Alquimist (5e Class)

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Alquimist[edit]

Alquimist[edit]

The old man reels back with a vial full of a thick liquid the color of a burning fire and throws it at a pack of Gnolls. As it impacts the red liquid combusts into a blaze the size of a city block engulfing the oncoming horde singing the hair off the Gnolls the smell of burning hair reeked throughout the valley and the surrounding land. Never again did the Gnolls bug the old man for his later life.

Once an ordinary man, he smiles with malice as he drinks a vial of a mysterious liquid. He touches a stone wall and out of it comes a blade of stone. He shreds the two heroes bits in an instant. He walks out of the cave blood on his blade 4 more vials on his belt. The fire lit under him got him started but he will never stop.

Creating a Alquimist[edit]


Quick Build

You can make a Alquimist quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity. Second, choose the Hermit background. Third, choose Arcana and Nature for your Skills

Class Features

As a Alquimist you gain the following class features.

Hit Points

Hit Dice: 1d10 per Alquimist level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Alquimist level after 1st

Proficiencies

Armor: Light, Medium
Weapons: Simple and Martial
Tools: Alchemist's Supplies, Poisoner's Kit, Herbalist's Kit
Saving Throws: Intelligence, Dexterity
Skills: Choose four from Arcana, Deception, History, Insight, Investigation, Medicine, Nature, Religion, Sleight of Hand

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) A Longbow or (b) A hand crossbow and 20 bolts
  • (a) A component pouch or (b) An arcane focus
  • (a) A dungeoneer's pack or (b) A scholar's pack
  • Breastplate armor, Alchemist's supplies, Two Hatchet
  • If you are using starting wealth, you have 3d4 x 10 gp in funds.

Table: The Alquimist

Level Proficiency
Bonus
Features Cantrips Known Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Chemical Studies 3 2 2
2nd +2 Brewer 3 3 3
3rd +2 Spell Bottling, Chemical Studies Feature 3 6 4 2
4th +2 Ability Score Improvement 4 7 4 3
5th +3 Trigger Happy 4 9 4 3 2
6th +3 Unique Bottles, Chemical Studies Feature 4 10 4 3 3
7th +3 4 11 4 3 3 1
8th +3 Ability Score Improvement 5 12 4 3 3 2
9th +4 5 14 4 3 3 3 1
10th +4 Chemical Studies Feature Side Effects 5 15 4 3 3 3 2
11th +4 5 16 4 3 3 3 2 1
12th +4 Ability Score Improvement 6 16 4 3 3 3 2 1
13th +5 6 17 4 3 3 3 2 1 1
14th +5 Chemical Studies Feature 6 17 4 3 3 3 2 1 1
15th +5 Philosopher's Touch 6 18 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 7 18 4 3 3 3 2 1 1 1
17th +6 7 19 4 3 3 3 2 1 1 1 1
18th +6 Chemical Studies Feature 7 20 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 8 21 4 3 3 3 3 2 1 1 1
20th +6 Chemical Mastery 8 22 4 3 3 3 3 2 2 1 1

Throwing Potions[edit]

   When throwing a potion, you make a ranged attack against the targets AC. Making a Critical Hit allows you to aim for a specific spot rather than a creature in general, doubling the damage taken. When you hit the target with the potion, the bottle breaks, and the potion's effect is used on the target it hits. If the potion misses however, it lands in a random spot within 10 ft of the intended target, and the potion's effect is used on whatever it hits.

Spellcasting[edit]

Your spellcasting draws on the divine essence of nature itself. You choose cantrips and spells from the alquimist's spell list as described at the bottom of the page, as well as any spell or cantrip that handles plants. These spells are considered alquimist spells when cast by you.

Spellcasting Focus[edit]

You can use an arcane focus as a spellcasting focus for your Alquimist spells.

Cantrips[edit]

At first level, you know two cantrips of your choice from your alquimist spell list. You learn additional alquimist cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Alquimist table.

Spell Slots[edit]

The Alquimist table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell sleep and have a 1st-level and a 2nd-level spell slot available, you can cast sleep using either slot.

Spells Known of 1st Level and Higher[edit]

At first level, you know two 1st-level spells of your choice from the Alquimist spell list. You gain additional spells known as shown on the Alquimist spell list.

Additionally, when you gain a level in this class, you can choose one of the spells you know and replace it with another spell, which also must be of a level for which you have spell slots.

Spellcasting Ability[edit]

Intelligence is your spellcasting ability for your spells, since the power of your magic comes from the divine essence of nature. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier

Chemical Studies[edit]

At 1st level, you chose a Chemical Study. Choose between Volatility, Toxicity, or Reparation, all detailed at the end of the class description. Your choice grants you features at 1st level and again at 3rd, 6th, 10th, 14th and 18th level.

Brewer[edit]

At 2nd level, your proficiency bonus is doubled for any ability check you make using your Alchemist's Supplies, Poisoner's Kit, Brewer´s Kit, or Herbalist's Kit. You also can add double your proficiency bonus to attack rolls when throwing potions. Additionally, if you have drunk a potion, you can double your proficiency bonus on attack rolls for 1 minute.

Spell Bottling[edit]

Starting at 3rd level you gain the ability to bottle spells of 1st level or higher into liquid potions that can be drunk, poured out, or applied to the skin to activate at a later time. In order to bottle a spell, you must spend 15 minutes and one spell slot of the corresponding level. You can carry a number of bottled spells equal to your level in this class at any time. Additionally, you can try to bottle a spell that targets you as a reaction, but to do so you need to win a Dexterity (sleight of hand) test against the opponent's attack roll or save DC. If you succeed, you can keep the spell.

When bottling spells or using a bottled spell, the following rules apply:

  • All material components the spell would require must be present when the spell is bottled, and any that would be consumed when casting the spell, are consumed when the spell is bottled.
  • When a spell with a cylinder, cube or sphere area is drunk or poured out, the point at which the spell originates is where the potion is poured out or consumed

For example, when a fog cloud spell is drunk, the point that the spell originates is on the creature that consumed the spell, forming a 20-foot-radius sphere around that creature.

  • When a spell with a cone or line area of effect is poured out on the ground, the direction it is poured is the direction the cone affects.

For example, when a lightning bolt spell is drunk, imbiber will take the damage of the spell and the lightning bolt will arc out in a random direction, hitting all in its path.

  • When a spell with a cone or line area of effect or a ranged spell attack is applied to the skin or hit as a target of a thrown potion, the target coated with the material is subject to the spell and then a random direction is chosen for other effects such as the cone or line.
  • When a ranged or touch spell attack is drunk, the spell's effect only affects the creature that drank the potion.

For example, when a creature drinks a inflict wounds spell, only the creature that drank the potion takes damage.

  • When a spell that creates or summons an object, creature, illusion, or non-damaging sound is drunk, the potion has no effect and is used up.

For example, when a goodberry spell is drunk, the spell has no effect and to be effective, would need to be poured out onto a bush (aka the target).

  • When a spell that has multiple effects is being bottled, the spell's effect must be chosen as the potion is bottled.

For example, when a minor illusion spell is bottled, you must choose what audio or visual effect is created when the potion is used.

  • When a spell that would require concentration is drunk or poured out, the effects the spell has don't require concentration and last as long as the duration of the spell.

For example, when a compulsion spell is used against a creature, that creature is affected for the entire 1 minute, or until the creature succeeds its saving throw.

Ability Score Increase[edit]

When you reach 4th level, and again at 6th 8th, 12th 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Trigger Happy[edit]

When you reach 5th level, whenever you are the target of an attack, you may use your reaction to drink or throw one of your potions or bottled spells. Additionally, when a hostile creature's movement provokes an opportunity attack from, you can use your reaction to throw a potion, throw a bottled spell or cast a spell at that creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and can only target that creature. Additionally, you gain one more action that can only be used to drink/throw a potion or make an attack

Unique Bottles[edit]

Whenever you reach 6th level, you gain the ability to add special attributes to your bottle's spells. Whenever you bottle a spell, you may choose up to one unique bottle attribute to give to your bottled spells (whether listed below or in the Chemical study Unique Bottle List),

Pressurized

Whenever the spell is spilled, if it is a spell with only one or more targets, its effects affect all creatures within 5 feet of the location where the liquid was spilled.

Sleek

You have advantage on attack rolls when throwing this bottle.

Spouted

Whenever the spell is poured out, if its range is a line, cone, or is a ranged spell attack, you may choose the direction the spell faces.

Spiked

Whenever this bottle is thrown and hits a creature, it deals an additional 1d8 piercing damage.

Philosopher's Touch[edit]

Whenever you reach 15th level, you choose two 1st, 2nd or 3th -level chemistry spell, or a 1st, 2nd or 3th-level spell from your chemistry studies spell list. Once a day, you can bottle the chosen spell at its highest level that you have spell slots for without spending a spell slot or any of the material components.

By spending 8 hours in study, you can exchange the spell you chose for a different 1st or 2nd-level chemistry spell, or a 1st or 2nd-level spell from your chemistry studies spell list.

Chemical Mastery[edit]

When you reach 20th level you can control the chemical makeup of spells with mastery and speed no one has ever thought could exist. You get the following features.

When you bottle a spell it is always treated as the highest level.

Whenever you expend a spell slot you may bottle a spell with a lower spell level instantly without any components. You regain the use of this ability when you finish a long rest.

Chemical Studies[edit]

Study of Reparation[edit]

Medical Touch[edit]

Starting at 1st level, when you use a spell of 1st level or higher that restores hit points to a creature other than you, that creature regains additional hit points equal to 1d4+the spells level. Additionally, you gain advantage on medicine.

Studious Spell List[edit]

Study into Reparation allows you to learn the following spells. They are chemistry spells for you, but don't count against your number of spells known.

Study of Reparation Spells
Alquimist Level Spells
1st cure wounds, shield of faith
3rd lesser restoration, prayer of healing
5th aura of vitality, revivify
7th death ward, stone skin
9th greater restoration, mass cure wounds

Skilled Physician[edit]

Starting at 3rd level, whenever you bottle a spell from your Study of Reperation Spell List, you may do so in half the required time, and do so without spending the required spell slot (given you have at least one spell slot of the required level).

Delicate Glass[edit]

Starting at 6th level onwards you learn to modify the glass on bottles. When you use your action to throw a potion at an ally, you can choose to have the impact cause no damage to the target. The target receives all the benefits of the potion as if they had drunk it normally.

Side Effects[edit]

Starting at 10th level, whenever you bottle a spell, in addition to choosing a unique bottle, you may choose a side effect from the following list,

Heightened Senses

Whenever a creature drinks this spell, until your next turn, the target’s speed is increased by 15, it gains a +1 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

Heightened Mind

Whenever a creature drinks this spell, for the next ten minutes, that creature has advantage on all checks and saving throws that use Intelligence, Wisdom, or Charisma.

Smiting Rush[edit]

Starting at 14th level, when you use a spell of 1st level or higher that restores hit points to a creature other than you, you may have each hostile creature within 10 feet of that creature must make a Dexterity saving throw against your spell save DC. On a failed save, that creature is dealt damage equal to the amount of hit points restored this way, or half as much on a successful save. You can use this feature, A number of times up to your Proficiency Modifier and, Regain all uses when you finish a long rest.

An undead makes its saving throw with disadvantage.

Mutagenic Hyperdrive[edit]

Starting at 18th level you can spend 1 hour and 1 bottle slot to create a mutagen that has inhuman effects but after a short time, your abilities weaken the effects only happen when the mutagen is injected or ingested.

Mutagenic Speed

Until your next turn, that creature affected has their speed increased by 60, it gains a +3 bonus to AC, a +2 bonus to Dexterity saving throws, it has advantage on Dexterity saving throws, and it gains an additional 3 actions on its turn. These actions can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. after this effect wears off you become unconscious for 1d6 turns. You can only be woken by being dealt 10 or more lightning damage.

Mutagenic Intellect

For the next ten minutes, the creature affected has advantage on all checks and saving throws that use Intelligence, Wisdom, or Charisma also their Charisma, Wisdom, and intelligence scores are raised to 24. When the effect wears off the creatures hp becomes halved along with their dexterity and strength scores for 1d6 Hours.

Study of Volatility[edit]

Explosives Expertise[edit]

Starting at 1st level, you may now make a number of explosives per long rest equal to double your proficiency bonus that deal 4d6 fire damage in a 15 ft radius as long as you have Alchemists supplies. You can additionally embed an explosive property in a non-magical projectile or weapon, giving the same damage as your explosives. You can use this feature a number of times equal to twice your proficiency bonus, you regain this feature on a short rest.

Volatile Spell List[edit]

Study into Volatility allows you to learn the following spells. They are chemistry spells for you, but don't count against your number of spells known.

Study of Volatility Spells
Alquimist Level Spells
1st burning hands, chaos bolt
3rd blur, counterspell
5th contagion, flame strike
7th forcecage, teleport
9th blade of disaster, gate

Improved Throwing[edit]

Once you reach 3rd level, you may now throw explosives and potions up to 120 ft. Additionally, the effects of a potion that does damage is increased by one dice of damage if the magical effect was given by a potion thrown by you. If the potion does not do damage and, instead, gives some sort of buff or debuff, the duration is increased by half of the original duration.

Crowd controler[edit]

At 6th level, you may throw two explosives instead of one when you use the interact with object action to use and throw a explosive.

Improved Explosives[edit]

At 10th level, the damage of your explosives is now 8d6+intelligence modifier damage with a radius of 30ft. You perfect your bombs once you reach level 18th, now dealing 10d6+intelligence modifier damage with a radius of 40ft. Creatures must make a Constitution saving throw with a DC equal to 8 + your dexterity modifier + your proficiency bonus. If they fail the saving throw, they gain disadvantage on their next attack. On a sucessfull save, they are imune to this disadvantage effect for 24 hours.

Alchemical Explosives[edit]

Your studies led you to make magical bombs of any element you can think of. When you reach level 14th, you can change the damage of your explosives to either(fire, cold, force, poison, acid, lightning, radiant, necrotic or energy) choose the damage type when making the explosives.

Study of toxicity[edit]

poison expertise

you can apply poisons to your weapons as a bonus action, your poisons do extra damage equal to your intelligence modifier

poisoner spell list
Alquimist Level Spells
1st detect poison and disease, ray of sickness
3rd bestow curse, protection from poison
5th stinking cloud, vampiric touch
7th blight, confusion
9th cloudkill, contagion


Poison needles

Once you reach 3d level, you can now use an action to throw a needle coated in one of your poisons at a creature within 100ft

Greater poisons

At 6th level, your poisons ignore resistance to poison and treat immunity as resistance

Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

Cantrips

Acid Splash, Chill Touch, Dancing Lights, Fire Bolt, Friends, Guidance, Mending, Minor Illusion, Message, Prestidigitation, Thunderclap and Stabilize

1st Level

Alarm, Bane, Bless, Cause Fear, Charm Person, Command, Color Spray, Create or Destroy Water, Dissonant Whispers, Detect Magic, Entangle, Fog Cloud, Goodberry, Identify, Inflict Wounds, Sleep, Heroism, Faerie Fire, Tasha’S Caustic Brew

2nd Level

Aganazzar's Scorcher, Alter Self, Barkskin, Calm Emotions, Continual Flame, Darkvision, Enlarge/Reduce, Gust of Wind, Heat Metal, Hold Person, Invisibility, Misty Step, Moonbeam, Pyrotechnics, See Invisibility, Spike Growth, Suggestion, Web, Zone of Truth, Rime's Binding Ice, Dragon's Breath

3rd Level

Beacon of Hope, Blink, Lightning Bolt, Daylight, Dispel Magic, Spirit Shroud, Fear, Fly, Gaseous Form, Haste, Hypnotic Pattern, Leomund's Tiny Hut, Nondetection, Protection from Energy, Remove Curse, Sending, Thunder Step, Tidal Wave, Tongues, Vampire Touch, Water Breathing, Water Walk, Summon Undead, Summon Fey, Ashardalon's Stride, Wall of Water

4th Level

Arcane Eye, Aura of Life, Banishment, Confusion, Dominate Beast, Fire Shield, Greater Invisibility, Hallucinatory Terrain,Otiluke's Resilient Sphere, Polymorph, Vitriolic Sphere, Summon Elemental, Evard's Black Tentacles, Summon Aberration, Stone Skin, Guardian of Nature

5th Level

Animate Objects, Conjure Elemental, Creation, Bigby's Hand, Summon Celestial, Destructive Wave, Dominate Person, Dream, Enervation, Far Step, Insect Plague, Legend Lore, Mislead, Raise Dead, Seeming, Teleportation Circle, Wall of Stone, Wrath of Nature, Hold Monster

6th Level

Chain Lightning, Create Homunculus, Create Undead, Disintegrate, Globe of Invulnerability, Harm, Heal, Investiture of Flame, Investiture of Ice, Investiture of Stone, Investiture of Wind, Move Earth, Tasha's Otherworldly Guise, Wall of Thorns

7th Level

Crown of Stars, Delayed Blast Fireball, Draconic Transformation, Etherealness, Fire Storm, Power Word: Pain, Prismatic Spray, Regenerate, Resurrection, Whirlwind

8th Level

Antimagic Field, Clone, Dominate Monster, Glibness, Incendiary Cloud, Mind Blank, Power Word: Stun, Sunburst, Tsunami

9th Level

Foresight, Invulnerability, Mass Heal, Power Word: Heal, Shapechange, True Polymorph, True Resurrection, Wish

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Alquimist class, you must meet these prerequisites: 13 Intelligence.

Proficiencies. When you multiclass into the Alquimist class, you gain the following proficiencies: One Skill and Medium Armor Proficiency

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