Battle Alchemist (5e Class)

From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Almost no class page is in a finished state when it is first posted. For guidance, see the 5e Class Design Guide.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Battle Alchemist[edit]

A gang of bandits close in on a seemingly unwary and unarmed citizen crouching in an alley, ready to take everything he has. They approach quickly, and it is their last mistake as a field of stone spikes juts up from the ground, impaling them all. The citizen removes his hand from the ground, and continues on his day. A man approaches a duel scheduled for today, with no weapon at his side. His opponent seems put off by this, but continues nonetheless. With a quick touch of the unarmed man's hand to the ground, an electrical current runs from him to the earth, and a beautifully crafted longsword rises from the cobblestone street, its edge gleaming with an enchanted sharpness. A party of adventurers is on the run from a pack of kobolds hellbent on retrieving their stolen loot. The floor in front of them rumbles and then rises up to create a new wall, blocking their passage. On the other side, a Battle Alchemist celebrates with his party.

The Battle Alchemist[edit]

The Battle Alchemist's purpose in a fight is to use his intellect to shape the battlefield for the benefit of his allies and himself, giving the terrain advantage to one side over the other. Out of combat, Battle Alchemists are intensely brilliant and encompass a large number of personalities, as evidenced by the Alchemist's heart features. Alchemists can be good or evil, but they almost always are lawful, as Alchemy in and of itself is a law each Alchemist cannot ignore.

Creating a Battle Alchemist[edit]


Quick Build

You can make a Battle Alchemist quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity. Your background can be anything, as Battle Alchemists have a wide range of uses. Equipment is generally decided by you as well, based off of the Alchemical Armament feature. Using armor, especially heavy armor, is not recommended.

Class Features

As a Battle Alchemist you gain the following class features.

Hit Points

Hit Dice: 1d8 per Battle Alchemist level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Battle Alchemist level after 1st

Proficiencies

Armor: Light, Medium
Weapons: Simple
Tools: none
Saving Throws: Intelligence, Dexterity
Skills: Choose two from Arcana, History, investigation, acrobatics, sleight of hand, and religion

Equipment

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

  • (a) Leather armor or (b) Chain Shirt
  • (a) A short sword or (b) any simple weapon
  • An Explorer's Pack
  • If you are using starting wealth, you have 2d4x10 GP in funds.

Table: The Battle Alchemist

Level Proficiency
Bonus
Features
1st +2 Basic Alchemy, Alchemist's Heart, Alchemy Points
2nd +2 Unarmored Defense: Alchemical
3rd +2 Alchemical Armament
4th +2 Ability Score Improvement
5th +3 Extra Attack, Apprentice Alchemy
6th +3 Alchemist's Heart Feature, Improved Alchemical Armament
7th +3 Item Destruction, Flesh Shaping
8th +3 Ability Score Improvement, Improved Alchemy Points
9th +4 Magical Propulsion, Alchemical Defense
10th +4 Alchemist's Mettle, Adept Alchemy
11th +4 Alchemist's Heart Feature
12th +4 Ability Score Improvement, Empowered Alchemical Armament
13th +5 Elemental Weaponry
14th +5 Quickened Alchemy
15th +5 Expert Alchemy
16th +5 Ability Score Improvement
17th +6 Alchemist's Heart Feature
18th +6 Alchemist's Armory
19th +6 Ability Score Improvement
20th +6 Master of Alchemy

Basic Alchemy[edit]

The way to Alchemy is paved by a transmutation circle somehow inscribed upon one's hands, feet, or both. The circle acts as a prism, focusing the energy and magical power of a person into manipulative energy that shapes matter and mundane energies. At 1st level you gain access to "Basic" Alchemical functions, as shown in the table at the bottom of this document. Basic Alchemy allows you to transmute Stone and Wood.


Alchemical "spellcasting"; Your spell save DC is 8 + proficiency bonus + INT modifier, and your spell attack bonus is proficiency bonus + INT modifier.

You cannot make coins via alchemy.

Alchemy Points[edit]

When you gain access to Alchemy, you also gain access to its limitations. Certain Alchemical functions require Alchemy Points to be used. The number of Alchemy Points you have is equal to (your INT modifier X 2) and Alchemy Points refresh at the end of a short or long rest.

Alchemist's Heart[edit]

At 1st level, you chose a path of alchemy that befits your heart. Choose between Fire, Water, Lightning, Ice, Steel, Life, and Death, all detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 11th, and 17th.

Unarmored Defense: Alchemical[edit]

At 2nd level, you begin experimenting with alchemy of the flesh, and toughen your own skin. When you are not wearing armor, your AC equals (10 + INT modifier + DEX Modifier). You can use a shield and still benefit from this effect.

Alchemical Armament[edit]

At 3rd level, your Alchemical power has made progress, and you can now transmute metal to a degree. As an item interaction, you can draw a weapon from any surface you can transmute within 5 feet. This weapon must be one of 5 weapons you designate when you receive this feature. You gain proficiency with a weapon when you designate it with this feature. If you create a ranged weapon, you draw ammo from the ground as part of the reload action. If you are airborne or on a non-transmutable surface, you are considered to have 10 rounds for your ranged weapon. A shield counts as 1 Alchemical Arm. These are your Alchemical Arms.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 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.

Extra Attack[edit]

At 5th level, you can make an extra attack as part of your attack action.

Apprentice Alchemy[edit]

Your Alchemical power increases fully to the next step. Starting at 5th level, You now have access to "Apprentice" Alchemical Functions. You can also now transmute iron, steel, and other metals excluding lead, gold, silver, adamantine, mithral, and other magical metals in your world.

Improved Alchemical Armament[edit]

As you continue to use your Alchemical Arms, they grow more powerful and you learn how to better use them. Starting at 6th level, Alchemical Arms are considered magical for the purpose of overcoming resistances. You can now upgrade one of your Alchemical Arms to become permanently +1 for half the gold cost of the +1 weapon, as decided by the DM. Your Alchemical Arms are only magical and/or +1 when wielded by you. Making an Alchemical Arm +1 takes 1 hour to complete. You can also now use intelligence in the place of strength when making a weapon attack with an Alchemical Arm. You can add magical weapons to your repertoire of Alchemical Arms in the same manner you would attune to a magical item. This does not grant proficiency with the weapon.

Item Destruction[edit]

Starting at 7th level, you can touch a nonmagical object that is of a material you can transmute, and damage it. If you target an object held by a creature, you must make a spell attack with disadvantage on the creature in order to grasp its weapon. If you succeed, you can spend an Alchemy Point to degrade the item. Weapons take a -1 to attack and damage rolls, and armor loses 1 AC. If a weapon or piece of armor would become -5, it breaks instead. Using this attack on something made of metal, like an Animated Armor, you instead make a regular spell attack roll, still expending an Alchemy Point on a hit, dealing (2D10 + spell attack bonus) force damage. You can expend additional Alchemy Points to increase the damage at a rate of 1 Alchemy Point per damage die up to a maximum of 3d10 at 7th level, 4d10 at 11th level, and 5d10 at 16th level. This damage cannot be reduced or negated by resistances/immunities.

Flesh Shaping[edit]

Starting at 7th level, your knowledge of the properties of flesh is expanded. You can now make an melee spell attack against a creature made of flesh. If you succeed, you spend 1 Alchemy Point and 1 Hit Die to deal (2d8 + proficiency) necrotic damage to the target. You can expend additional Alchemy Points to deal additional damage, at a rate of 2 Alchemy Points per damage die up to a maximum of 3d8 at level 7, 4d8 at level 11, and 5d8 at level 16. The target must then make a Constitution saving throw or receive a condition specified at the end of this ability's description. Magical healing removes 1 condition per cast. This damage cannot be reduced or negated by resistances/immunities. You can also spend 1 hit dice to regain that many Alchemy Points.

Conditions
Leg Rend
The target's movement speed is reduced by 10 feet. This effect can stack until the target reaches 0 movement speed. Leg rend can also target flying speed, swim speed, climbing speed, or any other form of movement.
Carpal Fusion
The target takes a -1 penalty to all attacks made using its hands (IE weapon attacks, punches). This effect does not stack.
Muscle Atrophy
The target takes a -1 penalty to strength-based checks and saving throws. This effect does not stack.
Fused Joints
The target takes a -1 penalty to dexterity-based checks and saving throws. This effect does not stack.
Twisted Innards
The target takes a -1 penalty to constitution-based checks and saving throws. This effect does not stack.

Improved Alchemy Points[edit]

Starting at 8th level, you learn to more efficiently use your Alchemical Power. Your Alchemy points are now (INT modifier x 4).

Magical Propulsion[edit]

Starting at 9th level, you learn how to further tap into the magic of your Alchemical Arms. While using an Alchemical Arm, after taking the attack action you can attack again as a bonus action. The magic of the weapon is what propels the attack.

Alchemical Defense[edit]

Starting at 9th level, your transmutations start to become quicker. If you make a Strength or Dexterity saving throw against an effect you can see (like Fireball or Tsunami) you can use your reaction and spend 5 Alchemy Point to make it an Intelligence saving throw instead. if you succeed on the saving throw, you take no damage, and if you fail you take half damage.

Alchemist's Mettle[edit]

At 10th level, your Alchemical power surrounds you like a shield against certain magics. If a spell is used to alter your physical form against your will (such as with a polymorph spell), you have advantage on the saving throw.

Adept Alchemy[edit]

At 10th level, your knowledge of Alchemy grows further. You now have access to "Adept" Alchemical Functions. You can also now transmute gold, lead, silver, glass, and clothing.

Empowered Alchemical Armament[edit]

At 12th level, your mastery of your weapons makes them even more lethal. You can now upgrade your Alchemical Arms to +2 using the same rules as Improved Alchemical Armament, and you can add magical weapons to your repertoire of Alchemical Arms in the same manner you would attune to a magical item. This does not grant proficiency with the weapon, but it maintains its magic even if given to someone else. For example, if you find a +3 spear you can add it to your Alchemical Arms, but you do not gain Spear proficiency. However, if you give the spear to the fighter who DOES have proficiency, it is still a +3 weapon in the fighter's hands. If you die while you have magical Alchemical Arms stored, those Alchemical Arms appear out of the ground near your corpse. If you are revived, you must find the weapons again and re-do the process of adding the weapon to your Alchemical Arms. You can also now now add weapons made of magical materials (mithril, adamantine, etc) to your Alchemical Arms in the same way you can add magical weapons to your Alchemical Arms.

Elemental Weaponry[edit]

At 13th level, you begin tampering with gems and the elemental power held within. By transmuting gems into a weapon as part of a long rest, the weapon gains an elemental damage type based off of the gems and the cost of said gems.

Ruby
fire damage
Sapphire
cold damage
Topaz
lightning damage
Emerald
poison damage
Amethyst
psychic damage
Quartz
force damage
Obsidian
necrotic damage
Diamond
radiant damage

The cost determines the damage die used for the elemental damage: 50-100 GP = 1d4, 101-500 GP = 1d6, 501-1000 GP = 1d8 or 2d4, 1001-2000 GP = 1d10, 2001+ GP = 1d12 or 2d6. By adding more gems to the weapon, you can increase the damage die via adding the gold cost of the new gem to the current total cost of the gems in the weapon, but the gems must all be of the same type. If you add a different gem type, the previous elemental damage is lost, as are the gems used to power it. Gems can be used to change the elemental damage type of a weapon that already deals elemental damage, but the damage dice stays the same as specified on the weapon. For example, the Flame Tongue variant of a sword deals 2d6 fire damage. you can use a sapphire of any cost to turn the fire damage into cold damage, but the damage stays at 2d6 no matter the price of the sapphire.

Quickened Alchemy[edit]

At 14th level, you become so used to using Alchemy that the method of transmuting is second nature to you. You can expend 5 Alchemy Points to gain Quickened Alchemy for the rest of your turn. During Quickened Alchemy, all Alchemical Functions that cost an action now cost a bonus action, all Alchemical Functions that cost a bonus action now cost an item interaction (or a bonus action if you have no item interactions left on your turn) and all Alchemical Functions that cost an item interaction are now free actions. This includes drawing an Alchemical Arm, meaning drawing an Alchemical arm is now a free action. Alchemical Functions that cost a reaction are unaffected by Quickened Alchemy.

Expert Alchemy[edit]

At 15th level your Alchemical power begins approaching its maximum potential. You now have access to "Expert" Alchemical Functions. You can now transmute all metals, magical-type metals (such as mythril) included, and you can transmute gems. Transmuting a gem worth 50GP costs 1 Alchemy point and a 5x5 area that is turned into the gem itself. Gems that were transmuted from other substances cannot be used to infuse your Alchemical Arms with elemental power. For example, if you take a block of stone and turn it into a diamond, that diamond is ineligible for Elemental Weaponry. With a successful Intelligence (Investigation) check against your spell save DC, a creature can tell that the gem is not natural. In this regard, shopkeeps may not take transmuted gems, or may accept them for less gold than natural gems. You can also now transmute magical objects with a successful Intelligence (Arcana) check. If you fail the check, you cannot make another for the next hour. You can also now make your Alchemical Arms out of magical metals (mithril, adamantine, silver, etc) if you succeed on a DC15 Intelligence (Arcana) check.

Alchemist's Armory[edit]

At 18th level, your Alchemical Arms reach their peak. Alchemical arms can now be upgraded to +3 by the rules of Improved Alchemical Armaments and they retain their magic when in the hands of others. You also can add 5 more weapons to your Alchemical Arms list, granting you proficiency in each of those weapons.

Master of Alchemy[edit]

At 20th level you become the epitome of Alchemical Prowess. You gain access to "Master" Alchemical Functions. You can transmute all nonmagical solid matter and all Alchemy Point costs are halved (minimum 1). If you attempt to transmute magical matter, you have advantage on the check made to do so.

Alchemical Functions[edit]

Alchemical functions are the basis of every Battle Alchemist, allowing them to manipulate enemies and terrain alike. Alchemical functions are not spells and so cannot be effected by Counterspell or other spell-targeting effects, but are magical and so can be effected by Anti-Magic Field and other magic-targeting effects. All Alchemical functions can alter the material of the targeted/used area as part of the function. Alchemical functions Alchemical functions all require the somatic component of touching your Transmutation Circle to a solid object that has a physical path to the target. For example, if you wanted to transmute an area 10 feet in front of you, you could, but if that area was floating 10 feet in the air, you could not, but if you first bridged the 10 foot gap with a transmuted pillar, you could then transmute the floating area. Alchemical Functions do not create or destroy matter, but move it and change it. If distance needs to be converted, it is done simply and without real calculations in mind. For example, with Mold Matter, a 5x5x5 area is targeted. If you wanted to make a 1 foot diameter pillar, you could make that pillar 13 feet high because you are essentially just subtracting from one dimension to add to another.

Basic Alchemical Functions
Mold Matter

1 action

Range: 40 feet

You can shape a 5x5x5 area into any simple shape such as a sphere or dome, a square, a pillar, or a pit, or you can create a 20 foot area of difficult terrain instead of warping a 5x5x5 area. If you form a pit below a creature, that creature must make a Dexterity saving throw or fall into the pit. If the terrain you create with Mold Matter would take up the space of a creature, that creature must make a Strength saving throw or be pushed 5 feet in a direction of your choice. On a successful save the terrain forms around them in a way that they can get out of it with no trouble. Once you gain access to Apprentice Alchemy, this ability Upgrades. If you spend an Alchemy Point, you can target 2 separate areas of the same size. As this ability upgrades, it costs 1 Alchemy Point per extra area targeted. Mold Matter can now make more detailed objects such as ladders, stairs, windows, doors, or simple vehicles such as wagons. Once you gain access to Adept Alchemy, this ability Upgrades. It becomes able to target 3 separate areas of the same size and can make intricate objects such as furniture, pottery and other decorations, statues, patterns, carvings, and other such minute details as well as more complex vehicles. Once you gain access to Expert Alchemy, this ability Upgrades. It becomes able to target 4 separate areas of the same size. Once you gain access to Master of Alchemy, this ability Upgrades. It becomes able to target 5 separate areas of the same size and can make infinitesimally small details and complex objects such as clockwork items or circuitry.

Basic Alchemy Attack

1 action

Range: 40 feet

Cost: 1 Alchemy Point

Make a ranged spell attack against one target within range. On hit, the target takes 1d6 points of bludgeoning, piercing, or slashing damage, your choice. After the attack strikes, you can choose to leave the transmuted material in place or transmute the material back into its original shape. Once you gain access to Apprentice Alchemy, this ability Upgrades. The damage dealt is considered magical for the purpose of overcoming resistances. The damage increases to 2d6 at level 5, 3d6 at level 10, 4d6 at level 15, and 5d6 at level 20.

Apprentice Alchemical Functions
Apprehend

1 action

Range: 50 feet

Duration: 1 minute

Cost: 1 Alchemy Point

1 creature of your choice within range must make a Dexterity Saving Throw or become grappled as Alchemical appendages latch on to them. At the end of each of their turns, they may attempt a Strength (Athletics) check to break free of the appendages.

Split Alchemy Attack

1 action

Range: 40 feet

Cost: 3 Alchemy Points

This attack functions exactly like Basic Alchemy Attack, but can target 2 creatures within range. Make separate attack and damage rolls for each target.

Defend

1 reaction

Range: self

Cost: 2 Alchemy Points

When an enemy hits you with an attack you can create a defensive transmutation, giving you +2 AC against all attacks including the triggering attack until your next turn.

Rise

1 bonus action

Range: self

Cost: 1 Alchemy Point

You rise 10 feet into the air on a pillar. This does not provoke opportunity attacks. The pillar has 15HP if wood, 25HP if stone, 50 HP if iron/steel, and 100HP if magical metal (adamantine, mithral, silver, etc). You can expend extra Alchemy Points to rise higher, at a rate of 1 Alchemy Point per 10 feet risen.

Wall Strider (Heart of Steel Only)

1 action

Range: self

Cost: 1 Alchemy Point

Duration: 10 minutes

By using Alchemy to anchor yourself, you can effectively walk on a surface facing any direction. You gain the effects of the "Spider Climb" spell for the duration.


Adept Alchemical Functions
Encase

1 action

Range: 50 feet

Cost: 3 Alchemy Points (+1 for each size of the creature beyond medium, maximum size huge)


You force matter to crawl over the form of a creature of your choice, encasing them in the substance. Target creature must make a Dexterity saving throw or become Restrained. While restrained in this way the target is considered incapacitated, but can attempt to break free at the end of its turn with a Strength (Athletics) check that must meet your spell save DC. While restrained in this way the target cannot breathe or see, can only make muffled noise, and has disadvantage on checks made to hear. If you so choose, you can uncover the face/head of the target when casting or any time after that. If the target takes damage that would strike the encasement, the target can make another check to escape. While under the effect of encase, you can cast any Alchemy Attack. It automatically hits, but the escape DC is lowered by 1.

Detonate

1 action (or bonus action if used in conjunction with an Alchemical Function)

Range: 50 feet

Cost: 3 Alchemy Points (4 if used in conjunction with an Alchemical Function)


You cause a chunk of matter you've transmuted to explode violently. All creatures within a 15 foot sphere of the target must make a Dexterity saving throw or take 2d6 magical piercing damage, or half on a successful save. When the Alchemical Functions "Basic Alchemy Attack", "Split Alchemy Attack", "Mass Alchemy Attack," or "Field of Spikes" are used, you can use your bonus action to cast this Function on the attack, causing it to explode. If done in this way, affected creatures have disadvantage on the saving throw and take 3D6 instead of 2d6 damage. Each creature affected by Detonate can only be affected by one instance of Detonate per cast (overlapping areas of effect do not make the Function hit twice).

Duel (Heart of Steel Only)

1 action

Range: 30 feet

Cost: 3 Alchemy Points

Duration: 1 minute or until dispelled


Your fighting spirit demands a fair battle; one on one. Target creature must succeed on a Dexterity saving throw or become trapped in a hallway that extends from them to you. The hallway is completely covered with no way out, is brightly lit by an unknown source, and creatures do not run out of air or water to breathe while within it. The hallway is 10 feet high and 10 feet wide. You gain advantage on attacks and saving throws against the target creature. The hallway pushes all creatures besides you and the target 5 feet to one side of their choice. The hallway harmlessly recedes back into the ground after the spell ends, you dispell it as a bonus action, or you or the target creature dies.

Stone Strider (Heart of Steel Only)

1 action

Range: self

Cost: 2 Alchemy Points

Duration: 2 minutes


You create within yourself a strong affinity for the earth. For the duration you can move through nonmagical material that you can transmute at your regular movement speed, and you leave no trace of your passing. While moving through material, you don't provoke opportunity attacks and cannot be damaged by physical attacks. Heat, psychic damage, and other things that can feasibly reach you through the material (DM's discretion) can still deal damage to you. While standing still, you cannot be seen from within the material, and creatures can only spot you when you're moving if they succeed on an Intelligence (Investigation) check equal to your spell save DC. If you attack, cast an Alchemical Function, or use an item, the spell ends after the action is finished and you are magically placed at the nearest open area that can fit you or an open area within 20 feet of your choice.

Expert Alchemical Functions
Mass Apprehend

1 action

Range: self (30 foot sphere)

Cost: 5 Alchemy Points

You unleash a torrent of energy, causing grasping appendages to accost nearby enemies. All creatures of your choice in range come under the effect of the "Apprehend" Alchemical Function as if each creature were targeted individually.

Philosopher's Field

1 minute

Range: self (1 mile)

Duration: 6 hours

Cost: 4 Alchemy Points

You empower the ground itself to give way to your Alchemical might. While within the area of Philosopher's field, all Alchemy Point costs are halved. This DOES stack with "Master of Alchemy". You can also transmute 2 more areas per action when using Mold Matter. Magical objects that were within the area when the Function was cast can be transmuted without an ability check.

Field of Spikes (not affected by Quickened Alchemy)

1 action

Range: self (25 foot radius sphere)

Cost: 6 Alchemy Points

You let flow the energy within, causing spikes to erupt around you. Each creature within the Function's effect must make a Dexterity Saving throw or take magical piercing damage equal to that of a Basic Alchemy Attack, taking half damage on a successful save. The spikes reach up to attack flying targets within the Function's range. You can decide to retract the spikes or leave them as part of the action used to cast the spell. The area covered in spikes is difficult terrain for everyone but you. While you are within the Field of Spikes, you have half cover against ranged attacks. If you leave the spikes instead of retracting them, there is 1 spike in each 5 foot area.

Mass Defend (Heart of Steel only)

1 reaction

Range: 30 foot sphere

Cost: 4 Alchemy Points

Your mastery of defensive transmutations allows you to defend more than just yourself. When an ally creature is attacked, after the attack roll is made but before the outcome is known, you can give the ally and every ally within 30 feet of that ally including yourself the benefits of the "Defend" Alchemical Function until the beginning of your next turn.

Master Alchemical Functions
Mass Detonate

1 action (bonus action if used with an Alchemy Attack)

Range: 60 feet

Cost: 4 Alchemy Points (5 if used with an Alchemy Attack)

With a surge of energy, you cause a chain reaction of explosions within the objects you have transmuted. All objects created by "Mold Matter", "Basic Alchemy Attack", "Split Alchemy Attack", "Mass Alchemy Attack," and "Field of Spikes" explode violently, acting as if Detonate was cast on them. If a creature is caught within multiple instances of this Function, the creature has disadvantage on the saving throw and the damage dice is doubled.

Mass Alchemy Attack

1 Action (not affected by Quickened Alchemy)

Range: 50 feet

Cost: 1 Alchemy Point per attack

You are Alchemy Incarnate. As part of this Alchemical Function, you cast a Basic Alchemy Attack at each creature of your choice within range. You can target each creature up to 3 times, but for each extra attack on one creature, an extra Alchemy Point is consumed (first attack=1 Alchemy Point. 2nd attack=2 Alchemy Points. 3rd attack=3 Alchemy Points. Therefore, to attack one creature 3 times, you must expend 6 Alchemy Points.) This Alchemical Function can only be cast if 2 or more targets are within the Function's range.

Philosopher's Thirst

1 Action (not affected by quickened Alchemy)

Range: touch

Cost: half of your remaining Alchemy Points (If cast while at 0 Alchemy Points, Alchemy Point gain is halved)

Alchemy always hungers for energy, and you can feed it with the souls of your enemies. Make a melee spell attack. On hit, deal 5D10 irresistible necrotic damage and regain 1D10 Alchemy Points. If the target is killed, completely refill your Alchemy Points. A creature killed in this way has its soul ripped away and turned into Alchemical Energy. Only a Wish spell or Divine Intervention can reform the soul. There is no means to resurrect a creature killed this way unless the soul has been reformed. Scenario Rule: If fighting a Lich or similar enemy who has their soul guarded, if the target is slain by this Function it may make a series of Constitution Saving throws. On 3 failures, the Function works as specified. On 3 successes, the creature's soul follows its specified rules (Lich soul returns to the phylactery, Ring of Mind Shielding takes the soul of the fallen creature, etc etc.)

Alchemist's Heart of Fire[edit]

A good-aligned alchemist with the Heart of Fire is usually passionate, loyal, and ferocious, like a lion defending his pack in a time of need. An evil-aligned alchemist with the Heart of Fire wields a burning hatred and a desire to bring down those around him to further feed his own power-hungry needs. Heart of Fire Alchemists, along with Heart of Lightning Alchemists, have the unique ability to harness pure natural energy instead of a form of physical matter. Heart of Fire Alchemists focus on dealing damage in everything they do, as is the nature of fire.

Affinity of Fire

When this subclass is gained at 1st level, you gain access to the following spells. These spells are not considered magic for the purpose of counterspell and similar spell-targeting effects, but are considered magical for the purpose of anti-magic field and other magic-targeting effects. The spells require only somatic components, IE the use of your transmutation circles.

At will: Fire bolt, Control Flames, Create Bonfire, Green Flame Blade, Produce Flame

2/day: Burning Hands, Hellish Rebuke, Searing Smite

Inner Flame

Your burning desires within compel you further and help you push through the most searing pain. You gain resistance to fire damage and your 2/day spells become 3/day. you also gain new spells.

At will: Continual Flame

2/day: Aganazzar's Scorcher, Dragon's Breath (fire only), Flame Blade, Flaming Sphere, Heat Metal, Scorching Ray

Focused Power

You learn to better temper the fire within, gaining more control over your power. When using fire abilities (such as dragon's breath, Alchemist's Inferno, or the area of effect damage from empowered attacks) as granted by Heart of Fire, you can choose a number of creatures up to (your intelligence modifier + half the spell's level or + 4 for Alchemist's Inferno). Spend an alchemy point for each creature per use of this feat. These creatures automatically succeed on your spells' saves and take no damage from the spells. The targets of Focused power can be changed as a free action. Your 3/day spells become 4/day, your 2/day become 3/day, and you gain new spells.

2/day: Elemental Weapon (fire only), Fireball, Flame Arrows

Alchemist's Inferno

You reach a peak of burning power. The number of creatures you can target by Focused Power is doubled, you have advantage on saving throws vs anything that deals fire damage, and nonmagical fire (such as that of a house fire) does not hurt you. By expending both your action and bonus action, you can create a 50-foot radius sphere of fire focused on yourself. All creatures caught within the sphere must make a Dexterity saving throw. They take 10D10 fire damage on a failed save, and half on a successful save. You take 1/4th of the damage (ignore resistance) and cannot use Alchemist's Inferno again until you complete a long rest. Your 4/day spells become 5/day spells, your 3/day spells become 4/day spells, your 2/day spells become 3/day spells, and you gain new spells.

2/day: Elemental Bane (fire only), Fire Shield (warm shield only), Wall of Fire

20th level

At 20th level, you can cast Flame Strike once per day.

Alchemist's Heart of Water[edit]

A good-aligned Heart of Water Alchemist tends to go with the flow, is cool and collected, and yet is somehow bubbly and happy. They don't actively avoid a needed conflict, but if there's another way, the Heart of Water will use that way. An evil-aligned Heart of Water is calm and peaceful on the surface, with a deceptive and dangerous undercurrent waiting to sweep away those caught within. Heart of Water Alchemists focus on moving themselves and others, and do so more effectively than any other Alchemist.

Affinity of Water

When this subclass is gained at 1st level, you gain access to the following spells. These spells are not considered magic for the purpose of counterspell and similar spell-targeting effects, but are considered magical for the purpose of anti-magic field and other magic-targeting effects. The spells require only somatic components, IE the use of your transmutation circles.

At will: Gust (as a blast of water), Lightning Lure (Water Whip, deals magic bludgeoning damage), Shape Water, Create or Destroy Water

2/day: Catapult (launched by a water jet), Expeditious Retreat, Fog Cloud, Grease, Jump, Longstrider,


Flow Like Water

The Alchemist who works with water learns much from it. When you gain this feature at 6th level, when you are targeted for an attack, you can spend 2 Alchemy Points and your reaction to add half your proficiency bonus (rounded up) to your Armor Class until the end of your next turn. Your 2/day spells become 3/day, and you gain new spells.

2/day: Gust of Wind (gust of water), Misty Step, Dust Devil (Whirlpool)

Crash Against the Shore

Water is a persistent force. When you gain this feature at 11th level, when a creature succeeds on a saving throw against being moved by one of your abilities, you can spend 2 Alchemy Points to make them have disadvantage on the next saving throw made to resist being moved. You also gain new spells, your 3/day spells become 4/day, and your 2/day spells become 3/day.

2/day: Tidal Wave, Thunder Step, Sleet Storm, Wall of Water, Water Walk, Water Breathing

Cresting Tsunami

When you gain this ability at level 17, you can cast Wavecrest once per short or long rest. Wavecrest creates a 30 foot tall ring of water around you that rushes outwards 90 feet before dissipating. All creatures caught in the ring must succeed on a strength saving throw or be carried away by the water until it dissipates. Wavecrest deals 4d8 Magical Bludgeoning damage, and half on a successful save. You also gain new spells, your 4/day spells become 5/day, your 3/day spells become 4/day, and your 2/day spells become 3/day.

2/day: Control Water, Freedom of Movement, Storm Sphere, Watery Sphere.


At 20th level you may cast Maelstrom once per day.

Alchemist's Heart of Lightning[edit]

<!-For subclasses introduce this class option here->

Affinity of Lightning

When this subclass is gained at 1st level, you gain access to the following spells. These spells are not considered magic for the purpose of counterspell and similar spell-targeting effects, but are considered magical for the purpose of anti-magic field and other magic-targeting effects. The spells require only somatic components, IE the use of your transmutation circles.

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

Alchemist's Heart of Steel[edit]

Good-Aligned Alchemists of the Heart of Steel are valiant, stalwart, and ready to defend or lead the vanguard at a moment's notice. They are the rock in the situation, the foundation of the party and the glue that keeps the group together. Evil-Aligned Alchemists of the Heart of Steel are stubborn to no end, prone to fighting alone, and extremely self-righteous and proud. They are the landslide wiping out whole villages, the insurmountable wall, and the Lone Tower. Heart of Steel Alchemists focus on offense and defense based from their weapons and their Alchemical Functions, and use a special kind of Energy Alchemy to target single enemies and force duel-type scenarios.

Affinity of Steel

When this subclass is gained at 1st level, you gain access to the following spells. These spells are not considered magic for the purpose of counterspell and similar spell-targeting effects, but are considered magical for the purpose of anti-magic field and other magic-targeting effects. The spells require only somatic components, IE the use of your transmutation circles. You also gain new Alchemical Functions, found in the Alchemical Functions section of this page.

At Will: Blade Ward, Booming Blade, Mending, Resistance, Sword Burst (deals damage based on your equipped weapon vs the usual damage dice), True Strike

2/day: Catapult, Compelled Duel, Earth Tremor, Ensnaring Strike, Heroism, Sanctuary, Shield, Shield of Faith, Zephyr Strike

Adaptive Armor

Your understanding of armor surpasses that of other Alchemists. You gain proficiency in Heavy Armor, and Heavy Armor does not restrain your ability to use Alchemy. You now have access to 3 different Alchemical Armors: Mesh, Scale, and Plate. Mesh is considered light armor and is equal to 11 + INT modifier + DEX Modifier. Scale is equal to 14 + DEX Modifier (max 2) + INT Modifier. Plate is equal to 16 + INT Modifier. You choose which of these armors you use at the end of a long rest, and they are all considered unarmored and can be made hidden. If a creature attempts to discover the armor, they must make an Intelligence (Investigation) check contested by your spell save DC. Your 2/day spells become 3/day, and you gain access to new spells.

2/day: Aid, Barkskin, Cloud of Daggers, Earthbind, Enlarge/Reduce, Magic Weapon, Maximilian's Earthen Grasp

Tempered Will

Through training of mind and body, you become much harder to damage by regular means. At the end of a long rest, you can spend 2 Alchemy Points and gain resistance to either slashing, piercing, or bludgeoning damage until your next long rest. You can only resist 1 damage type at a time by use of this feature. Your 3/day spells become 4/day, your 2/day spells becomes 3/day, and you gain new spells.

2/day: Beacon of Hope, Conjure Barrage (weapon returns to hand at end of spellcast), Crusader's Mantle (force damage instead of radiant), Erupting Earth, Galder's Tower, Haste, Leomund's Tiny Hut (made of magic steel), Life Transference

Unstoppable Force/Immovable Object

Your intense determination pushes you to stand your ground or keep charging on. At the end of a long rest you can spend 2 Alchemy Points to grant yourself "Unstoppable/Immovable" until you finish your next long rest. While under the effects of "Unstoppable/Immovable", you cannot be pushed, pulled or otherwise displaced, even on a failed saving throw. This includes forced movement from things like Dissonant Whispers. You also have advantage on saving throws against being charmed, feared, paralyzed, restrained, grappled, petrified, incapacitated, stunned, or being knocked prone. Your movement speed cannot be reduced while under the effects of "Unstoppable/Immovable." If you reach 0 hit points while under the effects of "Unstoppable/Immovable", after succeeding on all death saving throws, you wake up and regain 1d6 HP per Battle Alchemist level. This can only happen once per long rest. Your 4/day spells become 5/day, your 3/day spells become 4/day, your 2/day spells become 3/day, and you gain new spells.

2/day: Death Ward, Freedom of Movement, Staggering Smite, Stoneskin

20th level

At 20th level, you can cast Steel Wind Strike once per day.

Multiclassing[edit]

In order to multiclass into a Battle Alchemist, you must obtain a Transmutation Circle in any way possible. (this could mean you could even carve it into your own skin, although that's a bit grisly.)

Prerequisites. To qualify for multiclassing into the Battle Alchemist class, you must meet these prerequisites: INT 15

Proficiencies. When you multiclass into the Battle Alchemist class, you gain the following proficiencies: Arcana, History



Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!


Advertisements: