Alchemist
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About this class
Practitioners of magic, science, and natural philosophy, alchemists blend a thorough knowledge of chemistry, animal and plant-based toxins, and arcane remedies with an insatiable desire for experimentation. Often working with unstable and volatile substances or extracting venom from dangerous creatures, many have sustained some sort of permanent injury in the pursuit of their craft. However, this does not dampen the dedication of the true alchemist and they trudge forward, pushing the limits of spellcraft, nature, and their own bodies in their search for greatness.
Domains
Codex
Sage
Starting stats
Hope feature
Class features
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Remedy
You can create a potion, pill, salve, or something similar that provides a minor benefit or effect, such as relieving pain, enhancing wakefulness, hastening sobriety, creating pleasant sensations, or allowing restful sleep.
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Harvester
You can make a Spellcast Roll (13) to harvest an Ingredient from the environment or from a creature.
Success with Fear = Common Ingredient
Success with Hope = Uncommon Ingredient
Critical success = Rare Ingredient
You can spend an Ingredient to gain a bonus to a Spellcast Roll. The Ingredient rarity and associated bonuses are as follows:
Common = +1
Uncommon = +2
Rare = +3
Legendary = +4
If the environment or creature is particularly unique or dangerous, the GM can increase the Difficulty and increase the rarity of the Ingredient gathered. You can hold a number of Ingredients equal to your Spellcast trait.
Class items
- A portable laboratory
- a transmutation symbol permanently etched on your skin
Character questions
Background prompts
- What did you witness that first sparked your curiosity about alchemy?
- What accident did you cause in the pursuit of alchemy and what lasting effect did it have?
- What alchemical wonder have you dedicated yourself to studying and, one day, creating?
Connection prompts
- What small remedy do you regularly ask me to make?
- What obscure topic do we share an interest in?
- What did you see me do that makes you wary of me?
Subclass cards
Printable via header menu
Apothecary
Foundation
SPELLCAST TRAIT: Knowledge
Potion Maker: As a downtime move, you can spend an Ingredient to create a health or stamina potion that heals 1d4 + the Ingredient's bonus.
Toxic Grenade: Spend an Ingredient to throw an exploding capsule within Close range that releases a toxic substance out to Very Close range. Make a Spellcast Roll against all targets in the area. Those you succeed against become temporarily Afflicted. Damage rolls against Afflicted targets gain a bonus equal to the Ingredient's bonus.
Apothecary
Specialization
Potion Master: For all health and stamina potions you create, the imbiber may roll the d4 twice and take the better result.
Disorienting Toxin: Spend an additional Ingredient of the same rarity when you use "Toxic Grenade" to make all affected targets also gain disadvantage on all their action rolls. This ends when their Afflicted condition is cleared.
Apothecary
Mastery
Hero's Brew: Spend a Legendary Ingredient to create a potion that causes the imbiber to clear all negative temporary conditions, gain a Hope, clear a Stress, and gain advantage on their next action roll. You can have one Hero's Brew at a time.
Toxic Potency: When using "Toxic Grenade," you can spend 2 Ingredients, combining their bonuses. Once per rest, mark a Stress to have all targets affected by a "Toxic Grenade" take a permanent -1 penalty to their Difficulty.
Demolitionist
Foundation
SPELLCAST TRAIT: Finesse
Bomb: At the start of each session, place tokens on this card equal to your Spellcast trait. Spend a token to use a bomb as a Close range Finesse weapon that deals d10 magic damage using your Proficiency to the target and half damage to all other creatures within Very Close range. Spend Ingredients to add their bonuses to the bomb's damage. Mark a Stress to replenish this card with tokens (up to your Spellcast trait). At the end of each session, clear all unspent tokens.
Demolitionist
Specialization
Precision Bombs: Your bomb's Very Close range explosion no longer damages allies.
Remote Detonation: You can place a bomb that does not immediately detonate. While within Very Far range of the bomb, you can make a Spellcast Roll (14) to detonate it. You can have one remote bomb at a time.
Demolitionist
Mastery
The Big One: Spend a Legendary Ingredient to augment your bomb. It deals d20 magic damage using your Proficiency, has a range of Far, and deals half damage to all adversaries within Close range. Double the highest damage die. If you fail the attack roll with Fear, the bomb detonates prematurely. You and all creatures within Close range make an Agility Reaction Roll (16). You take full damage on a failure, half on a success. All other creatures take half damage on a failure, none on a success.
Mutagenist
Foundation
SPELLCAST TRAIT: Knowledge
Unstable Enhancement: Spend an Ingredient to gain its bonus on all Agility, Strength, or Finesse rolls until the end of the scene. You can choose each trait once per rest.
Alter Ego: You have an alter ego that vies for control while you are enhanced. Give it a name and decide how its personality differs from yours. While enhanced, you gain a bonus to weapon damage rolls equal to your marked Stress. If you mark your last Stress slot, your alter ego takes over until you clear a Stress.
Mutagenist
Specialization
Augments: When using "Unstable Enhancement," spend an additional Ingredient to choose a number of augments equal to the Ingredient's bonus from the following list:
Natural Weapons: mark a Stress to deal an extra 2d8 damage on an attack in Melee range
Hardened Hide: increase your damage thresholds by 3
Roar: make a Spellcast Roll against all adversaries in Close range. Mark a Stress to deal 1d4 Stress to all those you succeed against
Fast Healing: spend 2 Hope to clear a Hit Point
Mutagenist
Mastery
Dual Mind: Mark a Stress to reroll any Instinct, Knowledge, or Presence reaction roll.
Embrace Your Darkness: Your bonus damage while enhanced increases to double your marked Stress. When you would mark your last Stress slot, you can spend a Hope instead.
Alchemist
Practitioners of magic, science, and natural philosophy, alchemists blend a thorough knowledge of chemistry, animal and plant-based toxins, and arcane remedies with an insatiable desire for experimentation. Often working with unstable and volatile substances or extracting venom from dangerous creatures, many have sustained some sort of permanent injury in the pursuit of their craft. However, this does not dampen the dedication of the true alchemist and they trudge forward, pushing the limits of spellcraft, nature, and their own bodies in their search for greatness.
Domains
Codex + Sage
Starting Evasion
10
Starting Hit Points
5
Class Items
- • A portable laboratory
- • a transmutation symbol permanently etched on your skin
Alchemist’s Hope Feature
Synthesis : Spend 3 Hope and two Ingredients of the same rarity to gain an Ingredient with one higher rarity.
Class Features
Remedy
You can create a potion, pill, salve, or something similar that provides a minor benefit or effect, such as relieving pain, enhancing wakefulness, hastening sobriety, creating pleasant sensations, or allowing restful sleep.
Harvester
You can make a Spellcast Roll (13) to harvest an Ingredient from the environment or from a creature. Success with Fear = Common Ingredient Success with Hope = Uncommon Ingredient Critical success = Rare Ingredient You can spend an Ingredient to gain a bonus to a Spellcast Roll. The Ingredient rarity and associated bonuses are as follows: Common = +1 Uncommon = +2 Rare = +3 Legendary = +4 If the environment or creature is particularly unique or dangerous, the GM can increase the Difficulty and increase the rarity of the Ingredient gathered. You can hold a number of Ingredients equal to your Spellcast trait.
Alchemist Subclasses
Choose either the Apothecary or Demolitionist subclass.
Apothecary
Play an Apothecary if you want to concoct beneficial potions and debilitating poisons.
Spellcast Trait
Knowledge
Foundation Features
Potion Maker: As a downtime move, you can spend an Ingredient to create a health or stamina potion that heals 1d4 + the Ingredient's bonus.
Toxic Grenade: Spend an Ingredient to throw an exploding capsule within Close range that releases a toxic substance out to Very Close range. Make a Spellcast Roll against all targets in the area. Those you succeed against become temporarily Afflicted. Damage rolls against Afflicted targets gain a bonus equal to the Ingredient's bonus.
Specialization Feature
Potion Master: For all health and stamina potions you create, the imbiber may roll the d4 twice and take the better result.
Disorienting Toxin: Spend an additional Ingredient of the same rarity when you use "Toxic Grenade" to make all affected targets also gain disadvantage on all their action rolls. This ends when their Afflicted condition is cleared.
Mastery Feature
Hero's Brew: Spend a Legendary Ingredient to create a potion that causes the imbiber to clear all negative temporary conditions, gain a Hope, clear a Stress, and gain advantage on their next action roll. You can have one Hero's Brew at a time.
Toxic Potency: When using "Toxic Grenade," you can spend 2 Ingredients, combining their bonuses. Once per rest, mark a Stress to have all targets affected by a "Toxic Grenade" take a permanent -1 penalty to their Difficulty.
Demolitionist
Play a Demolitionist if you want to BLOW THINGS UP WITH BIG F#%@ING EXPLOSIONS!!
Spellcast Trait
Finesse
Foundation Features
Bomb: At the start of each session, place tokens on this card equal to your Spellcast trait. Spend a token to use a bomb as a Close range Finesse weapon that deals d10 magic damage using your Proficiency to the target and half damage to all other creatures within Very Close range. Spend Ingredients to add their bonuses to the bomb's damage. Mark a Stress to replenish this card with tokens (up to your Spellcast trait). At the end of each session, clear all unspent tokens.
Specialization Feature
Precision Bombs: Your bomb's Very Close range explosion no longer damages allies.
Remote Detonation: You can place a bomb that does not immediately detonate. While within Very Far range of the bomb, you can make a Spellcast Roll (14) to detonate it. You can have one remote bomb at a time.
Mastery Feature
The Big One: Spend a Legendary Ingredient to augment your bomb. It deals d20 magic damage using your Proficiency, has a range of Far, and deals half damage to all adversaries within Close range. Double the highest damage die. If you fail the attack roll with Fear, the bomb detonates prematurely. You and all creatures within Close range make an Agility Reaction Roll (16). You take full damage on a failure, half on a success. All other creatures take half damage on a failure, none on a success.
Background Questions
Answer any of the following, or create your own.
- • What did you witness that first sparked your curiosity about alchemy?
- • What accident did you cause in the pursuit of alchemy and what lasting effect did it have?
- • What alchemical wonder have you dedicated yourself to studying and, one day, creating?
Connections
Ask one of the following, or improvise.
- • What small remedy do you regularly ask me to make?
- • What obscure topic do we share an interest in?
- • What did you see me do that makes you wary of me?
Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.