Base Class: Rogue
To alchemists there's no sight more beautiful than a strange brew bubbling in a beaker. Alchemists are fascinated by uncovering the secrets of science and the natural world, through their constant experimentation and inventive concoctions. An alchemist remains fearless in the face of risk, hurling explosives & toxins at their foes though these acts aren't always adored in the eyes of the law. A unique path towards greatness is lined with alchemical brews that push their mind and body to the limits.
Alchemical Familiar
You have used alchemy to create life, a simple creature formed from alchemical materials, reagents, and a bit of your own blood. This alchemical familiar appears to be a small creature of flesh and blood, though it might have some unusual or distinguishing aspects depending on your creative process. Like other familiars, your alchemical familiar assists you in your laboratory and on adventures. The familiar uses your Intelligence modifier to determine it's Perception, Acrobatics, and Stealth modifiers.
Combine Potions
Starting at 9th level, you gain the action Combine Potions.
Debilitating Bomb
Starting at 13th level, you gain the action Debilitating Bomb.
Eternal Potion
Your body readily accepts and retains minor changes. When you drink one of your alchemical items that has the potion and infused traits and a duration of 1 minute or more, you can make the potion's duration indefinite. You can do so only if the potion's level is half your level or lower. If your later consume a different potion and make it indefinite, the effect of the previous potion ends.
Proficiencies
Skills
Proficient in Alchemy
Weapons
Proficient with improvised weapons
Armors
Proficient with medium armor
Infused Reagents
You infuse reagents with your own alchemical essence, allowing you to create alchemical items at no cost. Each day following a short or long rest, you gain a number of infused reagents equal to 1 + your Intelligence modifier multiplied by your proficency modifier (1+INT Mod x PROF Mod). You can use these reagents for either advanced alchemy or Quick Alchemy. Once you take a short or long rest your infused reagents from the previous day are destroyed.
Advanced Alchemy
During a short or long rest, after producing new infused reagents, you can spend those infused reagents to create infused alchemical items. You don't need to attempt a Crafting check to do this, and you ignore both the number of days required to create the items and any required alchemical ingrediants. Your advanced alchemy level is equal to your level. For each infused reagent you spend, choose and alchemical item of your advanced alchemy level or lower that's in your formula book, and make a batch or two of that item. These items remain potent for 24 hours or until your next short or long rest whichever comes first.
Quick Alchemy
If you need a specific alchemical item on the fly, you can use your infused reagents to quickly create it with the Quick Alchemy action.
Formula Book
An alchemist keeps meticulous formulas for every item they create. You start with a standard formula book worth 10sp or less for free. The forumla book contains the formulas for two common 1st-level alchemical items of your choice, in addition to those gained from alchemical crafting and your research field. Each time you gain a level, you can add the formulas for two alchemical items to your formula book. These new formulas can be for any level of item you can create. You learn these formulas automatically, but it's possible to find or buy additional formulas from other alchemists, or to invent them.
Research Field (Bomber)
You specialize in explosions and other violent alchemical reactions. You start with formulas for two 1st-level alchemical bombs in your formula book, in addition to your other formulas. When throwing an alchemical bomb or item with the splash trait, you can deal splash damage to only your primary target instead of the usual splash area.
Your research field adds a number of formulas to your formula book; these are your signiture items. When using infused reagents to create your signiture items using advanced alchemy, you can create three items instead of two. Each time you gain a level you can swap one of your signiture items with another formula in your formula book. This new signiture item must be on your research field's list of possible signiture items.
Perpetual Infusions (Bomber)
Choose two of the following formulas: lesser acid flask, lesser alchemist's fire, lesser bottled lightning, lesser bottled frost vial, lesser bottled tanglefoot bag, lesser thunderstone.
You have learned how to create a near infinite supply of perpetual alchemical infusions. You gain the ability to create two 1st-level alchemical items using Quick Alchemy without spending infused reagents. The two you select depend on your research field and must be in your formula book.
Perpetual Potency (Bomber)
Your perpetual infusions improve, allowing you to use Quick Alchemy to create more powerful items with no cost.
The moderate versions of the bombs you chose for perpetual infusions.
Field Discovery (Bomber)
You learn an incredible discovery that advances your understanding of your field.
You increase the splash of your bombs to damage creatures within 10 feet, or 15 feet if you have the Expanded Splash feat.
Perpetual Perfection (Bomber)
You have perfected your perpetual infusions, allowing you to use Quick Alchemy to create even more powerful items at no cost.
Bomber: The greater versions of the bombs you chose for your perpetual infusions.







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