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Alchemist

hether secreted away in a smoky basement


laboratory or gleefully experimenting in a wellrespected school of magic, the alchemist is
often regarded as being just as unstable,
unpredictable, and dangerous as the
concoctions he brews. While some creators of
alchemical items content themselves with
sedentary lives as merchants, providing smoke sticks and
perfume, the true alchemist answers a deeper calling. Rather
than cast magic like a spellcaster, the alchemist captures his
own magic potential within liquids and extracts he creates,
infusing his chemicals with virulent power to grant him
impressive skill with potions and explosives; more often than
not centring his studies around either of those fields.

Volatile Personality
The alchemist's reputation is not softened by his exuberance
(some would say dangerous recklessness) in perfecting his
magical extracts and potion-like creations, infusing these
substances with magic siphoned from his aura and using his
own body as experimental stock. Nor is it mollified by the
alchemist's almost gleeful passion for building explosive
bombs. His obsession over the value of things and his
compulsive need to categorize, utilize and turn magic into a
science is constantly misunderstood. These traits, while
making him a liability and risk for most civilized
organizations and institutions of higher learning, seem to fit
quite well with most adventuring groups.

Class Features
As an Alchemist, you gain the following 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 5) + your
Constitutionmodifier per alchemist level after 1st

Proficiencies

Armor: Light armor


Weapons: Simple weapons
Tools: Alchemist's supplies, Herbalism kit

Equipment

You start with the following equipment, in addition to the


equipment granted by your background:
(a) a light crossbow and 20 bolts or (b) any simple weapon
(a) a component pouch
(a) a dungeoneers pack or (b) a scholars pack any simple
weapon, alchemist's supplies, herbalism kit

ALCHEMIST

The Alchemist
Level

Proficiency
Bonus Features

1st

+2

Crafting: Potion Brewing, Bomb Building

2nd

+2

Improvised Creation

3rd

+2

Guild Membership

4th

+2

Ability Score Improvement

5th

+3

Extra Bomb

6th

+3

Guild Feature

7th

+3

8th

+3

Ability Score Improvement

9th

+4

10

10th

+4

Philosopher's Stone

10

11th

+4

13

12th

+4

Ability Score Improvement

13

13th

+5

Guild Feature

15

14th

+5

Explosive Studies

15

15th

+5

17

16th

+5

Ability Score Improvement

17

17th

+6

19

18th

+6

Guild Feature

19

19th

+6

Ability Score Improvement

19

20th

+6

True Philosopher's Stone

22

Instead of casting spells like a wizard, you imbue your magic


potential into liquids and explosives. The extra amount of
work required for this is completely offset by the superior
quality and much higher safety standard. Or so you were
taught.

You do not know any cantrips. At 1st level you have a potion
compendium containing three 1st-level alchemist spells of
your choice. Each time you gain an alchemist level, you can
add two alchemist spells of your choice to the compendium.
Each of these spells must be of a level for which you have
spell slots, as shown on the Alchemist table. Alchemist spells
are listed at the end of this class description.

Crafting Ability

Brewing Potions

Crafting

Intelligence is your crafting ability modifier for your


alchemist creations. You use your Intelligence whenever a
recipe refers to your spellcasting ability. In addition you use
your Intelligence modifier when setting the saving throw DC
for an alchemist bomb or potion and when making an attack
roll to throw a bomb.
Crafting save DC = 8 + your proficiency bonus +
your Intelligence modifier
Bomb attack modifier = your proficiency bonus +
your Intelligence modifier

Potion Recipe Book

You have a potion recipe book containing spells that are used
to create potions. Mechanically, this book works just like a
wizard's spellbook, detailed in the PHB on page 114. You can
copy spells into the book as you find them and if you lose the
book it can be replaced.

Bomb Recipes
Known
1st 2nd 3rd 4th 5th 6th 7th 8th 9th

ALCHEMIST

The Alchemist table shows how many spell slots of each level
you have. Instead of casting a spell, you expend a spell slot of
the spells level or higher and imbue the magic of that spell
into a potion. Brewing a potion with a higher level spell slot
will create a higher level potion. The general rules for
spellcasting still apply, as described in chapter 10 of the
PHB. As long as this potion exists and has not lost its
magical properties, you cannot regain the associated spell
slot. You regain all other spell slots when you finish a long
rest.
Brewing a potion takes time and requires proficiency with
and access to the alchemists supplies tool. Per level of the
spell you spend one minute to brew the potion, no matter the
casting time of the spell and you take any decision that is
specified in the recipe. After ten days, a potion created this
way loses all its magical properties.

Spells in your potion recipe book marked with an asterisk (*)


will produce complex potions. Whenever you brew a complex
potion, all other complex potions created by you - active or
not - will lose their magical properties.
Drinking a potion requires one action and the potion must
be fully consumed for it to have its intended effect.
Additionally, the potion will only affect the creature drinking
it, no matter how many or which targets the spell specifies
and will last for the maximum duration specified by the spell.
Pouring the potion onto a creature or an object will have no
effect other than wasting the potion.

Improvised Creation

Bomb Building

Guild Membership

At first level you start with a Bomb Manual and can add three
bomb recipes of your choice to it. Your bomb options are
detailed at the end of the class description. When you gain
certain alchemist levels you learn additional bomb recipes of
your choice, as shown in the Bomb Recipes Known column
of the Alchemist table.
You have basic explosive devices prepared and just need to
add alchemical reagents depending on the type of bomb you
want to throw. This is done by expending a spell slot of the
bombs level or higher as part of the attack action. Level 0
bombs dont cost a spell slot.

Properties of a Bomb

A bomb is either simple or complex. Each bomb has an


impact effect and an area effect covering a 15x15 ft. square
centered on the impact. When attempting to throw a bomb
you use an action and chose a target creature, object or
location. You can throw a bomb up to 25 feet or 50 feet with
disadvantage. This range increases by five times your
strength ability score modifier (decreasing for negative
values).
Then, roll a ranged bomb attack roll (d20 + your
proficiency bonus + your Intelligence modifier) against the
target's AC. The AC of an unoccupied 5 ft. square is zero and
the AC of other objects is specified by your DM. All rules for
cover apply as normal. If you miss with the bomb attack, the
impact has no effect and the bomb drops in the closest 5 ft.
square, unleashing its area effect. If you hit with the bomb
attack, apply the impact effect only to the target and then
unleash the area effect. The area effect will hit the impact
target as well if it can. A bomb explosion can be heard in a
200 ft. radius unless specified otherwise and is considered
magic for all purposes.

Starting at 2nd level, you are able to quickly create a bomb or


potion from materials around you. On your turn, as a bonus
action you regain spell slots of a combined level that is equal
or less than half your alchemist level (rounded up), and none
of the spell slots can be 6th level or higher. As part of the
same bonus action you may use a spell of up to 5th level to
create a potion (this will expend the spell slot as normal).
Once you use this feature you must finish a long rest before
you can use it again.

At 3rd level you chose a guild to continue perfecting your


craft. Chose the Order of Asclepius or the Society of
Engineers, both detailed at the end of this class description.
The guild membership you choose grants you additional
features at 3rd level and again at 6th, 14th and 18th level.

Extra Bomb
Beginning at 5th level, when you use your action to throw a
bomb, you can use your bonus action to throw an additional
bomb. You cannot throw more than one complex bomb on
the same turn.

Philosopher's Stone
Starting at 10th level you can attempt to craft the legendary
philosopher's stone. This process will take you 72 hours and
cost a total of 7.000 gp.
As long as you are in possession of your philosopher's
stone you gain the following benefits:
Your ageing speed is halved
Potion of protection from energy* is no longer a complex
potion for you
While holding the philosopher's stone in your hand, you gain
resistance to poison and advantage on saving throws against
poison.

Explosive Studies
Beginning at 14th level, when you are exposed to an effect
form a bomb, trap or spell that allows you to make a
Dexterity save to take only half damage, you can instead
choose to use your Intelligence save.

True Philosopher's Stone


At 20th level you have finally unlocked the true secrets of the
philosopher's stone. Attempting to craft it will take a week's
time of work, cost a total of 25.000 gp and will replace your
philosopher's stone.
As long as you are in possession of your true philosopher's
stone you gain the following benefits:
Your ageing speed is halted,
Potion of protection from energy and potion of fly are no
longer complex potions for you
While holding the true philosopher's stone in your hand, you
gain resistance to poison and acid damage as well as
immunity to the poisoned condition.
ALCHEMIST

Alchemist Spell List


Complex potions are marked with an asterisk (*).

Potion Recipes
Level
1 armor of agathys, bless *, comprehend languages,
cure wounds, detect magic*, detect poison and
disease, expeditious retreat*, false life, feather fall,
heroism*, jump, longstrider, protection from evil
and good*, sanctuary, shield of faith*, speak with
animals
2 barkskin*, blur*, darkvision, detect thoughts*,
enhance ability*, enlarge/reduce*, find traps, greater
healing (4d4+4), invisibility*, lesser restoration,
levitate*, pass without trace*, protection from
poison, see invisibility, spider climb*, warding wind*
3 blink, dispel magic, feign death, fly*, gaseous form*,
meld into stone, nondetection, protection from
energy*, remove curse, tongues, water breathing,
water walk
4 death ward, fire shield, freedom of movement,
greater invisibility*, superior healing (8d4+8),
stoneskin*
5 greater restoration, mislead*, supreme healing
(10d4+20), telekinesis*, tree stride*
6 heal, investiture of flame*, investiture of ice*,
investiture of stone*, investiture of wind*,
primordial ward*, true seeing, wind walk
7 etherealness, plane shift, regenerate
8 glibness, mind blank
9 astral projection, time stop

Guild Membership
Different alchemists choose different approaches to perfect
their craft. The guild you join will reflect your approach.

Order of Asclepius
The Order of Asclepius is a guild of loosely associated
apothecaries across the land. They mostly share recipes and
work towards turning magic into a well respected and
documented science. Working for them means focussing
your efforts towards the distillation of elixirs and potions and
brings with it an oath as a Samaritan.

Potion Savant

Beginning when you select this guild at 3rd level, the gold and
time you must spend to copy an alchemist spell into your
potion compendium is halved.

Separation Techniques

Starting at 3rd level when you join this guild, you learn how
to separate fluids back into their original components. At any
time you can spend one minute per level of a potion you
created to turn it back into the basic solvent, regaining the
spell slot used to create it.

ALCHEMIST

Potion Studies

Beginning at 6th level, you learn how to brew the simple


potion of revivify and the complex potion of lesser haste, a
potion of haste that lasts for 18 seconds. Additionally, the
potion of levitate and potion of enhance ability are no longer
complex potions for you.

Complexity Unravelled

Starting at 13th level, up to two complex potions you created


can exist at the same time, but no creature can handle the
effect of more than one complex potion created by you at the
same time. Any attempt to do so will result in both potions
losing their magical properties.

Devotion to Reconstruction

At 18th level, you learn how to brew the potion of


resurrection. Additionally, potions you created that directly
restore health can be used one additional time before they
are depleted.

The Society of Engineers


Very little is known about the Society of Engineers. Publicly
they offer their services to clear farmland, destroy old
buildings to make room for new ones or to support mining
operations. Rumour has it however, that they work hand in
hand with some of the most influential military and
mercenary organisations across the kingdoms.

Controlled Blast

At 3rd level when you join this guild, you learn how to better
shape the blast of your bombs. Whenever you throw a bomb,
you can exclude one 5x5 ft. square from the area effect of
your bomb.

Self-Propelled Bombs

Beginning at 6th level, you attach small jets to your bombs,


increasing your bomb attack range to 40 feet or 80 feet with
disadvantage. This range still increases by five times your
strength ability score modifier (decreasing for negative
values).

Stand Back!

Starting at 13th level, when you use your action to throw a


bomb you can expend a level 1 or higher spell slot to add
significantly more black powder to your bomb. This will
increase its area effect radius by 5 feet to a 25 ft. diameter
sphere. (This cannot be used for bombs you throw with your
bonus action).

Devotion to Demolition

At 18th level, when you use your action to throw a bomb, you
can use your bonus action to throw two additional bombs.
You cannot throw more than one complex bomb on the same
turn.

Bomb Recipes

Tar Bomb

Tier 1

Bomb level: 2
Impact: Covers target in acidic tar for 2 rounds. Everything is
considered difficult terrain. 1d10 acid damage at start of
each round. Additional 1d6 if ignited (does not stack with
other burning effects).
Area: Covered in tar. Lasts 2 rounds. Difficult Terrain. If
ignited, deals 1d6 fire damage to each creature starting its
turn in this area.

Frost Bomb
simple bomb

Bomb level: 0
Impact: 1d8 frost damage
Area: Blast radius of bomb is difficult terrain for 2 rounds

Magnesium Bomb

complex bomb, requires level 3

simple bomb

Tier 3

Bomb level: 0
Impact: Disadvantage on next attack roll until end of turn
Area: Emits bright light up to 15 from impact and dim light
for another 10 for 30 seconds. Works underwater. Does
not ignite objects.

Large Force Bomb

Spark Bomb
simple bomb

Bomb level: 0
Impact: 1d8 fire damage
Area: Ignite flammable objects not carried or worn.

Force Bomb
simple bomb

Bomb level: 0
Impact: 1d8 force damage
Area: Str save or be pushed 10 feet away from center of
impact. Target is pushed away from you.

Dirt Bomb
simple bomb

Bomb level: 0
Impact: 1d4 bludgeoning damage
Area: 1d4 bludgeoning damage, dex save for half.

Acid Bomb

complex bomb

complex bomb, requires level 5, requires force bomb


Bomb level: 1
Impact: 2d6 force damage
Area: Str save or be knocked prone.

Hallucinogenic Gas Bomb


complex bomb, requires level 5

Bomb level: 3
Impact: 4d6 poison damage
Area: Wis save or frightened from you until the start of your
next turn.
No explosion can be heard.

Tier 4
Sticky Bomb

simple bomb, requires level 7


Bomb level: 2
Impact: 1d8 acid damage
Area: Str save or be restrained until the start of your next
turn. Secondary targets have advantage on this save.

Cluster Bomb

complex bomb, requires level 7

Bomb level: 1
Impact: 2d6 acid damage
Area: 1d4 acid damage, dex save for half.

Bomb level: 4
Impact: 3d6 fire damage
Area: 5d6 fire damage, dex save for half. Ignite flammable
objects not carried or worn.

Nail Bomb

Chromatic Bomb

complex bomb
Bomb level: 1
Impact: 1d6 bludgeoning damage.
Area: 1d8 piercing damage, dex save for half.

Tier 2
Smoke Bomb

complex bomb, requires level 3


Bomb level: 1
Impact: 3d6 fire damage.
Area: Heavily obscured for 1 minute.

Fork Bomb

complex bomb, requires level 3


Bomb level: 2
Impact: 2d6 lightning damage, advantage on attack roll if
target is wearing metal armor.
Area: 2d6 lightning damage, dex save for half. Disadvantage
if target is wearing metal armor.

complex bomb, requires level 7


Bomb level: 4
Components: Diamond dust worth at least 50g
Impact: 6d8 specified damage.
Area: Diamond dust covers the area. Creatures cannot
benefit from invisibility.
You choose acid, cold, fire, lightning, poison, or thunder for
the type of bomb when you create it.

Tier 5
Light Acid Bomb

simple bomb, requires level 9, requires acid bomb


Bomb level: 1
Components: copper springs worth at least 50g
Impact: 2d6 acid damage
Area: 1d4 acid damage, dex save for half.

ALCHEMIST

Light Nail Bomb

Tier 7

Bomb level: 1
Components: copper springs worth at least 50g
Impact: 1d6 bludgeoning damage.
Area: 1d8 piercing damage, dex save for half.

Freezing Bomb

simple bomb, requires level 9, requires nail bomb

Large Magnesium Bomb

complex bomb, requires level 9, requires magnesium bomb


Bomb level: 4
Impact: 3d8 fire damage.
Area: Con save or be blinded for 3 turns. Can repeat the save
at the end of its turns. Emits bright light up to 30 from
impact and dim light for another 20 for 30 seconds. Works
underwater. Does not ignite objects.

Soul Fragmentation Bomb


complex bomb, requires level 9

Bomb level: 5
Impact: 3d10 necrotic damage. Gain 1 level of exhaustion.
Area: Con save or gain 1 level of exhaustion.

Tier 6
Dampening Bomb

complex bomb, requires level 11


Bomb level: 0
Impact: 2d8 necrotic damage
Area: For 2 rounds, creatures standing in the area effect can't
regain hit points.

Puff Bomb

complex bomb, requires level 11


Bomb level: 0
Impact: 1d8 force damage
Area: 1d6 force damage, dex save for half. Disperses Smoke
and similar phenomenons in a radius of 20 feet centred on
the impact.

Shatter Bomb

complex bomb, requires level 11


Bomb level: 0
Impact: Target is deafened for 2 rounds.
Area: 2d6 thunder damage, dex save for half. Creatures
made of inorganic material such as stone, crystal, or metal
have disadvantage on this saving throw.

Fiery Shrapnel Bomb

complex bomb, requires level 11


Bomb level: 6
Components: Powder of a crushed black pearl worth at least
300g
Impact: No effect.
Area: 5d6 percing damage and 5d6 fire damage, dex save for
half.

Static Discharge Bomb

complex bomb, requires level 11


Bomb level: 6
Impact: 9d8 lightning damage.
Area: Affected creatures cannot take reactions until the
beginning of their next turn.

ALCHEMIST

complex bomb, requires level 13


Bomb level: 5
Impact: Target is stunned until the end of your next turn.
Area: For 2 rounds, area is difficult terrain. Creatures moving
into or moving while inside the area must succeed on a dex
save or fall prone. Freeze liquids in containers not carried
or worn.

Biting Vapor Bomb

complex bomb, requires level 13


Bomb level: 7
Impact: 5d10 acid damage. Until the beginning of your next
turn or until the fumes are dispersed, target is screaming in
pain and cannot cast spells requiring a verbal component.
Area: Area covered in biting fumes. If set ablaze, they
evaporate and deal 7d6 fire damage, dex save for half.

Darkflame Bomb

complex bomb, requires level 13


Bomb level: 7
Impact: 2d10 necrotic damage.
Area: 10d6 fire damage fire damage, dex save for half. If
creature cannot see the darkfire, it has disadvantage on the
save. Ignite flammable objects not carried or worn.
Darkfire emits no light, but produces the same heat as a
regular fire, and it is invisible except to those with darkvision
(you can always see your own darkflames).

Tier 8
Magma Bomb

complex bomb, requires level 15


Bomb level: 8
Components: Obsidian shards worth at least 300g while
crafting
Impact: 12d6 Fire damage.
Area: Covered in flowing magma for 3 rounds. Ignites
flammable objects not carried or worn. When a creature
starts its turn in flowing magma, it takes 2d6 fire damage.
When the flowing magma is hit with cold damage from any
source it becomes solid. Creatures standing in it: Str save
or restrained. Can repeat save as an action. (Effect ends
after 3 rounds either way).

Massive Force Bomb

complex bomb, requires level 15, requires Large Force Bomb


Bomb level: 8
Impact: 5d10 force damage. Target is pushed back up to 150
feet. Upon colliding with a solid object, take 1d6
bludgeoning damage for each 10 ft travelled and fall prone.
Area: Str save, or be blasted up to 100ft away from the center
of the bomb. (Does not stack with impact effect). Upon
colliding with a solid object, take 1d6 bludgeoning damage
for each 10 ft travelled and fall prone.

Tier 9
Singularity Bomb

complex bomb, requires level 17


Bomb level: 9
Components: A black pearl worth at least 1000g while
crafting
Impact: 10d10 force damage.
Area: Singularity lasts for 3 rounds. In a radius of 50ft
around the singularity, it costs triple movement speed to
move away from the center. At the start of each creatures
turn it must succeed on a str save or be pulled 10 ft in
direction of the singularity.

Alchemist Multiclassing
Should you wish to multiclass into an alchemist, the
prerequisites and proficiencies gained are listed below.

Ability Score Minimum


Intelligence 13

Proficiencies Gained

Light armor, simple weapons, alchemist's supplies, herbalism


kit

Deep Water Bomb

complex bomb, requires level 17


Bomb level: 9
Impact: For 2 Rounds, forms a 15x15x15 foot cube of water
around target, forcing itself down the lungs of that creature
and moving with it. Target makes a con save now and at the
beginning of its next two turns while remaining in the
water. 1. Fail: 5d10 necrotic damage, 2. Fail 10d10 necrotic
damage, 3. Fail 15d10 necrotic damage. No effect on
creatures that dont need air to live.
Area: Creatures that end their turn in the water make a con
save with the same consequences as above, but they can
swim out.

Tier 10
Melting Shrapnel Bomb

complex bomb, requires level 20, requires Fiery Shrapnel


Bomb
Bomb level: 9
Impact: No effect.
Area: 20d6 piercing damage and 20d6 fire damage, dex save
for half.

Vacuum Bomb

complex bomb, requires level 20


Bomb level: 9
Impact: 5d10 necrotic damage.
Area: Kills every creature with less than 75 hp.

ALCHEMIST

Credits and Ressources


Created by Newti and isigily. The following ressources were
used in the creation of this custom class.

Images

Page 1 - Alchemist.
Artist: John Stanko, Copyright: Paizo Publishing, LLC
Page 1 - Workshop.
Concept Art for Kingdom Come: Deliverance,
Copyright: Warhorse Studios
Page 3 - Philosoper's Stone.
Artist: KiraCatgirl, Copyright: Jim Wisniewski

Ressources and Inspiration

Naturalcrit. Homebrew pdf template


d20pfsrd. Alchemist Base Class
Giantitp Forum. Alchemist - Potent Potables and Other
Avenues of Medieval Science by xyianth
Giantitp Forum. Many Homebrew Spells for D&D 5e by
Almir

ALCHEMIST

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