Chemist (3.5e Class)

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Making a Chemist

Abilities: A Chemist is devoted to their art and their ability to create just about anything using chemicals and ingredients available to them. They are a prideful sort, extremely based around their studies and require high intelligence to craft and use their created concoctions.

Races: Any race may study chemistry.

Alignment: Any alignment.

Table: The Chemist

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +0 +0 Small Curative Vial, Paralyzing Vial
2nd +2 +3 +0 +0 Studious Immunity
3rd +3 +3 +1 +1 Poison Vial, Bonus Feat
4th +3 +4 +1 +1 Expanding Knowledge
5th +4 +4 +1 +1 Corrosive Vial
6th +5 +5 +2 +2 Small Acid Bomb
7th +5 +5 +2 +2 Empowered Throw, Expanding Knowledge
8th +6/+1 +6 +2 +2 Overgrowth Vial
9th +6/+1 +6 +3 +3 Relief Balm, Bonus Feat
10th +7/+2 +7 +3 +3 Heavy Vial, Expanding Knowledge
11th +8/+3 +7 +3 +3 Fog Vial, Rejuvenating Curative Vial
12th +9/+4 +8 +4 +4 Intoxicating Pheromone Vial, Adrenaline Vial
13th +10/+5 +8 +4 +4 Choking Toxic Mist
14th +10/+5 +9 +4 +4 Large Corrosive Splash, Bonus Feat
15th +11/+6/+1 +9 +5 +5 Greater Acid Bomb, Empowered Brew
16th +12/+7/+2 +10 +5 +5 Expanding Knowledge
17th +12/+7/+2 +10 +5 +5 Protective Seal
18th +13/+8/+3 +11 +6 +6 Stability Balm, Bonus Feat
19th +14/+9/+4 +11 +6 +6 Brainstorm
20th +15/+10/+5 +12 +7 +7 Large Curative Splash, Expanding Knowledge

Class Skills

Class Skills (15 + Int x4 At first level) The Chemist's class skills are Appraise (Int), Concentrate (con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Knowledge (Nature, Geography) (Int), Listen (Wis), Profession (Int), Search (Intelligence), [SRD:Sense Motive|Sense Motive]] (Wisdom), Survival (Wisdom)

Class Features

All of the following are class features of the Chemist.

Weapon and Armor Proficiency: Chemists are proficient with light armor and simple weapons. These proficiencies remain in place until multiclassing occurs.

Small Curative Vial: The Chemist hurls a vial of restorative potion at an ally within 10ft, healing them for 1d8 + character level (up to +5) points.

Paralyzing Vial: The Chemist can throw a vial of stun solution at an enemy within 10ft, paralyzing them for 1d6 rounds.

Studious Immunity: The Chemist works with a variety of concoctions and is very familiar with their work. Because of having to work with so many chemicals, often toxic, their immune system used to hazardous vapors and substances, being unaffected by toxic/poisonous damage.

Poison Vial: The Chemist can hurl a vial of incredibly poisonous solution at an enemy within 10ft, inflicting 1d6 + Character Level (max +20) points of damage at the first impact and 1d6 + Character Level points (max +20) every round after. May stack only twice.

Expanding Knowledge: The Chemist learns through experience, gaining more and more knowledge through their travels and studies. Add +1 to Intelligence.

Corrosive Vial: The Chemist throws a vial of corrosive solution at an enemy within 10ft, lowering their AC by 10 points.

Small Acid Bomb: The Chemist throws a dual-tube vial of explosive acid. When it ruptures, it deals damage like a ranged attack of 1d10 + Character Level (Up to +20) worth of damage.

Empowered Throw: Three times per DAY, the Chemist may increase their throw range on their abilities by 10ft.

Overgrowth Vial: The Chemist throws a dual-chambered vial at an enemy within 10ft. When the solution on one side touches the plant specimen on the other, the plant bursts to life and grows phenomenally large. In impact, the plant places the enemy in a grapple, and a Strength check must be made to free themselves.

Relief Balm: The Chemist may throw a vial of status effect-healing balm at an ally within 10ft. This balm can relieve party members of poison/toxic, paralysis, nausea, blindness or fatigue/exhaustion. Due to its complicated mixture, this concoction can only be used twice a day.

Heavy Vial: The Chemist throws a large vial of a sticky, incredibly heavy goo concoction at an enemy within 10ft. This vial inflicts fatigue normally, but has a 25% change of inflicting exhaustion.

Fog Vial: The Chemist throws a vial up to 10ft; upon exploding on the ground, a thick fog engulfs the area around the enemy and any adjacent enemies within 5ft, blinding them and leaving them vulnerable for 1d4 rounds.

Rejuvenating Curative Vial: The Chemist may throw a large vial of curative potion at a party member within 10ft, healing them for 4d8 + Character Level (Up to +20).

Intoxicating Pheromone Vial: The Chemist hurls a vial of infatuating pheromones at an enemy within 10ft. This enemy has a 50% chance of turning on their adjacent allies (if any) and assaulting them instead of the party for 1d4 turns.

Adrenaline Vial: The Chemist throws a small vial of hyper-adrenaline serum. The affected ally is able to make an extra attack roll/use one extra spell for 1d6 rounds. The affected ally also gains double the land speed for the granted rounds.

Choking Toxic Mist: The Chemist throws a large vial of toxic chemical at an enemy within 10ft. When it explodes, that enemy and anyone within one adjacent square is inflicted with 3d6 + Character Level (Up tp +20) toxic damage and 1d10 Constitution damage per round. Can harm allies; use with caution.

Large Corrosive Splash: The Chemist throws a corrosive concoction at an enemy; upon contact, it splashes and makes contact with anyone within a 5ft radius, lowering their AC by 20. Can harm allies, use with caution. Can only be used once per day, due to its complicated recipe and cook time.

Greater Acid Bomb: The Chemist hurls a large dual-tube of explosive acid at an enemy within 10ft, dealing 3d10 + Character Level (Up to +20) to that enemy.

Empowered Brew: Once per encounter, the Chemist may use a special brew of their choice. This brew is an empowered, doubly-effective version of the normal brew, dealing double the damage/effect of the original.

Protective Seal: The Chemist hurls a vial of powerful protective agent at an ally, coating them in a mist that has the ability to absorb 1d100 points of damage. Does not stack.

Stability Balm: When an ally drops below half health, the Chemist may throw a vial of stabilizing balm at them, protecting them from dropping below 1 health once. This can only be used once per encounter.

Brainstorm: For one turn per encounter, the Chemist may treat their Intelligence score as if it were 5 points higher.

Large Curative Splash: Twice per encounter, the Chemist may throw a large vial of curative potion at an ally. That ally, along with any others within 5 feet, are healed for 1d100 + Character Level (up to +20) points.


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