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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
Proficiencies
Equipment
ALCHEMIST
The Alchemist
Level
Proficiency
Bonus Features
1st
+2
2nd
+2
Improvised Creation
3rd
+2
Guild Membership
4th
+2
5th
+3
Extra Bomb
6th
+3
Guild Feature
7th
+3
8th
+3
9th
+4
10
10th
+4
Philosopher's Stone
10
11th
+4
13
12th
+4
13
13th
+5
Guild Feature
15
14th
+5
Explosive Studies
15
15th
+5
17
16th
+5
17
17th
+6
19
18th
+6
Guild Feature
19
19th
+6
19
20th
+6
22
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
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.
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
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.
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
Complexity Unravelled
Devotion to Reconstruction
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
Stand Back!
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
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.
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
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
Cluster Bomb
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
Fork Bomb
Tier 5
Light Acid Bomb
ALCHEMIST
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
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
Puff Bomb
Shatter Bomb
ALCHEMIST
Darkflame Bomb
Tier 8
Magma Bomb
Tier 9
Singularity Bomb
Alchemist Multiclassing
Should you wish to multiclass into an alchemist, the
prerequisites and proficiencies gained are listed below.
Proficiencies Gained
Tier 10
Melting Shrapnel Bomb
Vacuum Bomb
ALCHEMIST
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
ALCHEMIST