Alchemist
About this class
Alchemists are scholars who combine science with mysticism. Unlike wizards, Alchemists require carefully controlled environments for Arcane magic. Instead, they work toward perfecting themselves by turning the Arcane inward, patiently enchanting themselves. Characterized by sharp minds, clear eyes and strong frames, Alchemists create Elixirs: magical formulae for transforming the self that empower their powers. Beyond this, Alchemists are masters of ritual magic although they rarely use pyrotechnic magic in combat where they generally prefer fists and blades. They often adventure seeking hidden knowledge and forgotten rituals and Elixirs. Much like their historical antecedents, the principal ambition of the Alchemist is the perfection of the self. This may manifest as a quest for immortality, divine ascendance or unity with an elemental gestalt. Key concepts for the Alchemist are ritual and refinement. Elixirs represent the effects of an Alchemist’s self-refinement through a regimen of repeated ritual behavior. An Alchemist will likely require meditation, study, the concoction and consumption of special remedies, and other such activities as part of their long-rests. Situations that deprive them of critical elements of their daily regimen will likely push them out of their comfort zone and leave them frustrated and volatile. Alchemists can serve multiple roles within a party but their reliance on rituals means they are nearly always excellent support characters. With their idiosyncrasy, Alchemists make for a dangerous and cunning foe.
Domains
Codex
Starting stats
Hope feature
Class features
-
Map Meridians
As an action, make a Knowledge roll to learn one of the following about a character:
Maximum and marked HP
Maximum and marked stress
One experience they have and its modifier -
Ritual caster
Once per rest, when casting a spell outside of combat, you may do so as a ritual. When you do so, you may mark a stress to automatically succeed on the spellcast roll as if it were a success with hope.
Class items
- A silver talisman on a chain
- A diagram of qi meridians
Character questions
Background prompts
- You had a rival for your master’s affection. Who were they and why did they leave your master’s tutelage?
- You’ve been tasked with recovering an important artifact. What is it and how was it stolen from your hermitage?
- Your quest for perfection is driven by a flaw you see in yourself. What is this flaw and how has it affected you?
Connection prompts
- What is something you learned from me?
- How did you help me to understand the world outside of my hermitage?
- What social faux-pas have I committed that still bothers you to this day?
Subclass cards
Printable via header menu
Path of the Body
Foundation
SPELLCAST TRAIT: Knowledge
Adeptitude of the Body: When you choose this subclass, gain a permanent +1 to one of Strength, Agility or Finesse
Natural Weapons: Your unarmed strikes deal d6 damage.
Path of the Body
Specialization
Transformations of the Body: After a long rest, choose one of the following benefits. It lasts until you initiate a long rest or you take severe damage:
- Wings - you can fly. You can move to any location within far range without needing an agility roll. On a successful hit, add d6 attack damage when flying.
- Gills - You can move and act freely in water without incurring stress or risking drowning.
- Pads - You can walk on walls and ceilings as if they were the ground
- Claws - Your unarmed strikes increase to d8 damage and very close range.
Path of the Body
Mastery
Perfection of the Body: When you gain this mastery, gain a permanent +2 to one of Strength, Agility or Finesse.
Transmutation of the Body: After a long rest, choose one of the following benefits in addition to the benefit provided by Transformations of the body. It lasts until you initiate a long rest or you take severe damage
-
- Iron body - add your proficiency to your damage thresholds.
- Willow body - add your proficiency to your evasion.
- Rending force - When you succeed on an attack with an unarmed strike, you may spend a hope to force your target to mark an additional hit point of damage.
- Versatile body - Choose a second Transformations of the Body feature
Path of the Mind
Foundation
SPELLCAST TRAIT: Knowledge
Adeptitude of the mind: When you choose this subclass, gain a permanent +1 to one of Instinct, Presence or Knowledge
Telepathic Nexus: After a long rest, the Alchemist may forge a telepathic bond with all members of the party they can see. It lasts until you initiate a long rest or take severe damage. When connected telepathically, PCs may communicate silently and across any distance.
Path of the Mind
Specialization
Telekinetic force: Spend a hope. You may make an action roll to physically manipulate a target or an attack roll that would normally require melee range from close range or closer.
Path of the Mind
Mastery
Perfection of the mind: When you gain this mastery, gain a permanent +2 to one of Instinct, Presence or Knowledge.
Alchemy of the mind: When an enemy targets you with an action other than an attack you may spend a hope to subtract your knowledge trait from their roll.
Path of the Soul
Foundation
SPELLCAST TRAIT: Knowledge
Adeptitude of the Soul: When you choose this subclass, you may increase your maximum Hope by +1
Sensitivity of the soul: You may detect magical creatures, objects or spells within close range.
Path of the Soul
Specialization
Command Spirits: You can call upon the spirits of a place to aid you. You gain a resource called spirit dice. Any time you gain hope you may instead put a d6 token on this card. You may have a maximum number of spirit dice equal to your proficiency. You may spend these dice on any dice roll made by yourself or another PC. Clear all unused tokens when you take a rest.
Path of the Soul
Mastery
Perfection of the Soul: When you gain this mastery, gain a permanent +2 to any one trait.
Become Soul-stuff: Spend 2 hope. You become Spectral until you gain an action roll targeting another creature. While Spectral, you’re immune to physical damage and can float and pass through solid objects. Other creatures can still see you while you’re in this form.
Alchemist
Alchemists are scholars who combine science with mysticism. Unlike wizards, Alchemists require carefully controlled environments for Arcane magic. Instead, they work toward perfecting themselves by turning the Arcane inward, patiently enchanting themselves. Characterized by sharp minds, clear eyes and strong frames, Alchemists create Elixirs: magical formulae for transforming the self that empower their powers. Beyond this, Alchemists are masters of ritual magic although they rarely use pyrotechnic magic in combat where they generally prefer fists and blades. They often adventure seeking hidden knowledge and forgotten rituals and Elixirs. Much like their historical antecedents, the principal ambition of the Alchemist is the perfection of the self. This may manifest as a quest for immortality, divine ascendance or unity with an elemental gestalt. Key concepts for the Alchemist are ritual and refinement. Elixirs represent the effects of an Alchemist’s self-refinement through a regimen of repeated ritual behavior. An Alchemist will likely require meditation, study, the concoction and consumption of special remedies, and other such activities as part of their long-rests. Situations that deprive them of critical elements of their daily regimen will likely push them out of their comfort zone and leave them frustrated and volatile. Alchemists can serve multiple roles within a party but their reliance on rituals means they are nearly always excellent support characters. With their idiosyncrasy, Alchemists make for a dangerous and cunning foe.
Domains
Codex + Breath
Starting Evasion
11
Starting Hit Points
5
Class Items
- • A silver talisman on a chain
- • A diagram of qi meridians
Alchemist’s Hope Feature
Master of breath : Spend 3 hope to immediately clear one HP and one stress. Your next roll is made with advantage.
Class Features
Map Meridians
As an action, make a Knowledge roll to learn one of the following about a character: Maximum and marked HP Maximum and marked stress One experience they have and its modifier
Ritual caster
Once per rest, when casting a spell outside of combat, you may do so as a ritual. When you do so, you may mark a stress to automatically succeed on the spellcast roll as if it were a success with hope.
Alchemist Subclasses
Choose either the Path of the Body or Path of the Mind subclass.
Path of the Body
Shape your body and take on aspects of animals
Spellcast Trait
Knowledge
Foundation Features
Adeptitude of the Body: When you choose this subclass, gain a permanent +1 to one of Strength, Agility or Finesse
Natural Weapons: Your unarmed strikes deal d6 damage.
Specialization Feature
Transformations of the Body: After a long rest, choose one of the following benefits. It lasts until you initiate a long rest or you take severe damage:
- Wings - you can fly. You can move to any location within far range without needing an agility roll. On a successful hit, add d6 attack damage when flying.
- Gills - You can move and act freely in water without incurring stress or risking drowning.
- Pads - You can walk on walls and ceilings as if they were the ground
- Claws - Your unarmed strikes increase to d8 damage and very close range.
Mastery Feature
Perfection of the Body: When you gain this mastery, gain a permanent +2 to one of Strength, Agility or Finesse.
Transmutation of the Body: After a long rest, choose one of the following benefits in addition to the benefit provided by Transformations of the body. It lasts until you initiate a long rest or you take severe damage
-
- Iron body - add your proficiency to your damage thresholds.
- Willow body - add your proficiency to your evasion.
- Rending force - When you succeed on an attack with an unarmed strike, you may spend a hope to force your target to mark an additional hit point of damage.
- Versatile body - Choose a second Transformations of the Body feature
-
Path of the Mind
Sharpen your mind and open your chakras
Spellcast Trait
Knowledge
Foundation Features
Adeptitude of the mind: When you choose this subclass, gain a permanent +1 to one of Instinct, Presence or Knowledge
Telepathic Nexus: After a long rest, the Alchemist may forge a telepathic bond with all members of the party they can see. It lasts until you initiate a long rest or take severe damage. When connected telepathically, PCs may communicate silently and across any distance.
Specialization Feature
Telekinetic force: Spend a hope. You may make an action roll to physically manipulate a target or an attack roll that would normally require melee range from close range or closer.
Mastery Feature
Perfection of the mind: When you gain this mastery, gain a permanent +2 to one of Instinct, Presence or Knowledge.
Alchemy of the mind: When an enemy targets you with an action other than an attack you may spend a hope to subtract your knowledge trait from their roll.
Background Questions
Answer any of the following, or create your own.
- • You had a rival for your master’s affection. Who were they and why did they leave your master’s tutelage?
- • You’ve been tasked with recovering an important artifact. What is it and how was it stolen from your hermitage?
- • Your quest for perfection is driven by a flaw you see in yourself. What is this flaw and how has it affected you?
Connections
Ask one of the following, or improvise.
- • What is something you learned from me?
- • How did you help me to understand the world outside of my hermitage?
- • What social faux-pas have I committed that still bothers you to this day?
Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.