Alchemist
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 some pain, enhancing wakefulness, hastening sobriety, creating pleasant sensations, or allowing restful sleep.
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Transmute Armor
Once per rest, you can touch a suit of armor to alter the material, making it harder and more resistant to damage. Anyone wearing the armor gains a number of Transmutation Dice (d4s) equal to your tier. When receiving incoming damage, roll the pool of Transmutation Dice and reduce the damage by the result. If any of the dice roll a 4, remove that die from the pool after reducing the damage for that instance. Otherwise, this lasts until your next rest.
Class items
- A portable laboratory or a transmutation symbol permanently etched on your skin or gear.
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 quirk do I have that you find odd?
Subclass cards
Printable via header menu
Apothecary
Foundation
SPELLCAST TRAIT: Knowledge
Potion Maker: Instead of a potion, you begin with one Potion Recipe - Minor Health or Minor Stamina. Once per rest, spend a Hope to create a consumable from a recipe as a bonus downtime move.
Toxic Grenade: After a long rest, place a number of tokens equal to your Spellcast trait on this card. Make a Spellcast Roll (13). On a success, spend a token to throw a capsule within Close range that explodes and releases a toxic substance upon impact. All creatures within Very Close range of the detonation point become temporarily Afflicted. While Afflicted, they mark a Stress each time they act. When you take a long rest, clear unspent tokens.
Apothecary
Specialization
Corrosive Toxin: Mark a Stress to make all adversaries affected by your "Toxic Grenade" also gain a -1 penalty to their Difficulty as the toxin eats away at their armor or hide. This penalty remains after the Afflicted condition is cleared but does not stack with itself.
Disorienting Toxin: Mark a Stress to make all adversaries affected by your "Toxic Grenade" have disadvantage on their attack rolls. This ends when the Afflicted condition is cleared.
Apothecary
Mastery
Potion Master: For all health and stamina potions you create, the imbiber may roll the d4 twice and take the better result.
Stimulant: Once per rest, mark a Stress to use a "Toxic Grenade" to create a gas that invigorates you and your allies instead. All targets in the affected area gain a Hope and have advantage on their next action roll.
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 throw a bomb as a Close range Finesse weapon that deals d10 magic damage using your Proficiency. All adversaries within Very Close range of the initial target must make a Reaction Roll (12) or take half damage. Spend a Hope to move all targets who took damage to Very Close range away from the bomb. Choose which direction the initial target moves. 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
Delayed Detonation: When you use a bomb, you can spend a Hope to set a standard countdown with a value of up to 6 and have the bomb detonate when the countdown triggers. Make a Spellcast Roll (14) to detonate it early.
Demolition Expert: Spend a bomb token and make a Spellcast Roll to use a bomb to destroy a structure such as a wall or door. The GM sets the Difficulty based on the material of the structure. You gain a 2 bonus to this Spellcast Roll for each additional bomb token you spend.
Demolitionist
Mastery
The Big One: You can pool all your tokens into a single massive bomb. Make a Spellcast Roll (16). On a success, spend any number of tokens and roll an equal amount of d20s for damage. If any roll a 20, you can choose to reroll a d20 or clear a Stress. If any roll a 1, the bomb detonates. You take all the accumulated damage and all creatures within Close range of you must make an Agility Reaction Roll (16) or take half damage. Once you are finished spending tokens, if the bomb has not detonated, launch the bomb within Far range, dealing damage to all creatures within Close range of it. They can make a Reaction Roll (16) to half the damage.
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
11
Starting Hit Points
5
Class Items
- • A portable laboratory or a transmutation symbol permanently etched on your skin or gear.
Alchemist’s Hope Feature
Unstable Enhancement : Spend 3 Hope to create and consume a concoction that transforms you into a more powerful version of yourself. Increase a trait of your choice by 1d4. Then, roll a d6 and decrease the corresponding trait by 1d4: 1 - Agility 2 - Strength 3 - Finesse 4 - Instinct 5 - Presence 6 - Knowledge. Reroll if you rolled the improved trait. Describe how your character changes. This lasts until your next rest or until you use this feature again.
Class Features
Remedy
You can create a potion, pill, salve, or something similar that provides a minor benefit or effect, such as relieving some pain, enhancing wakefulness, hastening sobriety, creating pleasant sensations, or allowing restful sleep.
Transmute Armor
Once per rest, you can touch a suit of armor to alter the material, making it harder and more resistant to damage. Anyone wearing the armor gains a number of Transmutation Dice (d4s) equal to your tier. When receiving incoming damage, roll the pool of Transmutation Dice and reduce the damage by the result. If any of the dice roll a 4, remove that die from the pool after reducing the damage for that instance. Otherwise, this lasts until your next rest.
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: Instead of a potion, you begin with one Potion Recipe - Minor Health or Minor Stamina. Once per rest, spend a Hope to create a consumable from a recipe as a bonus downtime move.
Toxic Grenade: After a long rest, place a number of tokens equal to your Spellcast trait on this card. Make a Spellcast Roll (13). On a success, spend a token to throw a capsule within Close range that explodes and releases a toxic substance upon impact. All creatures within Very Close range of the detonation point become temporarily Afflicted. While Afflicted, they mark a Stress each time they act. When you take a long rest, clear unspent tokens.
Specialization Feature
Corrosive Toxin: Mark a Stress to make all adversaries affected by your "Toxic Grenade" also gain a -1 penalty to their Difficulty as the toxin eats away at their armor or hide. This penalty remains after the Afflicted condition is cleared but does not stack with itself.
Disorienting Toxin: Mark a Stress to make all adversaries affected by your "Toxic Grenade" have disadvantage on their attack rolls. This ends when the Afflicted condition is cleared.
Mastery Feature
Potion Master: For all health and stamina potions you create, the imbiber may roll the d4 twice and take the better result.
Stimulant: Once per rest, mark a Stress to use a "Toxic Grenade" to create a gas that invigorates you and your allies instead. All targets in the affected area gain a Hope and have advantage on their next action roll.
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 throw a bomb as a Close range Finesse weapon that deals d10 magic damage using your Proficiency. All adversaries within Very Close range of the initial target must make a Reaction Roll (12) or take half damage. Spend a Hope to move all targets who took damage to Very Close range away from the bomb. Choose which direction the initial target moves. 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
Delayed Detonation: When you use a bomb, you can spend a Hope to set a standard countdown with a value of up to 6 and have the bomb detonate when the countdown triggers. Make a Spellcast Roll (14) to detonate it early.
Demolition Expert: Spend a bomb token and make a Spellcast Roll to use a bomb to destroy a structure such as a wall or door. The GM sets the Difficulty based on the material of the structure. You gain a 2 bonus to this Spellcast Roll for each additional bomb token you spend.
Mastery Feature
The Big One: You can pool all your tokens into a single massive bomb. Make a Spellcast Roll (16). On a success, spend any number of tokens and roll an equal amount of d20s for damage. If any roll a 20, you can choose to reroll a d20 or clear a Stress. If any roll a 1, the bomb detonates. You take all the accumulated damage and all creatures within Close range of you must make an Agility Reaction Roll (16) or take half damage. Once you are finished spending tokens, if the bomb has not detonated, launch the bomb within Far range, dealing damage to all creatures within Close range of it. They can make a Reaction Roll (16) to half the damage.
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 quirk do I have that you find odd?
Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.