Alchemist
Designed by
About this class
An Alchemist is a magic user that studies the construction of the world around them. They can learn, understand, and build things using their magic to shape their desires. Understanding the construction of things helps them understand their strengths, and weaknesses, and give them insight into developing new things. It is a lot of work to become an Alchemist, and one wrong move can have dire consequences, but gaining the knowledge to advance the potential of civilization is a cause worth confronting those issues. And should they arise, a good Alchemist knows that, much like how an object’s strength comes from the pieces that make it up, a problem can be tackled easier with teamwork.
(Two things. 1. I am aware that the “Shaping” ability might be a little broad, and very GM dependent, but I think it works. I think it’s flavorful as heck, and allows for some creative things to be done. I am open to ideas to streamline it, but as is, I think it’s alright. 2. If you’re not quite sure why I called this the Alchemist class, I’m going more for a Fullmetal Alchemist vibe, rather than a D&D Artificer alchemist vibe that’s more about potion brewing, and stuff.)
Domains
Codex
Starting stats
Hope feature
Class features
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Shaping
You may Spend Hope to fix broken, or damaged objects you are able to touch. The number of Hope required is up to the GM, depending on the size, and materials, of the object. If all of the components of an object are not there, you may make a Spellcast roll to replicate the components, which the difficulty is also GM dependent. You may also make a spellcast roll if you do not have the required number of Hope. You may also alter an object like this by spending Hope (again, the number is GM dependent), and making a spellcast roll (14).
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Mending
Mark a Stress to clear One Hit Point, or One Armor Slot on a creature within Melee range.
Class items
- A book on a magical artifact
- A keepsake from home
Character questions
Background prompts
- Who taught you how to perform alchemy?
- What was your first mistake, and what did it cost you?
- What knowledge are you pursuing that is considered dangerous?
Connection prompts
- You asked me to help rebuild something with my magic. What is it, and why do you want it rebuilt?
- You remind me of someone from my past. What subtle thing do you do that is similar to this person?
- When I need a break from studying, what snacks do you like to make for us to share?
Subclass cards
Printable via header menu
Sigil of The Elements
Foundation
SPELLCAST TRAIT: Instinct
Elemental Imprint: Whenever you make a successful attack, Spend a Hope to force the target to make a reaction roll (13). On a failure, they become temporarily Imprinted. While Imprinted, whenever the target takes damage, they take additional 1d6 magic damage.
Elemental Mending: Whenever you use your Mending, or Extended Mending ability, you may Spend a Hope to give the creature an additional 1d8 Magic damage to their next damage roll.
Sigil of The Elements
Specialization
Heightened Imprint: The damage from your Elemental Imprint feature becomes 2d6.
Elemental Embodiment: Mark a Stress. Until the end of the scene, you become enveloped in Elemental energy. Add your Instinct Trait to your Damage Thresholds. Whenever a creature enters your Melee range, or you enter their Melee range, you may Spend a Hope to force them to make a reaction roll (14). On a failure, they take 2d10 magic damage. Additionally, if you make a Shaping spellcast roll under this effect, you may add 1d4 to the roll.
Sigil of The Elements
Mastery
Explosive Imprint: The damage from your Elemental Imprint feature becomes 3d6. Additionally, you may Spend a Hope to end the Imprinted condition on one target, and force the target to make a reaction roll (16). On a failure, they take d12 + your level magic damage using your proficiency. If the GM spends a Fear to end the condition, you may Mark a Stress to use this ability.
Sigil of Transmutation
Foundation
SPELLCAST TRAIT: Knowledge
Powerful Transmutation: Once per Scene, make a Spellcast roll (14). On a success, you may choose one of the following abilities:
Your Unarmed strikes become d8 + your Tier physical damage using your proficiency, and you may make Unarmed Strikes using your Knowledge Trait.
You gain a number of Armor Slots equal to your Knowledge Trait until the end of the scene, or they are expended.
Your Weapon’s range extends by one Range up to Very Far range until the end of the scene.
Transmuting Shape: If you make a Shaping Spellcast roll, Mark a Stress to gain advantage on the roll.
Sigil of Transmutation
Specialization
Preserving Transmutation: Whenever you make a successful attack, you may reduce your Proficiency by 1 in order to use your Mending feature on yourself.
Crafty Shaper: Whenever you succeed with Hope on a Shaping spellcast roll, you Clear a Stress. Whenever you succeed with Fear on a Shaping spellcast roll, you still gain a Hope.
Sigil of Transmutation
Mastery
Powerful Preservation: While under the effect of your Powerful Transmutation, you may use your Preserving Transmutation without reducing your proficiency a number of times equal to your Knowledge Trait.
Shaping Savant: At the beginning of each session, and after every rest, place a number of tokens on this card equal to your Knowledge trait. Whenever you use your Shaping ability, you may spend a token to reduce the amount of Hope needed by 1 Hope per token.
Sigil of EMpowerment
Foundation
SPELLCAST TRAIT: Strength
Empowered Strikes: Add your Strength trait to damage rolls.
Empowered Mending: Whenever you use your Mending or Extended Mending feature, you gain Advantage on your Next attack roll. On a successful attack, add 1d20 to the damage roll.
Sigil of EMpowerment
Specialization
Empowered Stun: Whenever you make a successful attack, Spend a Hope to force the target to make a reaction roll (15). On a failure, they become temporarily Vulnerable.
Empowered Shaping: If you make a Shaping Spellcast roll, and fail, you may place a Domain Card from your Loadout into your Vault, and add the card’s level to the roll.
Sigil of EMpowerment
Mastery
Empowered Drain: Whenever you make a successful attack, Mark a Stress to force the target to make a reaction roll (16). On a failure, they subtract your Strength trait from their difficulty.
Empowered Exchange: Whenever you cause a creature to mark its last Hit Point, place a token on this card. You may have a number of tokens equal to your Strength trait. You may use a token to use your Mending ability without Marking a Stress.
Sigil of The Unknown
Foundation
SPELLCAST TRAIT: Knowledge
Shape the Unknown: If you are asked to make a Shaping Spellcast roll, you may choose to succeed without generating Hope, or Fear, a number of times per Long Rest equal to your Knowledge trait.
Fortune Weaver: Whenever you use your Mending ability on someone, they gain advantage on a number of rolls equal to your Knowledge trait. Whenever you make a successful attack roll, Mark a Stress to force the target to make a reaction roll (14). On a failure, they gain disadvantage on a number of rolls equal to your Knowledge trait.
Sigil of The Unknown
Specialization
Hints of History: Whenever you use your Shaping feature, you may Spend a Hope, and make a Spellcast roll (16). On a success, you learn about how it got into the state you found it in. This feature does not benefit from your Shape the Unknown feature.
Unknown Retaliation: Whenever you get hit with an attack, make a Spellcast roll against the attacking creature. On a success, they Mark 1d4 Stress.
Sigil of The Unknown
Mastery
Untapped Potential: Whenever you use your Mending ability, you may Spend a Hope to give the creature you use it on one of the following benefits:
Add your Knowledge trait to their evasion until they take damage, or they take a rest.
Gain 1d4 Hope.
Add 2d10 to their damage rolls until they miss an attack, or they take a rest.
Unknown Assault: Once per Long rest, make a Spellcast roll against all adversaries within Close range. On a success, the targets take d20 + your Knowledge trait damage, and they must make a reaction roll (16). You may Mark a Stress to force one of the targets to make the roll with disadvantage. On a failure, they become temporarily Vulnerable.
Alchemist
An Alchemist is a magic user that studies the construction of the world around them. They can learn, understand, and build things using their magic to shape their desires. Understanding the construction of things helps them understand their strengths, and weaknesses, and give them insight into developing new things. It is a lot of work to become an Alchemist, and one wrong move can have dire consequences, but gaining the knowledge to advance the potential of civilization is a cause worth confronting those issues. And should they arise, a good Alchemist knows that, much like how an object’s strength comes from the pieces that make it up, a problem can be tackled easier with teamwork.
(Two things. 1. I am aware that the “Shaping” ability might be a little broad, and very GM dependent, but I think it works. I think it’s flavorful as heck, and allows for some creative things to be done. I am open to ideas to streamline it, but as is, I think it’s alright. 2. If you’re not quite sure why I called this the Alchemist class, I’m going more for a Fullmetal Alchemist vibe, rather than a D&D Artificer alchemist vibe that’s more about potion brewing, and stuff.)
Domains
Codex + Iron
Starting Evasion
10
Starting Hit Points
6
Class Items
- • A book on a magical artifact
- • A keepsake from home
Alchemist’s Hope Feature
Extended Mending : Spend 3 Hope to clear One Hit Point, or One Armor Slot of a number of creatures within Very Close range equal to your Spellcast Trait.
Class Features
Shaping
You may Spend Hope to fix broken, or damaged objects you are able to touch. The number of Hope required is up to the GM, depending on the size, and materials, of the object. If all of the components of an object are not there, you may make a Spellcast roll to replicate the components, which the difficulty is also GM dependent. You may also make a spellcast roll if you do not have the required number of Hope. You may also alter an object like this by spending Hope (again, the number is GM dependent), and making a spellcast roll (14).
Mending
Mark a Stress to clear One Hit Point, or One Armor Slot on a creature within Melee range.
Alchemist Subclasses
Choose either the Sigil of The Elements or Sigil of Transmutation subclass.
Sigil of The Elements
Use your Elemental knowledge to imbue your powers with that of the elements.
Spellcast Trait
Instinct
Foundation Features
Elemental Imprint: Whenever you make a successful attack, Spend a Hope to force the target to make a reaction roll (13). On a failure, they become temporarily Imprinted. While Imprinted, whenever the target takes damage, they take additional 1d6 magic damage.
Elemental Mending: Whenever you use your Mending, or Extended Mending ability, you may Spend a Hope to give the creature an additional 1d8 Magic damage to their next damage roll.
Specialization Feature
Heightened Imprint: The damage from your Elemental Imprint feature becomes 2d6.
Elemental Embodiment: Mark a Stress. Until the end of the scene, you become enveloped in Elemental energy. Add your Instinct Trait to your Damage Thresholds. Whenever a creature enters your Melee range, or you enter their Melee range, you may Spend a Hope to force them to make a reaction roll (14). On a failure, they take 2d10 magic damage. Additionally, if you make a Shaping spellcast roll under this effect, you may add 1d4 to the roll.
Mastery Feature
Explosive Imprint: The damage from your Elemental Imprint feature becomes 3d6. Additionally, you may Spend a Hope to end the Imprinted condition on one target, and force the target to make a reaction roll (16). On a failure, they take d12 + your level magic damage using your proficiency. If the GM spends a Fear to end the condition, you may Mark a Stress to use this ability.
Sigil of Transmutation
Use your enhanced abilities in alchemy to shape things easier, and improve your odds in a fight.
Spellcast Trait
Knowledge
Foundation Features
Powerful Transmutation: Once per Scene, make a Spellcast roll (14). On a success, you may choose one of the following abilities:
Your Unarmed strikes become d8 + your Tier physical damage using your proficiency, and you may make Unarmed Strikes using your Knowledge Trait.
You gain a number of Armor Slots equal to your Knowledge Trait until the end of the scene, or they are expended.
Your Weapon’s range extends by one Range up to Very Far range until the end of the scene.
Transmuting Shape: If you make a Shaping Spellcast roll, Mark a Stress to gain advantage on the roll.
Specialization Feature
Preserving Transmutation: Whenever you make a successful attack, you may reduce your Proficiency by 1 in order to use your Mending feature on yourself.
Crafty Shaper: Whenever you succeed with Hope on a Shaping spellcast roll, you Clear a Stress. Whenever you succeed with Fear on a Shaping spellcast roll, you still gain a Hope.
Mastery Feature
Powerful Preservation: While under the effect of your Powerful Transmutation, you may use your Preserving Transmutation without reducing your proficiency a number of times equal to your Knowledge Trait.
Shaping Savant: At the beginning of each session, and after every rest, place a number of tokens on this card equal to your Knowledge trait. Whenever you use your Shaping ability, you may spend a token to reduce the amount of Hope needed by 1 Hope per token.
Background Questions
Answer any of the following, or create your own.
- • Who taught you how to perform alchemy?
- • What was your first mistake, and what did it cost you?
- • What knowledge are you pursuing that is considered dangerous?
Connections
Ask one of the following, or improvise.
- • You asked me to help rebuild something with my magic. What is it, and why do you want it rebuilt?
- • You remind me of someone from my past. What subtle thing do you do that is similar to this person?
- • When I need a break from studying, what snacks do you like to make for us to share?
Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.