Chemist (3.5e Class)
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Making a Chemist[edit]
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.
Level | Base Attack Bonus |
Saving Throws | Special | ||||||||||||||||||||||||||||||||||||||
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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 | ||||||||||||||||||||||||||||||||||||
4th | +3 | +4 | +1 | +1 | Expanding Knowledge, Bonus Feat | ||||||||||||||||||||||||||||||||||||
5th | +4 | +4 | +1 | +1 | Corrosive Vial, Medium Curative Vial | ||||||||||||||||||||||||||||||||||||
6th | +5 | +5 | +2 | +2 | Small Acid Bomb | ||||||||||||||||||||||||||||||||||||
7th | +5 | +5 | +2 | +2 | Empowered Throw, Expanding Knowledge, Bonus Feat | ||||||||||||||||||||||||||||||||||||
8th | +6/+1 | +6 | +2 | +2 | Overgrowth Vial | ||||||||||||||||||||||||||||||||||||
9th | +6/+1 | +6 | +3 | +3 | Relief Balm | ||||||||||||||||||||||||||||||||||||
10th | +7/+2 | +7 | +3 | +3 | Large Curative Vial, Heavy Vial, Expanding Knowledge | ||||||||||||||||||||||||||||||||||||
11th | +8/+3 | +7 | +3 | +3 | Fog Vial, Bonus Feat | ||||||||||||||||||||||||||||||||||||
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, Rejuvenating Curative Vial | ||||||||||||||||||||||||||||||||||||
16th | +12/+7/+2 | +10 | +5 | +5 | Expanding Knowledge | ||||||||||||||||||||||||||||||||||||
17th | +12/+7/+2 | +10 | +5 | +5 | Protective Seal, Bonus Feat | ||||||||||||||||||||||||||||||||||||
18th | +13/+8/+3 | +11 | +6 | +6 | Stability Balm | ||||||||||||||||||||||||||||||||||||
19th | +14/+9/+4 | +11 | +6 | +6 | Brainstorm | ||||||||||||||||||||||||||||||||||||
20th | +15/+10/+5 | +12 | +7 | +7 | Large Curative Splash, Expanding Knowledge, Bonus Feat | ||||||||||||||||||||||||||||||||||||
Class Skills[edit]Class Skills (8 + 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[edit]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: At 1st level, the Chemist can throw a vial of restorative potion at an ally within 35ft, healing them for 1d8 + character level (up to +5) points. Paralyzing Vial: At 1st level, the Chemist can throw a vial of stun solution at an enemy within 35ft, paralyzing them for 1d6 rounds. The target must pass a Fortitude save (DC 10 + Int mod + Chemist Level) 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 becomes used to hazardous vapors and substances. At 2nd level, Chemists gain immunity to poisons. Poison Vial: At 3rd level, the Chemist can hurl a vial of incredibly poisonous solution at an enemy within 35ft, inflicting 1d6 + Character Level (max +20) points of damage on a failed Fortitude save (DC 10 + Int mod + Chemist level), and 1d6 + Character Level points (max +20) every round after for 1 minute. May stack only twice. Expanding Knowledge: The Chemist learns through experience, gaining more and more knowledge through their travels and studies. At 4th level, he adds +1 to Intelligence. This increases by an additional +1 at 7th and 16th level, and increases by +2 at 10th and 20th level. Bonus Feat: At 4th level, and every 3 levels thereafter, the Chemist gains a bonus feat. Corrosive Vial: At 5th level, the Chemist can throw a vial of corrosive solution at an enemy within 10ft, lowering their AC by 10 points. Make a ranged attack against the target Medium Curative Vial: At 5th level, the Chemist can throw a vial of restorative potion at an ally within 35ft, healing them for 2d8 + character level (up to +10) points. Small Acid Bomb: At 6th level, the Chemist can throw a dual-tube vial of explosive acid. When it ruptures, it deals 1d10 + Character Level (Up to +20) acid damage in a 10 ft radius. A successful reflex save halves this damage (DC 10 + Int mod + Chemist level). Empowered Throw: At 7th level, three times per day, the Chemist may double the thrown range of their vials for a round. Overgrowth Vial: At 8th level, the Chemist can throw a dual-chambered vial at an enemy within 35ft. 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: At 9th level, the Chemist may throw a vial of status effect-healing balm at an ally within 10ft. This balm can relieve party members of poison, paralysis, nausea, blindness or fatigue/exhaustion. Due to its complicated mixture, this concoction can only be used twice a day. Heavy Vial: At 10th level, the Chemist can throw a large vial of a sticky, incredibly heavy goo concoction at an enemy within 35ft. This vial inflicts fatigue on a failed Fortitude save (DC 10 + Int mod + Chemist level), but has a 25% change of inflicting exhaustion. Large Curative Vial: At 10th level, the Chemist can throw a vial of restorative potion at an ally within 35ft, healing them for 3d8 + character level (up to +15) points. Fog Vial: At 11th level, the Chemist can throw a vial up to 35ft away; which, upon hitting the ground, emits a thick fog that engulfs the area around the enemy and any adjacent enemies within 10ft, blinding them and leaving them vulnerable for 1d4 rounds. A successful Reflex save negates the blinding effect and halves the duration of the vulnerable effect (rounded up). Intoxicating Pheromone Vial: At 12th level, the Chemist can throw a vial of infatuating pheromones at an enemy within 35ft. This enemy has a 50% chance of turning on their adjacent allies (if any) and assaulting them instead of the party for 1d4 turns. A successful Will save (DC 10 + Int mod + Chemist level). Adrenaline Vial: At 12th level, the Chemist can throw a small vial of hyper-adrenaline serum. The affected ally is under the effects of the Haste spell for 1d6+1 rounds. Choking Toxic Mist: At 13th level, the Chemist can throw a large vial of toxic chemical at an enemy within 35ft. When it explodes, that enemy and anyone within a 10 ft radius is inflicted with 3d6 + Character Level (Up tp +20) poison damage and 1d4 Constitution damage per round for 1 minute. A successful Fortitude save (DC 10 + Int mod + Chemist level) halves the poison damage and negates the Constitution damage. Can harm allies; use with caution. Large Corrosive Splash: At 14th level, the Chemist can throw a corrosive concoction at an enemy; upon contact, it splashes and makes contact with anyone within a 10 ft radius, lowering their AC by 20. A successful Reflex save (DC 10 + Int mod + Chemist level) halves the AC loss. Can harm allies, use with caution. Can only be used once per day, due to its complicated recipe and cook time. Rejuvenating Curative Vial: At 15th level, the Chemist may throw a large vial of curative potion at a party member within 35ft, healing them for 4d8 + Character Level (Up to +20). Greater Acid Bomb: At 15th level, the Chemist can throw a large dual-tube of explosive acid at an enemy within 35ft, dealing 3d10 + Character Level (Up to +20) to that any enemy in a 10 ft radius. A successful Reflex save (DC 10 + Int mod + Chemist level) halves the damage. Empowered Brew: At 15th level, once per encounter, the Chemist may use a special brew of their choice. This brew is an empowered, doubly-effective version of a normal brew, dealing double the damage/effect of the original. The save DC of this empowered brew is increased by the Chemist's Int mod. Protective Seal: At 17th level, the Chemist can throw a vial of powerful protective agent at an ally, coating them in a mist that has the ability to absorb 1d100 + Character level (Up to +20) points of damage. Does not stack. Stability Balm: At 18th level, 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: At 19th level, 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 10 feet, are healed for 1d100 + Character Level (up to +20) points. Back to Main Page → 3.5e Homebrew → Classes → Base Classes |