Base Class: Wizard
Many wizards focus on only one school of magic. However, you have chosen not to do so, and have taken up the art of alchemy. Alchemy is a profitable business due to the roves of adventurers traveling across the land, and as such many have picked it up simply for profit. Many have also learned due to finding peace in creating potions, in the bubbling of a cauldron and the smells of herbs and chemicals. Adventurers, such as yourself, have been known to pick it up to either cut supply costs or for battle.
The Alchemist Cookbook Table
|
Alchemist Level |
Recipes Known |
Embedded Recipes Known |
|---|---|---|
|
2nd |
2 |
__ |
|
6th |
4 |
1 |
|
10th |
6 |
2 |
|
14th |
8 |
3 |
Alchemy Basics
When you select this archetype at level 2, you gain proficiency with Alchemist's Tools and have advantage on Intelligence (arcana) checks to identify unknown potions.
Cookbook
Starting at 2nd level, you get a journal to record your alchemy recipes in. Copying a recipe into the book takes up to two hours, but can be extended at the DM's discretion. If you have the recipe for a potion, you have advantage on brewing that potion as long as you have your cookbook with you.
At 2nd level, and again at 6th, 10th, and 14th, you add two additional potion recipes to your cookbook at no cost.
Embedded Recipes
At 6th level, you have used a certain recipe enough so that you can always remember the ingredients and instructions to make it. You have advantage on brewing this potion even without your cookbook.
In combat, you can brew a weaker version of the potion. The potion is half as effective as it would normally be. For potions that have a effect that lasts a certain amount of time, that time is halved. For potions that deal damage or healing, roll normally and then halve the result.
At 10th level, you gain one additional embedded recipe. At 14th level, you gain another additional embedded recipe, and one embedded recipe of your choice is not weakened when you create it during combat.
Skilled Scavenger
At 10th level, you know all of the ingredients you use to make any potion in your book. You have advantage on Wisdom (nature) checks to find any ingredients used by potions in your cookbook. You also know general information about the ingredients and other applications for them outside of alchemy.
Master Brewer
At level 14, you're a excellent alchemist. When brewing potions, the time and money you spend is halved.
You can also spend the full amount of money and time to create an amplified version of a potion. You do not have advantage on crafting these potions. An amplified potion are doubly effective. For potions that have a effect that lasts a certain amount of time, that time is doubled. For potions that deal damage or healing, roll normally and then double the result.







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Posted Oct 16, 2019This is awesome
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Posted Jan 15, 2019That is a really cool class, I always wished there was an offical alchemist class
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Posted Jan 9, 2019thanks for this I think I will use this
:D
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Posted Jan 7, 2019My Alchemist class is mostly designed around collecting both recipes and ingredients. I feel like collecting most ingredients should be fairly easy--maybe using a couple of hours to explore the woods and rolling to see how successful it is, harvesting ingredients from monsters they've defeated, stuff like that. But you should totally make it hard for them to get rare ingredients and new recipes.
For a challenge, I'd suggest either clever puzzles or combat.
Defeating monsters: In a hypothetical situation, the players could just sneak past a certain challenging monster. However, the monster can also be harvested for rare ingredients for potions, so the players must decide between these two options. Harvesting the monster would also slow them down, so it's also a matter of deciding whether taking the time would be worth it or not.
When it comes to puzzles, I would suggest not making them entirely reliant on dice rolls and just letting the players puzzle it out unless the puzzle really stops the campaign in its tracks for a bit. Instead of having the players roll an Investigation check, maybe tell them new information based on a specific thing they might look at. I feel like that would work decently well as long as the detail isn't down to a super tiny detail, such as one certain book on a shelf or a certain table leg. If it gets to be that specific, rolling for it would probably be better.
You could also put some really rare recipes off the beaten path so that the players have to go somewhat out of their way to get the recipe--maybe once or twice building a whole dungeon around a recipe. Maybe breaking into another alchemists lab to steal a recipe from them, having to avoid various traps and trying not to get caught the whole time.
There's a lot of things you could do, and these are just a couple of suggestions. Just remember not to make collecting common ingredients hard, because that would make the subclass completely ineffective. I hope I helped you a little with this, and I'm sorry if I didn't! If you need me to reword something, just tell me. I hope your campaign goes well!
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Posted Jan 7, 2019Hey I'm a DM and one of my player is playing this class how should I challenge them .