Battle Alchemist (3.5e Class)

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Battle Alchemist[edit]

A powerful scientist able to exert his will on materials.

Making a Battle Alchemist[edit]

The Battle Alchemist is a reality-bending powerhouse capable of transmuting objects into different shapes, sizes, and even materials. the combat implications of this mean that a Battle Alchemist's attack can come from anywhere. He can bring a stone spike into existence at your feet or draw a sword from the floor and go for an all-out assault. Battle Alchemists are well versed in science and therefore are very intelligent, with intelligence being their primary stat. Most battle alchemists have a strong knowledge of combat and train every day in order to use this knowledge, resulting in either high dexterity or strength. Generally, Dexterity is the favored of the two as Battle Alchemists tend to have a flair for the dramatic satisfied only by daring stunts. Battle Alchemists, similar to wizards, may not get along too well with the common folk, with their high intelligence costing them dearly in the area of charisma. Battle Alchemists get along with Wizards, Paladins, and other such classes that have a form, order, or intellect woven into the class itself. Battle Alchemists generally do not get along with Bards, Warlocks, and other such classes that either have no form or didn't seem to work for their power.

Abilities: Intelligence and either Strength or Dexterity are the most important for a Battle Alchemist.

Races: any race can become a Battle Alchemist, although the long, studious nature of alchemy makes long-living races more suited for Alchemy.

Alignment: Any, with a tendency towards lawful.

Starting Gold: 2d4 ×10 gp.

Starting Age: Moderate or higher, as alchemy does take time to learn, and more time yet to make combat effective.

Table: The Battle Alchemist

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +0 +0 +2 Basic Transmutation, Alchemy Points
2nd +1 +0 +0 +3 Bonus Feat
3rd +2 +1 +1 +3 Unarmored Defense: Alchemical, Transmuted Weapons
4th +3 +1 +1 +4 Offensive Transmutations
5th +4 +2 +2 +5 Improved Transmutations, Lock Shatter
6th +4 +2 +2 +5 Improved Alchemy Points, Improved Transmuted Weapons
7th +5 +2 +2 +6 Defensive Transmutations
8th +6 +3 +3 +6 Alchemical Sacrifice, Elemental Transmutations
9th +7 +3 +3 +7 Bonus Feat
10th +8 +3 +3 +7 Advanced Transmutations
11th +9 +4 +4 +8 Bonus Feat, Multi-Target Transmutations
12th +10 +4 +4 +8 Empowered Transmuted Weapons
13th +10 +4 +4 +9 Bonus Feat, Alchemical Drain
14th +11 +5 +5 +9 Bonus Feat
15th +12 +5 +5 +10 Expert Transmutations
16th +13 +5 +5 +10 Explosive Transmutations
17th +14 +5 +5 +11 Transmutation Memory, Masterful Transmuted Weapons
18th +15 +6 +6 +11 Flesh Shaping
19th +15 +6 +6 +12 Perfect Transmuted Weapons,Elemental Expertise
20th +16 +6 +6 +12 Master of Transmutation, Philosopher's Stone

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Climb (Str), Concentration (Con),Craft (Alchemy) (Int), Disable Device (Int), Knowledge (arcana) (Int), Search (Int), Disguise (Cha) Appraise (Int), Decipher Script (Int), Forgery (Int), Use Magic Device (Cha), Spellcraft (Int)

Class Features[edit]

 All of the following are class features of the Battle Alchemist.

Weapon and Armor Proficiency: Battle Alchemists are proficient with a selection of up to 5 weapons and light and medium armor.

Alchemy Points: At 1st Level, the Battle Alchemist gains Alchemy Points. Alchemy Points are the Battle Alchemist's ability to transmute objects and are refilled after a long rest. The Battle Alchemist starts with a number of Alchemy Points equal to (Int Mod X 2). This amount increases at 6th Level.

Basic Transmutations: Every Battle Alchemist receives a Transmutation circle drawn, etched, or magically placed on their body when this perk is received at 1st Level. without this transmutation circle, no transmutations can be done. Basic Transmutations allows transmuting of any nonmagical item made of wood or stone, and the alchemist can change the type of the transmuted material to any other type of material he can transmute. All transmutations, including those beyond basic, have the rule that the transmutation is considered to travel along surfaces like an electric current, or a character. The targeted area must be somewhere the Battle Alchemist could get to via running or climbing. (examples: A Battle Alchemist stands on a flat plain. he can transmute a pillar 15 feet in front of him. if there is a 5 foot dip in terrain, the lateral range becomes 10 feet, as the transmutation must first travel down the 5 foot drop. if there is a floating island 10 feet above the Battle Alchemist, he cannot transmute it unless he touches it.) Basic Transmutations allow for the following:

The Battle Alchemist can expend 1 Alchemy Point and a Full Round Action to shape a 5x5 area within 15 feet into any basic form (square, sphere, mound, etc.). This does not allow for complex transmutations of the area, like forming a ladder. the 5x5 area can be shaped to extend past its original area, such as if a 5x5 area were shaped into a cylinder with a 1 foot diameter. Distance is converted simply, with 1 foot of width transferring to 1 foot of length. For example, the aforementioned cylinder could reach a maximum length of 10 feet if it were to be 1 foot thick (the minimum of any dimension of a basic transmutation is 1 foot.). The Battle Alchemist can attempt to attack with this ability by crushing his target against a static object such as a ceiling, floor, or wall. The target must succeed on a (10 + INT modifier) reflex save (no damage) or be crushed, taking 1d6 bludgeoning damage. If the target succeeds the save, it moves 5 feet in a chosen direction. If the target fails the save, it does not move and must make a strength check with a DC the same as the reflex save to get out.

The Battle Alchemist can expend 2 Alchemy Points and a Full Round Action to create a 10x10 area of Difficult Terrain. The Area can be in any rough shape, and therefore can take up a 20 foot straight line or a 10x10 cube.

The Battle Alchemist can expend 2 Alchemy Points and a Standard Action to shape a simple object from wood or stone. Objects meant to be weapons are considered Improvised Weapons and follow the rules of improvised weapons. Improvised Weapons made this way cannot have reach or finesse, and said weapons break easily due to their constituent parts.

Unarmored Defense: Alchemical: At 3rd Level, the Battle Alchemist learns how to make small Transmutations upon his own body and where to place them for maximum defense with minimum penalties. If the Battle Alchemist is not wearing armor, add his Intelligence Modifier to his AC. This is treated like armor and is not included in Touch AC.

Transmuted Weapons: At 3rd Level, the Battle Alchemist learns how to transmute steel effectively enough to create weaponry. The Battle Alchemist can, as a Swift Action, expend 2 Alchemy Points to transmute a weapon out of any material he can transmute (if the Battle Alchemist cannot yet transmute Iron or Steel, he can do so for the express purpose of creating a weapon). He can only effectively transmute weapons that he is proficient with, and these weapons act exactly like their non-transmuted counterparts.

Offensive Transmutations: at 4th Level, The Battle Alchemist has enough control over his transmutations that he can cause them to happen violently, using them as attacks. As a standard action, and by expending 1 Alchemy Point, the Battle Alchemist can summon a spike, blade, or pillar 5 with which to attack an enemy. The attack starts 5 feet away from the target, so a target at 35 feet could still be struck by an attack. This attack is considered a ranged spell attack. No matter which version of the attack is used, it deals 2D6 damage. If the spike is used, piercing damage is done. If the blade is used, slashing damage is done. If the pillar is used, bludgeoning damage is done. The Battle Alchemist can expend a full round action and 2 Alchemy Points to attack from 2 areas (both attacks must be within range). The Battle Alchemist must treat each version of the attack as its own attack, rolling separate hits and damage for each. The Damage of a single attack increases to 3d6 at 10th Level, 4d6 at 15th Level, and 6d6 at 20th Level.

Improved Transmutations: At 5th Level, the Battle Alchemist is strong enough to transmute Iron and Steel, and becomes a more powerful alchemist overall. The transmutation options from Basic Transmutations now take a standard action instead of a full round action, and transmuting an improvised weapon as with Basic Transmutations takes a swift action instead of a standard action. When the Battle Alchemist shapes an area, he can now select 2 5x5 areas within 10 feet of each other. The Battle Alchemist also learns how to more intricately control his Alchemical power, meaning he can now create more complex items with his transmutations. He can now transmute things like ladders, stairs, and even complex objects like keys (if the Battle Alchemist attempts to forge a key or other such intricate items, he must have the original or a copy of it so that the transmutation is accurate). The Battle Alchemist can also now alter objects besides floors and walls, treating the transmutation as if he were shaping an area. Examples include turning a door into a wall, opening a hole in a wall, securing a table to the floor, breaking handcuffs, etc.

Lock Shatter: At 5th Level, the Battle Alchemist can begin sensing the workings of objects with his Alchemy, allowing him to break locks in a way that unlocks the door. The Battle Alchemist becomes proficient in Open Lock, and uses his Intelligence instead of Dexterity. If he succeeds the Open Lock check, the lock unlocks and then breaks, becoming unusable. Lock Shatter can only be used on nonmagical locks unless the Battle Alchemist has the Expert Transmutations ability.

Improved Alchemy Points: At 6th Level, the Battle Alchemist learns to make more efficient use of his powers. Your Alchemy Points are doubled (Int Modifier x 4).

Improved Transmuted Weapons: At 6th Level, the Battle Alchemist learns how to make a stronger weapon, infused with the power of Alchemy. All transmuted weapons are +1 when wielded by the Battle Alchemist who made them, and he can spend gold equal to the +1 variant's cost to create a +2 variant. If the Battle Alchemist makes a +2 weapon in this way, that weapon will be +2 whenever he transmutes it (he will not have to upgrade the weapon every time he "summons" it.). These Transmuted Weapons are considered magical, but the Battle Alchemist can still freely transmute them. The Battle Alchemist also obtains a better understanding of his weapons, allowing him to use his intellect more effectively in battle. You may use your Intelligence Modifier in place of Strength or Dexterity when using your transmuted weapons.

Defensive Transmutations: At 7th Level, the Battle Alchemist becomes adept with their Alchemy to the point of being able to quickly transmute a temporary defense upon himself. When targeted by an attack, after the attack roll is made, you can spend 2 Alchemy Points and your reaction to gain +2 AC for that attack.

Alchemical Sacrifice: At 8th Level, the Battle Alchemist furthers his study of equivalent exchange, discovering that he can sacrifice his well-being to gain alchemical power. As a swift action, you can sacrifice a number of hit points (but not enough to put you into the "dying" state.). You gain Alchemy Points equal to the health sacrificed. Alchemy Points can NOT go over your maximum when gained this way.

Elemental Transmutations: At 8th Level, the Battle Alchemist learns how to unlock the elemental potential of certain gems. As a Swift Action, you can slam a gem into your weapon and transmute it into the weapon. The gem is lost, and the weapon gains an effect based off the gem for the next hour. The effects scale with the cost of the gem, with the base extra damage being 1d4, increasing to 1d6 with a gem worth at least 500 gold, and increasing to 1d10 with a gem worth at least 1000 gold. The effects are as follows:

Ruby: fire damage

Sapphire: cold damage

Emerald: poison damage

Topaz: lightning damage

Amethyst: psychic damage

Quartz: force damage

Obsidian: acid damage

Diamond: healing

Advanced Transmutations: At 10th Level, the Battle Alchemist grows yet more in power, gaining the ability to transmute even more materials in even more ways. You can now transmute any non-magical metal with the exceptions of gold, adamantium, mithral, platinum, and lead. You can also transmute 3 5x5 areas with your transmutation ability, and can transmute even the most minute of objects perfectly.

Multi-Target Transmutations: At 11th Level, the Battle Alchemist learns to split his focus to attack multiple foes at once. You can use your transmutation attack to attack up to 3 targets within 15 feet of each other, with one extra alchemy point expended per target. Each attack requires separate rolls. If the Battle Alchemist chooses to attack one foe twice via the trait of Offensive Transmutations, only one foe receives both attacks (if 3 enemies are targeted with offensive transmutations and the Battle Alchemist uses the double attack on his first target, the other 2 targets still only receive 1 attack.).

Empowered Transmuted Weapons: At 12th Level, the Battle Alchemist further strengthens his ability to create transmuted weapons. All transmuted weapons start at +2 instead of +1. If a weapon is already +2 because of the trait of Improved Transmuted Weapons, that weapon is now +3. Maximum improvement increases to +4. To calculate the cost of upgrading a transmuted weapon, use the gold cost of the CURRENT version of the weapon (when upgrading a +2 weapon to +3, the cost of the upgrade is the cost of a +2 variant of the weapon.).

Alchemical Drain: At 13th Level, the Battle Alchemist finds a way to force his Alchemical Sacrifice unto others, albeit in a weakened form. You can expend 2 Alchemy Points to make a melee touch spell attack. The attack deals (1d4 + Int Modifier) force damage, and you gain a number of Alchemy Points equal to half the damage dealt. The damage dealt increases by 1 for every 2 missing Alchemy Points.

Expert Transmutations: At 15th Level, the Battle Alchemist is nearing perfection of his alchemical powers. You can now transmute gold, adamantium, mithral, platinum, and lead. You can also attempt to transmute magical objects. To do this you must roll a "Use Magic Item" check. You always have proficiency in this check when using it for this purpose. If you fail the check, you cannot attempt to transmute this item again, and if you succeed, you destroy the enchantment and shape the item. You can also target 4 5x5 areas with your transmutation ability, and can now attempt to create counterfeit gold. To create counterfeit gold, spend 1 Alchemy Point per 10 gold. The check to create gold is a "use magic item" check, and the result of the roll becomes the DC that other creatures must meet to see that the gold is counterfeit. The check to discover if gold is counterfeit is an "appraise" check.

Explosive Transmutations: At 16th Level, the Battle Alchemist can cause his transmutation attacks to shatter into shrapnel, damaging everything nearby. As part of the attack of Offensive Transmutations, whether the original attack hits or misses, you may spend 2 Alchemy Points to cause 1 attack to explode, dealing half its damage in a 10 foot radius. This attack prompts all creatures to make a Reflex save with a DC of 10 + the damage of the original attack. creatures who succeed the save take no damage. This can be used multiple times in one attack, as long as there are attacks remaining that have not been shattered.

Transmutation Memory: At 17th Level, The Battle Alchemist learns how to manipulate magical items more effectively, even storing the enchantments. When rolling a "Use Magic Item" check to shape a transmuted item, your proficiency bonus is doubled. If you succeed, the magical effect on the item is not destroyed, but you can freely shape the item from then on.

Masterful Transmuted Weapons: At 17th Level, the Battle Alchemist becomes even more attuned to his weapons. All transmuted weapons are automatically +3 instead of +2, and can be upgraded to a maximum of +6.

Flesh Shaping: At 18th Level, the Battle Alchemist learns how to alter flesh in an efficient way, allowing for full transmutations of flesh. As a Standard Action, and expending 4 Alchemy Points, you may make a melee touch spell attack against any creature with flesh, dealing 2d6 + Int Modifier irresistible damage and causing 1 deformity within that creature. Deformities are things like causing an appendage to become nigh-unusable, blinding an eye, or damaging bone density to result in a lower Fortitude Save. Other things are possible, and the scope of these deformities is decided by the Dungeon Master.

Perfect Transmuted Weapons: At 19th Level, the Battle Alchemist Perfects the transmutation and use of his chosen weapons. Transmuted weapons start at +5, and can be upgraded to a maximum of +10.

Elemental Expertise: At 19th Level, the Battle Alchemist learns how to further enhance the abilities of elemental gems and stones. All damage/healing from Elemental Transmutations is doubled (using 2 dice instead of 1), and you can use gems of one kind worth at least 2000 gold to permanently infuse a weapon with the gem's elemental damage in the same way a weapon can be infused to be +6. Only 2 weapons available for transmutation can have a permanent effect applied to them at one time, and weapons empowered in this way get a cool visual effect if the Battle Alchemist so pleases.

Master of Transmutation: At 20th Level, the Battle Alchemist can shape the material plane so much he may make the gods themselves jealous. You can target up to 5 5x5 areas with your transmutation ability and it no longer costs Alchemy Points, counterfeit gold is twice as hard to discern from regular gold, all Alchemy Point costs are halved (minimum 1 Alchemy Point), and magical items can be transmuted freely without a check.

Philosopher's stone: At 20th Level, the Battle Alchemist learns the ancient and hidden knowledge required to make a Philosopher's Stone. To create an empty Philosopher's Stone, you must take a gem worth no less than 2000 gold and perform a ritual lasting 8 hours. Once the Philosopher's stone is in your possession, you can transmute its inner workings so that it acts differently. The stone will, by default, take the entire soul of a slain creature and trap it within the stone. This can be changed as part of the ritual or later as part of a short or long rest to take only residual energy of the souls of slain enemies, letting the soul free but charging the Philosopher's stone slower. Trapping entire souls should only be done by a Battle Alchemist of evil alignment, while a good aligned Battle Alchemist can only use the residual energy form of the stone. 100 souls are needed to fully charge the Philosopher's stone, and the residual energy of a soul is worth 1/3rd of a soul. (A Battle Alchemist receiving only residual energy would need to be near 300 creatures as they die in order to charge the stone.) Once the Stone is charged, it merges with the Battle Alchemist and grants unlimited Alchemical energy. Once the Stone is charged, the Battle Alchemist has an infinite amount of Alchemy Points. The Battle Alchemist also draws power from the stone in order to cheat death. The Battle Alchemist does not age after merging with a Philosopher's stone.

Epic Battle Alchemist[edit]

Table: The Epic Battle Alchemist

Hit Die: d8

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

Campaign Information[edit]

Playing a Battle Alchemist[edit]

Religion: If Battle Alchemists choose to worship any religion, they generally follow gods of lawful alignment and gods of invention.

Other Classes: The Battle Alchemist isn't as aloof as the wizard, but isn't nearly so social as the bard. Being a Battle Alchemist generates a slight distaste for Bards, Barbarians, Rogues, and other such chaos-causing classes, as Battle Alchemists' power revolves around the laws of solid matter.

Combat: The Battle Alchemist can manipulate the battlefield to his advantage, creating choke points and difficult terrain at will. When his enemies are all lined up how he wishes, he unleashes a mix of bladework and deadly transmutations to leave his foes broken and bloody behind him.

Battle Alchemists in the World[edit]

Gods are known as Gods for their ability to manipulate the planes to their liking. Does this not make me, by extension, a God?
—Vais the Shaper, Elven Battle Alchemist

Battle Alchemists can fit into all walks of life when not fighting. The need for artisans like blacksmiths and carpenters is fulfilled by a single Battle Alchemist, who effortlessly shapes even the most difficult materials into exactly what he wants.

Daily Life: A Battle Alchemist may fend off a bandit raid, repair his neighbor's sword, and repair town hall within a single day. The power of Alchemy allows him to be very flexible when it comes to everyday chores and work.

Notables: Vais the Shaper, Old Man Artwick, Wound-Shaper Elias

Organizations: Battle Alchemists don't tend to confer regularly with one another, but the High Academy of Shaping is a place where one is sure to find many a Battle Alchemist, and among them both masters and apprentices.

NPC Reactions: NPCs may regard Battle Alchemists as a bit high and mighty, but nonetheless usually praise their extensive work in towns. many a wall has been built, and ditch dug, and tool made by Battle Alchemists, and the villagers tend to appreciate this. In a town where Battle Alchemists are not known, they may be mistaken for wizards or other such spellcasters, or even thought to be otherworldly entities because of their ability to shape materials like no other.

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