
Intelligence
Class Features
As an Alchemist, you gain the following class features.
Hit Points
Hit Dice: 1d8 per Alchemist level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 6) + your Constitution modifier per Alchemist level after 1st
Proficiencies
Armor: Light and Medium Armor, Shields Weapons: Simple Weapons Tools: Alchemist’s Supplies, Brewer’s Supplies Saving Throws: Constitution, Intelligence Skills: Choose two from Arcana, Investigation, Medicine, Nature, Perception, or Sleight of Hand
Equipment
Choose A or B: (A) Studded Leather Armor, 2 Daggers, Alchemist’s Supplies, Brewer’s Supplies, Dungeoneer’s Pack, and 16 GP; or (B) 150 GP
As an Alchemist, you gain the following class features when you reach the specified Alchemist levels. These features are listed on the Alchemist Features table.
Level 1: Alchemy
You learn the basics of Alchemy, allowing you to brew powerful potions that you can use to aid allies, hamper foes, etc.
Potion Formulas. When you choose this class, select two Potion Formulas of your choice from this class’s list of Potion Formulas later in this class’s description. You must meet the prerequisites (if any) of the Potion Formulas you are choosing. Potion of Healing and Potion of Resistance are recommended. Potion Formulas are used to represent the knowledge you have of brewing certain types of potions. Whenever you finish a long rest, you may change all Potion Formulas you have learned with other Potion Formulas that you meet the prerequisites for. Whenever you gain a level, you can also change the Potion Formulas you know. As you level up, you gain more Potion Formulas, as shown in the Potion Formulas column in the Alchemist Features Table.
Brewing Potions. During a long rest, if you have materials worth the value of a potion you have the Formula for, you can use Alchemist’s Supplies or Brewer’s Supplies to brew potions during the long rest. At the end of the long rest, you gain 1 flask of the potion you were creating. You can simultaneously create a number of potions equal to your Intelligence modifier (minimum 1 potion brewed) in this way, as long as you have the materials for each of them. You can also create multiple different types of potions in this way, as long as you know the Potion Formulas for each and the materials for each. There is no limit to the amount of potions you can have in existence at the same time.
Quickbrew. During a short rest, following the guidelines in the Brewing Potions section of this feature, you can create one potion. In addition, you can craft Alchemist’s Fire using half the material costs and half the time.
Ranged Potions. You learn how to wield potions like long range weapons. As an action while holding a potion, you can throw the potion at a target, using a normal range of 20 ft and a long range of 60 ft. Use your Intelligence modifier for this attack roll. On a hit, the targeted creature and all creatures within 5 ft of it gain the benefits or weaknesses of the potion. Certain potions cannot be used in this way, such as a Potion of Fire Breathing, but others, like a Potion of Poison or a Potion of Healing can. Ultimately, it is up to the DM to decide how certain potions will take effect, and the DM has the final say in what potions can be used in this ability and which cannot.
Level 1: Spellcasting
You have learned how to channel magical energy through objects. See the Player’s Handbook for the rules on spellcasting. The information below details how you use those rules with Alchemist spells, which appear in the Alchemist spell list later in the class’s description.
Tools Required. You produce your Alchemist spells through tools. You can use Alchemist’s Supplies or Brewer’s Supplies as a Spellcasting Focus, and you must have one of those focuses in hand when you cast an Alchemist spell (meaning the spell has an “M” component when you cast it).
Cantrips. You know two Alchemist cantrips of your choice. Acid Splash and Prestidigitation are recommended. Whenever you finish a Long Rest, you can replace one of your cantrips from this feature with another Artificer cantrip of your choice. When you reach Alchemist levels 10 and 14, you learn another Alchemist cantrip of your choice, as shown in the Cantrips column of the Alchemist Features table.
Spell Slots. The Alchemist Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended spell slots when you finish a Long Rest.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Alchemist spells. Cure Wounds and Grease are recommended. The number of spells on your list increases as you gain Alchemist levels, as shown in the Prepared Spells column of the Alchemist Features table. Whenever that number increases, choose additional Alchemist spells until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 5 Alchemist, your list of prepared spells can include six Alchemist spells of levels 1 and 2 in any combination. If another Alchemist feature gives you spells that you always have prepared, those don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Alchemist spells for you.
Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with other Alchemist spells for which you have spell slots.
Spellcasting Ability. Intelligence is your spellcasting ability for your Alchemist spells.
Level 2: Alchemical Resistance
You gain resistance to Acid, Fire, and Poison damage, as you learn how to decrease the negative effects of potions. In addition, you have advantage on saving throws made to end or avoid the poisoned condition.
Level 2: Powerful Reactants
You can increase the power of your potions, making them volatile in combat. As a bonus action, you can touch a potion you are holding to infuse it with volatile flames. The potion’s effect then becomes unusable, and the potion detonates after one minute, forcing all creatures within 10 ft of it to make a Dexterity saving throw, taking 1d10 Fire damage on a failed saving throw or half as much on a successful saving throw.
You can also throw the potion, as described in the Ranged Potions section of your Alchemy feature. If the attack roll hits, the potion detonates as described earlier in this feature, instead of giving creatures the potions usual benefit or weakness.
The fire becomes more deadly, dealing more fire damage, at levels 7 (2d10), and level 14 (3d10).
Level 3: Alchemist Subclass
Not finished yet. I'm planning on making a subclass that focuses on buffing other allies, one that buffs Powerful Reactants, and one that focuses on poison, with more to come soon.
Level 4: Ability Score Improvement
You gain the Ability Score Improvement feat or one other feat of your choice for which you qualify. You gain this choice again at 8th, 12th, and 16th level.
Level 5: Magic-Fueled Alchemy
Whenever you finish a long rest, you can immediately expend a spell slot and touch an empty flask to immediately fill that flask with a potion without having to brew it or use materials. This potion must be one you have a Potion Formula for, and depending on the rarity of the potion, you must expend a certain level spell slot or higher to create it.
1st level spell slots can be used to create common potions, 2nd for uncommon potions, 3rd for Rare potions, 4th for Very Rare potions, and 5th for Legendary potions. You can create a number potions by expending spell slots in this way equal to half your Proficiency bonus (rounded up) each time you use this feature.
Level 9: Chemical Bonding
Usually it is unsafe to drink two potions at once, but you can bond two potions to make them safe to drink together. At the end of a long rest, you can choose two potions to bond with this feature. As long as the potions’ effects don’t directly clash, such as a Potion of Poison and an Elixir of Health, any creature can drink the two potions at the same time without any harm befalling them.
Level 10: Specialized Brewing
Choose two Potion Formulas you know. These two Potion Formulas become your Specialty Potions. Whenever you brew Specialty Potions, you can brew them during a short rest using the same rules as your Alchemy feature, and they cost half as much material components to create. In addition, your Specialty Potions do not count against the maximum Potion Formulas you can know at a time.
Level 18: Controlled Alchemy
You can easily control the effects of your potions, making them more efficient, reliable, and overall consistent in power. Common Potions no longer have a cost for brewing them, as they become simple to create and brew. In addition, whenever a potion you created has to roll dice for its effect (NOT including the damage of Powerful Reactants), you may choose to roll the dice twice, and choose either result. Lastly, whenever a creature you can see has to make a saving throw against your Powerful Reactants feature, you can choose to make them immediately succeed, taking no damage from Powerful Reactants.
Level 20: Master Alchemist
You gain immunity to Acid, Fire, and Poison damage, along with the Poisoned condition, as you now are a master of working with all sorts of potions and poisons. In addition, once per long rest, you can cast Tasha’s Bubbling Cauldron without expending a spell slot or needing material components. When you do, you can choose to create a Rare potion that you have a Potion Formula for instead of a common or uncommon potion.
Alchemist Spell List
Cantrips (Level 0)
Acid Splash
Elementalism
Light
Mage Hand
Mending
Poison Spray
Prestidigitation
Resistance
Shocking Grasp
Spare the Dying
True Strike
Level 1 Spells
Alarm
Bane
Create or Destroy Water
Cure Wounds
Detect Poison and Disease
Disguise Self
Expeditious Retreat
False Life
Feather Fall
Grease
Healing Word
Identify
Illusory Script
Jump
Longstrider
Mage Armor
Purify Food and Drink
Sleep
Level 2 Spells
Alter Self
Arcane Vigor
Blindness/Deafness
Continual Flame
Darkvision
Detect Thoughts
Enhance Ability
Enlarge/Reduce
Heat Metal
Invisibility
Lesser Restoration
Melf’s Acid Arrow
Protection from Poison
Spider Climb
Level 3 Spells
Create Food and Water
Dispel Magic
Elemental Weapon
Fireball
Glyph of Warding
Haste
Mass Healing Word
Meld into Stone
Protection from Energy
Slow
Level 4 Spells
Confusion
Fabricate
Freedom of Movement
Greater Invisibility
Otiluke’s Resilient Sphere
Polymorph
Stone Shape
Stoneskin
Vitriolic Sphere
Level 5 Spells
Animate Objects
Bigby’s Hand
Cloudkill
Creation
Greater Restoration
Passwall
Wall of Stone
Thanks again for any feedback!
Again, if anything in this document is too similar to other pieces of homebrew, it's coincidental and please tell me so I can change it.
I've made an entire class that's supposed to fill in the niche of an Alchemist character. Sure, we've already got the Artificer subclass, but I'm fairly certain that I'm not the only one who's wanted more than that. However, I'm wondering if anyone can give me some feedback on any edits I need to make with the class. Also, if the class seems too similar to a homebrew class/concept you've seen, please tell me, as I'm in no hurry to get sued for copyright.
This isn't completely finished yet, as I need to still work out a few kinks in the system I myself have found, but I'll update it every now and then once I finish.
Things That Are Incomplete: The list of all potions available to learn is incomplete, as I'm still writing down the potions from the original rules in the class's description, and I'm still working on homebrewing some potion ideas of my own. Not all Subclasses are finished yet, sorry.
Alchemist
Level
Prof. Bonus
Features
Potion Formulas
1st
+2
Alchemy, Spellcasting
2
2nd
+2
Powerful Reactants (1d10), Alchemical Resistance
2
3rd
+2
Alchemist Subclass
2
4th
+2
Ability Score Improvement
3
5th
+3
Magic-Fueled Alchemy
3
6th
+3
Subclass Feature
3
7th
+3
Powerful Reactants (2d10)
4
8th
+3
Ability Score Improvement
4
9th
+4
Chemical Bonding
4
10th
+4
Specialized Brewing
4
11th
+4
Subclass Feature
5
12th
+4
Ability Score Improvement
5
13th
+5
-
5
14th
+5
Powerful Reactants (3d10)
5
15th
+5
Subclass Feature
7
16th
+5
Ability Score Improvement
7
17th
+6
-
7
18th
+6
Controlled Alchemy
8
19th
+6
Epic Boon
8
20th
+6
Master Alchemist
8
Primary Ability
Intelligence
Class Features
As an Alchemist, you gain the following class features.
Hit Points
Hit Dice: 1d8 per Alchemist level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 6) + your Constitution modifier per Alchemist level after 1st
Proficiencies
Armor: Light and Medium Armor, Shields
Weapons: Simple Weapons
Tools: Alchemist’s Supplies, Brewer’s Supplies
Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana, Investigation, Medicine, Nature, Perception, or Sleight of Hand
Equipment
Choose A or B: (A) Studded Leather Armor, 2 Daggers, Alchemist’s Supplies, Brewer’s Supplies, Dungeoneer’s Pack, and 16 GP; or (B) 150 GP
As an Alchemist, you gain the following class features when you reach the specified Alchemist levels. These features are listed on the Alchemist Features table.
Level 1: Alchemy
You learn the basics of Alchemy, allowing you to brew powerful potions that you can use to aid allies, hamper foes, etc.
Potion Formulas. When you choose this class, select two Potion Formulas of your choice from this class’s list of Potion Formulas later in this class’s description. You must meet the prerequisites (if any) of the Potion Formulas you are choosing. Potion of Healing and Potion of Resistance are recommended. Potion Formulas are used to represent the knowledge you have of brewing certain types of potions. Whenever you finish a long rest, you may change all Potion Formulas you have learned with other Potion Formulas that you meet the prerequisites for. Whenever you gain a level, you can also change the Potion Formulas you know. As you level up, you gain more Potion Formulas, as shown in the Potion Formulas column in the Alchemist Features Table.
Brewing Potions. During a long rest, if you have materials worth the value of a potion you have the Formula for, you can use Alchemist’s Supplies or Brewer’s Supplies to brew potions during the long rest. At the end of the long rest, you gain 1 flask of the potion you were creating. You can simultaneously create a number of potions equal to your Intelligence modifier (minimum 1 potion brewed) in this way, as long as you have the materials for each of them. You can also create multiple different types of potions in this way, as long as you know the Potion Formulas for each and the materials for each. There is no limit to the amount of potions you can have in existence at the same time.
Quickbrew. During a short rest, following the guidelines in the Brewing Potions section of this feature, you can create one potion. In addition, you can craft Alchemist’s Fire using half the material costs and half the time.
Ranged Potions. You learn how to wield potions like long range weapons. As an action while holding a potion, you can throw the potion at a target, using a normal range of 20 ft and a long range of 60 ft. Use your Intelligence modifier for this attack roll. On a hit, the targeted creature and all creatures within 5 ft of it gain the benefits or weaknesses of the potion. Certain potions cannot be used in this way, such as a Potion of Fire Breathing, but others, like a Potion of Poison or a Potion of Healing can. Ultimately, it is up to the DM to decide how certain potions will take effect, and the DM has the final say in what potions can be used in this ability and which cannot.
Level 1: Spellcasting
You have learned how to channel magical energy through objects. See the Player’s Handbook for the rules on spellcasting. The information below details
how you use those rules with Alchemist spells, which appear in the Alchemist spell list later in the class’s description.
Tools Required. You produce your Alchemist spells through tools. You can use Alchemist’s Supplies or Brewer’s Supplies as a Spellcasting Focus, and you must have one of those focuses in hand when you cast an Alchemist spell (meaning the spell has an “M” component when you cast it).
Cantrips. You know two Alchemist cantrips of your choice. Acid Splash and Prestidigitation are recommended.
Whenever you finish a Long Rest, you can replace one of your cantrips from this feature with another Artificer cantrip of your choice. When you reach Alchemist levels 10 and 14, you learn another Alchemist cantrip of your choice, as shown in the Cantrips column of the Alchemist Features table.
Spell Slots. The Alchemist Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended spell slots when you finish a Long Rest.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Alchemist spells. Cure Wounds and Grease are recommended.
The number of spells on your list increases as you gain Alchemist levels, as shown in the Prepared Spells column of the Alchemist Features table. Whenever that number increases, choose additional Alchemist spells until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 5 Alchemist, your list of prepared spells can include six Alchemist spells of levels 1 and 2 in any combination. If another Alchemist feature gives you spells that you always have prepared, those don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Alchemist spells for you.
Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with other Alchemist spells for which you have spell slots.
Spellcasting Ability. Intelligence is your spellcasting ability for your Alchemist spells.
Level 2: Alchemical Resistance
You gain resistance to Acid, Fire, and Poison damage, as you learn how to decrease the negative effects of potions. In addition, you have advantage on saving throws made to end or avoid the poisoned condition.
Level 2: Powerful Reactants
You can increase the power of your potions, making them volatile in combat. As a bonus action, you can touch a potion you are holding to infuse it with volatile flames. The potion’s effect then becomes unusable, and the potion detonates after one minute, forcing all creatures within 10 ft of it to make a Dexterity saving throw, taking 1d10 Fire damage on a failed saving throw or half as much on a successful saving throw.
You can also throw the potion, as described in the Ranged Potions section of your Alchemy feature. If the attack roll hits, the potion detonates as described earlier in this feature, instead of giving creatures the potions usual benefit or weakness.
The fire becomes more deadly, dealing more fire damage, at levels 7 (2d10), and level 14 (3d10).
Level 3: Alchemist Subclass
Not finished yet. I'm planning on making a subclass that focuses on buffing other allies, one that buffs Powerful Reactants, and one that focuses on poison, with more to come soon.
Level 4: Ability Score Improvement
You gain the Ability Score Improvement feat or one other feat of your choice for which you qualify. You gain this choice again at 8th, 12th, and 16th level.
Level 5: Magic-Fueled Alchemy
Whenever you finish a long rest, you can immediately expend a spell slot and touch an empty flask to immediately fill that flask with a potion without having to brew it or use materials. This potion must be one you have a Potion Formula for, and depending on the rarity of the potion, you must expend a certain level spell slot or higher to create it.
1st level spell slots can be used to create common potions, 2nd for uncommon potions, 3rd for Rare potions, 4th for Very Rare potions, and 5th for Legendary potions. You can create a number potions by expending spell slots in this way equal to half your Proficiency bonus (rounded up) each time you use this feature.
Level 9: Chemical Bonding
Usually it is unsafe to drink two potions at once, but you can bond two potions to make them safe to drink together. At the end of a long rest, you can choose two potions to bond with this feature. As long as the potions’ effects don’t directly clash, such as a Potion of Poison and an Elixir of Health, any creature can drink the two potions at the same time without any harm befalling them.
Level 10: Specialized Brewing
Choose two Potion Formulas you know. These two Potion Formulas become your Specialty Potions. Whenever you brew Specialty Potions, you can brew them during a short rest using the same rules as your Alchemy feature, and they cost half as much material components to create. In addition, your Specialty Potions do not count against the maximum Potion Formulas you can know at a time.
Level 18: Controlled Alchemy
You can easily control the effects of your potions, making them more efficient, reliable, and overall consistent in power. Common Potions no longer have a cost for brewing them, as they become simple to create and brew. In addition, whenever a potion you created has to roll dice for its effect (NOT including the damage of Powerful Reactants), you may choose to roll the dice twice, and choose either result. Lastly, whenever a creature you can see has to make a saving throw against your Powerful Reactants feature, you can choose to make them immediately succeed, taking no damage from Powerful Reactants.
Level 20: Master Alchemist
You gain immunity to Acid, Fire, and Poison damage, along with the Poisoned condition, as you now are a master of working with all sorts of potions and poisons. In addition, once per long rest, you can cast Tasha’s Bubbling Cauldron without expending a spell slot or needing material components. When you do, you can choose to create a Rare potion that you have a Potion Formula for instead of a common or uncommon potion.
Alchemist Spell List
Cantrips (Level 0)
Acid Splash
Elementalism
Light
Mage Hand
Mending
Poison Spray
Prestidigitation
Resistance
Shocking Grasp
Spare the Dying
True Strike
Level 1 Spells
Alarm
Bane
Create or Destroy Water
Cure Wounds
Detect Poison and Disease
Disguise Self
Expeditious Retreat
False Life
Feather Fall
Grease
Healing Word
Identify
Illusory Script
Jump
Longstrider
Mage Armor
Purify Food and Drink
Sleep
Level 2 Spells
Alter Self
Arcane Vigor
Blindness/Deafness
Continual Flame
Darkvision
Detect Thoughts
Enhance Ability
Enlarge/Reduce
Heat Metal
Invisibility
Lesser Restoration
Melf’s Acid Arrow
Protection from Poison
Spider Climb
Level 3 Spells
Create Food and Water
Dispel Magic
Elemental Weapon
Fireball
Glyph of Warding
Haste
Mass Healing Word
Meld into Stone
Protection from Energy
Slow
Level 4 Spells
Confusion
Fabricate
Freedom of Movement
Greater Invisibility
Otiluke’s Resilient Sphere
Polymorph
Stone Shape
Stoneskin
Vitriolic Sphere
Level 5 Spells
Animate Objects
Bigby’s Hand
Cloudkill
Creation
Greater Restoration
Passwall
Wall of Stone
Thanks again for any feedback!
Again, if anything in this document is too similar to other pieces of homebrew, it's coincidental and please tell me so I can change it.