Alchemist
About this class
You can spend 3 hopes to create on the spot to trow to an ally in close range, that ally can consume it immediately to clear a stress or recover an HP.
Domains
Codex
Sage
Starting stats
Hope feature
Class features
-
Creation of potion
Once per long rest you can decide to create a minor potion from this list:
- Stride Potion
- Bolster Potion
- Control Potion
- Attune Potion
- Enlighten Potion
- Minor Health Potion
- Minor Stamina Potion -
Enchantment of potion
You can spend 1 Hope to enchant a potion, the enchanted potion have is effect doubled.
Class items
- A couple of vial
- A bag of herb and fungi
Character questions
Background prompts
- Why you started creating potion?
- What kind of pressures, if any, have you found in your commiunity when you start creating potion?
- Someone has tryied to kidnap you for your skill. Who are they?
Connection prompts
- Why you asked me to brew something for you?
- We haven't know eachother for a long time. Why do I inspire confidence in you?
- We have a little rivalry. What started it?
Subclass cards
Printable via header menu
Infuser
Foundation
SPELLCAST TRAIT: Knowledge
Essence Mixer: You can shape your potion into small, non-harmful effects: reactive sparks, colored vapors, temporary crystallizations, and fluids that change state. Spend 1 Hope and describe how you apply your essence to a weapon or armor. When you do so, you gain one of the following benefits until your next long rest:
-
2 to the damage roll
-
1 to your evasion
Infuser
Specialization
Adverse Reaction: When the wearer of an armor infused with your potion is hit, the armor releases a burst of smoke. The attacker has Disadvantage on their next attack roll.
Infuser
Mastery
Alchemy knowledge: Your knowledge of alchemy infusions is perfect. Any benefits granted by your infusions are doubled and can stack up to two times on the same object.
Transmuter
Foundation
SPELLCAST TRAIT: Knowledge
Volatile touch: You can trasmute an non magic object into another one of the same size. The trasmutation continue until up to one hour after it leave your touch.
Emergency hardening: If an alley in very close range is hitten you can dash in his direction and touch his skin or his armor and spend 1 hope to have his evasion increased by 1d4 for that attack only.
Transmuter
Specialization
Resilient Form: Choose up to 3 allies (including yourself) within close range. For the next round, the first time one of them takes damage, the level of damage taken is reduced by one step (from Severe Damage to Major Damage, or from Major Damage to Minor Damage).
Transmuter
Mastery
Beyond the Limit: You are able to perform a transmutation on your body or that of an ally, forcing the form into a temporarily perfect state. Spend 3 Hope to completely transform the body of yourself or an ally within very close range for the next five rounds (or until the target is knocked down). The target gains one of the following forms:
- Adamantine Form: The target's skin transforms into metal or stone armor. The target gains resistance to all nonmagical damage types. Additionally, its Defense action rolls gain advantage.
- Ethereal Form: The target's body transforms into vapor or a luminous substance. Its Evasion permanently increases by 2 for the duration. It can move through spaces occupied by opponents and difficult terrain, and the first 5 feet of each movement do not provoke attacks of opportunity..
Alchemist
You can spend 3 hopes to create on the spot to trow to an ally in close range, that ally can consume it immediately to clear a stress or recover an HP.
Domains
Codex + Sage
Starting Evasion
11
Starting Hit Points
5
Class Items
- • A couple of vial
- • A bag of herb and fungi
Alchemist’s Hope Feature
Flash of genius : Create and throw a potion
Class Features
Creation of potion
Once per long rest you can decide to create a minor potion from this list: - Stride Potion - Bolster Potion - Control Potion - Attune Potion - Enlighten Potion - Minor Health Potion - Minor Stamina Potion
Enchantment of potion
You can spend 1 Hope to enchant a potion, the enchanted potion have is effect doubled.
Alchemist Subclasses
Choose either the Infuser or Transmuter subclass.
Infuser
Play the infuser if you want to infuse weapon and armor
Spellcast Trait
Knowledge
Foundation Features
Essence Mixer: You can shape your potion into small, non-harmful effects: reactive sparks, colored vapors, temporary crystallizations, and fluids that change state. Spend 1 Hope and describe how you apply your essence to a weapon or armor. When you do so, you gain one of the following benefits until your next long rest:
-
2 to the damage roll
-
1 to your evasion
-
Specialization Feature
Adverse Reaction: When the wearer of an armor infused with your potion is hit, the armor releases a burst of smoke. The attacker has Disadvantage on their next attack roll.
Mastery Feature
Alchemy knowledge: Your knowledge of alchemy infusions is perfect. Any benefits granted by your infusions are doubled and can stack up to two times on the same object.
Transmuter
Transmute your and your allies to crush your enemy
Spellcast Trait
Knowledge
Foundation Features
Volatile touch: You can trasmute an non magic object into another one of the same size. The trasmutation continue until up to one hour after it leave your touch.
Emergency hardening: If an alley in very close range is hitten you can dash in his direction and touch his skin or his armor and spend 1 hope to have his evasion increased by 1d4 for that attack only.
Specialization Feature
Resilient Form: Choose up to 3 allies (including yourself) within close range. For the next round, the first time one of them takes damage, the level of damage taken is reduced by one step (from Severe Damage to Major Damage, or from Major Damage to Minor Damage).
Mastery Feature
Beyond the Limit: You are able to perform a transmutation on your body or that of an ally, forcing the form into a temporarily perfect state. Spend 3 Hope to completely transform the body of yourself or an ally within very close range for the next five rounds (or until the target is knocked down). The target gains one of the following forms:
- Adamantine Form: The target's skin transforms into metal or stone armor. The target gains resistance to all nonmagical damage types. Additionally, its Defense action rolls gain advantage.
- Ethereal Form: The target's body transforms into vapor or a luminous substance. Its Evasion permanently increases by 2 for the duration. It can move through spaces occupied by opponents and difficult terrain, and the first 5 feet of each movement do not provoke attacks of opportunity..
Background Questions
Answer any of the following, or create your own.
- • Why you started creating potion?
- • What kind of pressures, if any, have you found in your commiunity when you start creating potion?
- • Someone has tryied to kidnap you for your skill. Who are they?
Connections
Ask one of the following, or improvise.
- • Why you asked me to brew something for you?
- • We haven't know eachother for a long time. Why do I inspire confidence in you?
- • We have a little rivalry. What started it?
Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.