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D&D Next: The Alchemist

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I haven't done much of anything new in D&D Next home-brewing for a long time, but this Thursday I'll be reviving my Aurikesh campaign, which has been dormant since January. I remain very glad that the campaign doesn't rely on having the same set of characters from one session to the next. Anyway, I thought I might try to work up an alchemist class and an alchemical crafting list. As with a lot of my ideas, credit for many of the cool parts goes to Kainenchen and Stands-in-Fire; I added a few more, and tried to implement our ideas in a workable way. A lot of good ideas got left by the wayside, though, and I may try to circle back and reincorporate them over time. Most of the time, the tough part was working those ideas into the design framework of D&D Next.

The Alchemist

The practice of alchemy is a central element of kagandi society; many practice this art in a less dedicated form. A true alchemist, however, recognizes that only through dedication and an inquisitive spirit will alchemy yield its highest mysteries. This class applies to those who pursue combat applications, rather than pure research or mercantile production. All of these paths rely on the Quintessence that is refined within the alchemist's humors and soul.

The combat applications of alchemy begin with the hurling of acids and poisons, healing of wounds, transformation of the body, and similar effects. Alchemical effects straddle the separation between what is natural and what is magical; it is the foundation of science and chemistry, but it also reaches past the bounds of the Possible into the Numinous.

While all alignment systems connected to class mechanics suck, if you really care about the Gygaxian nine-alignment model, alchemists defy stereotype: theirs is an ordered study that surrenders to the chaos of creation.


Creating an Alchemist
When you create an alchemist, you gain the following features.

Hit Points
Hit Dice: 1d8
Hit Points at 1st level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier

Proficiencies
Armor: Light armor, Medium armor
Weapons: Simple weapons
Tools: Alchemist's tools, Healer's kit
Saving Throws: Constitution, Intelligence
Skills: Choose one from Arcana, Nature, or Medicine

You can make an alchemist quickly by following these suggestions.
Background: Sage
Equipment: Studded leather, spear, formula book, adventurer’s kit, 64 gp, and 8 sp

THE ALCHEMIST
Level  Prof. Bonus  Features  Quin.  1: Copper  2: Silver  3: Electrum  4: Gold  5: Platinum
+1  Alchemy, Stone of Refinement 
+1  Unstable Alchemy 
+2  Tradition 
+2  Ability Score Improvement 
+2 
+2  Tradition Benefit  2
+3  Refined Humors 
8 +3 Improved Retribution  4 4 3
9 +3 5 4 3 2
10 +3 Ability Score Improvement   5 4 3 2
11 +4 Shared Draughts (choose type) 6 4 3 3
12 +4 Tradition Benefit  6 4 3 3
13 +4 7 4 3 3 1
14 +4 Ability Score Improvement   7 4 3 3 1
15 +5 Refined Soul  8 4 3 3 2
16 +5 Tradition Benefit, Shared Draughts (second type) 8 4 3 3 2
17 +5 9 4 3 3 3 1
18 +5 Tradition Benefit  9 4 3 3 3 1
19 +6 Ability Score Improvement  9 4 3 3 3 2
20 +6 Magnum Opus 9 4 3 3 3 2




Alchemy
As a student in pursuit of the Magnum Opus, you have collected one or more tomes of alchemical formulas and wisdom, often lavishly decorated and with deep, complex allegory. This grants the ability to create and use stable alchemical formulations. To create a stable formulation, the alchemist must have a Quintessence value equal to or greater than that listed in the formula.

Additionally, the alchemist can correctly identify alchemical formulations and potions with an Intelligence check (proficiency bonus applies) against DC 10 (very rare formulations or new inventions increase the DC to 15).

Casting Ability

Formula Book
At the start of play, your formula book contains three Copper formulas. Each time you gain an alchemist level, you may add two new formulas to your book of up to the highest refinement you know. Through trade, research, or conquest, you might find other formulas that you can add to your book during your adventures. Adding a new formula to your formula book otherwise follows all of the same rules as adding spells to a wizard's spellbook, and like a wizard's spellbook, an alchemist must possess a formula in order to make the stable or unstable formulation associated with that formula.

Stone of Refinement
To undertake the refinement of the soul, the alchemist initiates a sympathetic link between her soul and a stone or orb made from copper. As the alchemist advances, she may replace this stone with a more refined and precious one, though stones of lower rank retain their usefulness. The alchemist gains access to new materials based on her Quintessence score, as shown below.

Material Quintessence Value 
Copper
Silver 
Electrum 
Gold 
Platinum 
Mithral 
Orichalcum 
Diamond 8
Astral 9

The core function of Stones of Refinement is to interact with stable and unstable alchemical formulations in unusual ways. Additionally, all Stones of Refinement allow the alchemist to launch two different kinds of attacks as standard actions: Acid Splash and Fulminating Retribution.

Acid Splash: Drawing on the fulminating power of the alchemist's Quintessence, a gout of acid pours forth from the Stone. Make a ranged attack (modified by Intelligence rather than Dexterity) against a creature within 25 feet. On a hit, the creature takes 2d4 acid damage. If the attack roll is a natural 1, the alchemist's power is nearly depleted, leaving her with enough strength for only one last attack: she gains the Depleted condition until she can take a short rest. Her one last attack deals 2d4+5 damage on a hit, however. Alternately, the alchemist can voluntarily take the Depleted condition before rolling, if she does not already have it; as before, she may make only one more Acid Splash attack before taking a short rest, but on a hit that attack does 5 additional damage.

The acid's damage increases by 2d4 when you hit a caster level of 5th (4d4), 10th (6d4), 15th (8d4), and 20th (10d4).

Fulminating Retribution: This attack works only against a creature that dealt damage to the alchemist by any means on its prior action. If that creature remains within 50 feet of the alchemist, the alchemist may spend an action to force it to make a Constitution saving throw. If it fails this saving throw, it takes 2d6 + the alchemist's Intelligence bonus acid damage. On a success, it takes no damage. The alchemist must use this action on her first turn following the taking of damage, or miss the opportunity (each new infliction of damage grants a new opportunity).

The acid's damage increases by 1d6 when you hit a caster level of 5th (3d6 + Int bonus), 10th (4d6 + Int bonus), 15th (5d6 + Int bonus), and 20th (6d6 + Int bonus).

Unstable Alchemy 
Starting at second level, the alchemist learns to make unstable, short-duration formulations. Though not readily marketable (they lose their potency moments after leaving the alchemist's possession), they are much quicker and cheaper to create than stable formulations. To create an unstable formulation, the alchemist must have a Quintessence value equal to or greater than that listed in the formula, and must have an available slot of that level or higher.

Refined Humors
Thanks to careful refinement of the alchemist's blood, black bile, yellow bile, and phlegm, she has become remarkably resilient to toxins. She gains resistance to poison damage and advantage on saving throws against poison.

Improved Retribution
The alchemist's Fulminating Retribution now targets up to two creatures that dealt damage to the alchemist on their prior actions.

Shared Draughts
Using his Stone of Refinement and the corresponding stones that he has given to his allies, the alchemist may count himself as an additional "free" target for one of the following types of formulations, when using them on an ally. At 16th level, the alchemist selects a second type of formulation for which he is a "free" target.

Refined Soul
The alchemist's soul has become as refined as diamond; she gains advantage on all saving throws against necromantic or infernal magic. (If there is some question as to whether a spell is "infernal," DMs are advised to rule in the alchemist's favor.)

Magnum Opus
Having mastered the secrets of immortality and, at last, fashioned a Philosopher's Stone (typically from a fragment of a dead god, taken from the Astral Plane, and reinvigorated with new potential), the alchemist has finally completed the Great Work that first set her feet upon this path. The alchemist no longer suffers the effects of aging, cannot die from old age, and does not need food or water to survive (though she may still consume them for pleasure). Once per day, the alchemist may cast astral projection.

Alchemical Traditions

Naturally, more than one road leads to the Magnum Opus. Choose one of Blood Alchemy, Clay Alchemy, or Mad Alchemy. Each tradition has a list of unique formulas that only practitioners of that tradition can truly comprehend.

Blood Alchemy

Despite its name, blood alchemy draws on all of the humors to transform and exalt the alchemist and strike down his enemies. It is a path for those who want to practice a more enlightened necromancy, or those who want the power to dismember their foes in hand-to-hand combat. Blood alchemists are well-served to have a high Dexterity.

Level  Feature 
Blood formulas, Monstrous Claws
Improved Natural Healing, Extra Attack
12  Bloodshard
15  Unnatural Vigor 
18  Master of Blood and Flesh

Blood Formulas
The alchemist gains the ability to use and create formulas with the Blood keyword, thanks to the refinements she has worked upon her own hearts-blood.

Monstrous Claws
The alchemist gains claws, light unarmed weapons that deal 1d6 piercing damage. The alchemist may not be holding anything other than her Stone of Refinement to use these claws (the Stone is not required).

Improved Natural Healing
While taking a short or extended rest, the alchemist may spend a Hit Die to designate one character present (including herself) to enjoy improved natural healing. For the rest of that short or extended rest, all Hit Dice spent on natural healing have a minimum result value of half their maximum value (i.e., 4 on 1d8).

Extra Attack
Beginning at 6th level, the alchemist may make one extra attack when attacking only with claws or bloodshards.

Bloodshard
The alchemist's blood can itself be a deadly weapon. Once per short rest, after the alchemist takes damage, he may spend Hit Dice to recover hit points as an action, regaining the normal number of hit points. For every Hit Die expended in this way, the alchemist also gains one bloodshard, a light thrown weapon (range 30/120) that deals 3d6 damage.

Unnatural Vigor
The alchemist can grant temporary vitality to the dead with the power of her refined blood. Once per day, she may cast animate dead; instead of becoming independent at the end of 24 hours, the animated corpse returns to death. The alchemist may use this ability a second time per day by spending one Hit Die, a third time by spending two Hit Dice, a fourth time by spending four Hit Dice, and so on.

Master of Blood and Flesh
Whenever the alchemist succeeds a saving throw against a disease, poison, or curse, her next Acid Splash, Fulminating Retribution, or attack with claws or bloodshards deals an additional 3d10 points of damage.

Clay Alchemy

The gods once exalted clay to create living creatures. The new life that you create with alchemy may be short-lived, but it is potent nonetheless. This path relies on transforming earth and stone into short-lived, lesser golems, without all of the complicated work of binding an elemental within them. Fortunately, their span is too brief for them to run mad and turn against their creators... usually...

Level  Feature 
Clay formulas, By My Hand
Maker's Mark
12  Image of the Maker 
15  Orichalcum Statuary 
18  Master of Clay and Flesh

Clay Formulas
The alchemist gains the ability to make and use formulas with the Clay keyword.

By My Hand
The alchemist's clay servants, often called sandestins, may act as conduits for the alchemist's touch-range effects, or as origin points for effects that would be centered on the alchemist. The alchemist may use Fulminating Retribution against creatures that harm the clay servants.

Maker's Mark
The alchemist's clay servants gain immunity to damaging area-effect formulations used by the alchemist. The alchemist can command them to "turn off" this immunity if desired.

Image of the Maker
The alchemist's clay servants gain a closer physical resemblance to her, and gain the alchemist's proficiency bonus to attack rolls, ability checks, saving throws, and Armor Class.

Orichalcum Statuary
The alchemist's clay servants are infused with the orichalcum of the alchemist's Stone of Refinement, granting them greater vigor and durability. They gain an additional 20 hit points, and last for two rounds past the end of the alchemist's concentration. When a clay servant is destroyed, the alchemist immediately heals 20 hit points.

Master of Clay and Flesh
Whenever the alchemist has an active clay servant, she gains resistance to all forms of damage except for necrotic, psychic, and radiant damage.

Mad Alchemy

Many have suggested that all alchemists are mad, and live for the thrill of an exploding laboratory or a mixture gone horribly awry. This is not true, insist those who accept the title of "Mad Alchemists;" they defend their sole claim to that description. Mad alchemy embraces the chaos of the laboratory to reveal new insights.

Level  Feature 
Mad formulas, Fulminating Torment
The Only Constant is Change 
12  Desperate Measures 
15  Changing Soul 
18  Master of the Unknown 

Mad Formulas
The alchemist gains the ability to make and use formulas with the Mad keyword. It's... an interesting life decision, at least. The alchemist may further roll twice when resolving Volatility in making stable formulas.

Fulminating Torment
Any creature that takes damage from the alchemist's Fulminating Retribution takes an additional 3d6 damage (which may be acid, fire, lightning, or psychic, at the alchemist's choice) at the end of its next turn.

The Only Constant is Change
Instead of preparing an unstable formula in one of her formula slots, the alchemist may roll a number of d6s equal to the slot's level on the following table, receiving the listed effect. The alchemist may do this for up to three unstable formula slots. The alchemist does not have to meet the Quintessence requirement of the result.

Result  Effect 
Alchemist takes 1d8 psychic damage 
2-3  Alchemist's Fire 
4-5  Arvelio's Aetheric Turbulence 
6-8 Blighter's Caustic Sludge 
9-11  Remburzi's Consumptive Draught 
12-14  Euryale's Ill-Mannered Retort 
15-17  TBD
18-20 TBD
21-23 TBD
24-26 TBD
27-29 TBD
30 TBD

Desperate Measures
The alchemist may temporarily reduce her Quintessence by 1 to add 3d8 to the result of any healing or damaging formulation, or to grant disadvantage to one saving throw against a formulation's effect. The alchemist makes this decision at the time of use. The alchemist must meet the Quintessence requirement of her formulation only before making this decision. Lost Quintessence returns when the alchemist completes an extended rest.

Changing Soul
The alchemist's soul has become as pliable as any base matter. Where useful, the alchemist may declare himself to be a creature of another type for the purposes of satisfying prerequisites or avoiding penalties, though he may not declare himself to be a specific individual. The alchemist may do this as a free action up to once per round.

Further, whenever the alchemist takes damage from a non-weapon energy type, she gains the ability to make an Intelligence saving throw against DC 15 the next time she is affected by the same damage type before the end of her next turn. On a failure, she takes normal damage; on a success, she ignores this damage.

Master of the Unknown
The alchemist gains resistance to necrotic, radiant, and psychic damage, as her soul transcends the shackles of good, evil, and indeed all rationality.

Alchemical Formulae

The list of formulas below is nothing more than a representative sample - it does not offer formulas to every tradition, or any formulas at all above the third rank (Electrum). If I should be so fortunate as to encounter interest from my players or my readers (who are altogether charming, witty, and remarkably attractive people, as a rule), I would put more time into fleshing out this list to cover nine levels and all of the traditions.

Copper

Alchemist's Fire
Thrown Flask
Quintessence 0
Stable Formula: 50 gp, Intensity 2

As found in the Equipment chapter, but 1d6 rather than 1d4; the saving throw DC is based on the alchemist's casting DC.
Arvelio's Aetheric Turbulence
Thrown Flask
Quintessence 1
Stable Formula: 50 gp, Intensity 3

A flask of Arvelio's Aetheric Turbulence, when shattered, fills a five-foot radius with electrified air. All creatures in the area take 2d6 lightning damage; on a successful Dexterity saving throw, this damage is halved. After the initial damage, a zone persists for one minute. The zone does not, in itself cause damage.
Blighter's Ponderous Tar
Thrown Flask
Quintessence 1
Stable Formula: 25 gp, Intensity 2

A flask of Blighter's Ponderous Tar, when shattered, fills a five-foot radius with clinging tar. All creatures in the area take 1d8 acid damage; on a successful Strength saving throw, this damage is halved. After the initial damage, a zone persists for one minute. The zone does not, in itself, cause damage. Creatures who enter the area have their Speed reduced to 0 until they succeed a Strength saving throw (a free action they may attempt once per turn).
Esrigal's Junior Servitor
Thrown Flask - Clay
Quintessence 1
Stable Formula: 100 gp, Intensity 4

When this flask breaks within 30 feet of the last alchemist with at least 1 Quintessence to touch it, it creates a Small clay servitor. It follows a strict plan of attack, unless the alchemist spends an action issuing new commands. If at any time one alchemist controls more than one clay servitor, they ignore all other commands and routines to attack one another, until only one remains.

Small Clay Servitor
Armor Class 13
Hit Points 8 (1d8)
Speed 25 feet
Ability Scores: Str 11, Dex 10, Con 11, Int 6, Wis 6, Cha 6
Remburzi's Loathsome Maw
Morphic
Quintessence 1
Stable Formula: 40 gp, Intensity 3

When poured over a Stone of Refinement as a swift action, Remburzi's Loathsome Gift works sympathetically upon those bearing talismans that the alchemist has harmonized with that Stone, affecting one target. The target may make a bite attack, as an action, for one minute. The bite attack uses the target's Strength or Dexterity and proficiency bonus, with an additional +1d4 bonus to hit. On a hit, the bite attack deals 2d6 damage + the target's Str or Dex bonus.
Rosewood's Healing Draught
Healing
Quintessence 1
Stable Formula: 50 gp, Intensity 4

Rosewood's Healing Draught, when poured over a Stone of Refinement as a swift action, can work sympathetically upon those bearing talismans that the alchemist has harmonized with that Stone, affecting one target. The target to be healed must be within 50 feet, and heals 1d8+2 hit points. Rosewood's Healing Draught can also be used at touch range, even on targets without harmonized talismans.

The formula contains instructions for more powerful healing draughts. For each additional 1d8 of healing, the Quintessence increases by 1, the cost increases by 100 gp, the Intensity increases by 1, and the slot required to prepare it as an unstable formulation increases by one level.
Tigale's Salve of Mending
Healing
Quintessence 1
Stable Formula: 50 gp, Intensity 4

Tigale's Salve of Mending can only be applied at touch range, and restores 2d8+2 hit points to one target.
The formula contains instructions for more powerful healing draughts. For each additional 1d8 of healing, the Quintessence increases by 1, the cost increases by 100 gp, the Intensity increases by 1, and the slot required to prepare it as an unstable formulation increases by one level.

Silver

Blighter's Caustic Sludge
Thrown Flask
Quintessence 2
Stable Formula: 75 gp, Intensity 4

A flask of Blighter's Caustic Sludge, when shattered, fills a five-foot radius with caustic sludge. All creatures in the area take 2d8 acid damage; on a successful Dexterity saving throw, this damage is halved. After the initial damage, a zone persists for one minute. Creatures who begin their turns in the zone suffer 1d8 acid damage and suffer a -10 penalty to Speed until the beginning of their next turns.
Cimber's Plague Curative
Purgative
Quintessence 2
Stable Formula: 100 gp, Intensity 4

When poured over a Stone of Refinement as a swift action, Remburzi's Loathsome Gift works sympathetically upon those bearing talismans that the alchemist has harmonized with that Stone, affecting one target. The target receives a new saving throw against each disease currently affecting it, with an additional +5 bonus.

When used as an unstable formula, Cimber's Plague Curative has an additional effect. For every disease that the formulation removes from its target, the alchemist regains one unstable formulation of Copper (level 1), possibly allowing him to exceed his normal daily limits.
Esrigal's Hideous Mole
Thrown Flask - Clay
Quintessence 2
Stable Formula: 200 gp, Intensity 5

When this flask breaks within 30 feet of the last alchemist with at least 2 Quintessence to touch it, it creates a Small clay servitor. It follows a strict plan of attack, unless the alchemist spends an action issuing new commands. If at any time one alchemist controls more than one clay servitor, they ignore all other commands and routines to attack one another, until only one remains.

Burrowing Clay Servitor
Armor Class 13
Hit Points 12 (2d8)
Speed 25 feet, burrow 25 feet
Ability Scores: Str 11, Dex 10, Con 11, Int 6, Wis 6, Cha 6
Remburzi's Consumptive Draught
Enhancement
Quintessence 2
Stable Formula: 120 gp, Intensity 4

When poured over a Stone of Refinement as a swift action, Remburzi's Loathsome Gift works sympathetically upon those bearing talismans that the alchemist has harmonized with that Stone, affecting one target. During the formulation's one-minute duration, the target heals 1d6 hit points whenever she makes a melee attack that reduces another creature below 1 hit point. She also heals 2d8 damage whenever she scores a critical hit with a melee weapon.
Rosewood's Silver Benefaction
Thrown Flask
Quintessence 2
Stable Formula: 150 gp, Intensity 5

A flask of Rosewood's Silver Benefaction, when shattered, fills a 10-foot radius with bitter cold. All creatures in the area suffer 3d6 damage on a failed save, and half as much on a success. After the initial damage, a zone persists for one minute. The zone, in itself, does no damage.

Electrum

Euryale's Ill-Mannered Retort
Thrown Flask
Quintessence 3
Stable Formula: 250 gp, Intensity 6

A flask of Euryale's Ill-Mannered Retort, when shattered, fills a 10-foot radius with poisonous gases. The cloud of gases lightly obscure the area, and remain for up to 1 minute. Each creature that starts its turn in the area must make a Constitution saving throw; on a success they suffer no effect that round. On a failure, they may either take 2d8 poison damage, or spend their action vomiting and retching. Undead, elementals, and constructs are immune to this effect. The cloud is dispersed in one round by a strong wind.
Mehi's Bane for the Diseased
Thrown Flask
Quintessence 3
Stable Formula: 250 gp, Intensity 6

A flask of Mehi's Bane for the Diseased, when shattered, fills a 10-foot radius with radiant energy. All creatures in the area suffer 3d6 radiant damage on a failed Dexterity saving throw, and half as much on a success. Undead, lycanthropes, and those who are otherwise vulnerable to silver suffer 6d6 radiant damage (half on a successful save). Creatures that possess a disease-causing attack (not including spellcasting or alchemy) also suffer 6d6 radiant damage (half on a successful save), and make their saving throw with disadvantage.

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