Alchemist (Spell-less )
Level Proficiency Bonus Features Powder Potency
1st +2 Alchemical bomb, Powder (Burst), Reagent 1dX
2nd +2 Powder (Any), Reagent (2), Reagent Coating 1dX
3rd +2 Powder (Any), Special Touch, Reagent Activation 2dX
4th +2 Powders (All), Ability Score Improvement 2dX
5th +3 Reagent (3), Powder Combination 3dX
6th +3 Fuse Devices 3dX
7th +3 Reagent Mixing, Special Touch (2) 4dX
8th +3 Ability Score Improvement, Reagent (4) 4dX
9th +4 Productive Alchemy 5dX
10th +4 Potent Reagents, Special Touch (3) 5dX
11th +4 Chemical mind 6dX
12th +4 Ability Score Improvement, Lab Assistant 6dX
13th +5 Maximized Powder 7dX
14th +5 Field Alchemy 7dX
15th +5 Special Touch (4), Improved Reagent Mixing 8dX
16th +5 Ability Score Improvement, Opaque Recipe 8dX
17th +6 Mithridatisation, Improved Powder Combination 9dX
18th +6 Special Touch (5), Productive Alchemy (2) 9dX
19th +6 Ability Score Improvement 10dX
20th +6 Philosopher's Stone 10dX

Class Features

As an Alchemist, you gain the following class features.

Hit Points

Hit Dice: 1d8 per alchemist level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per alchemist level after 1st

Proficiencies

Armour: Light armor
Weapons: Simple weapons, alchemical bombs, thrown flasks
Tools: Alchemist's supplies, Herbalism Kit, one other tool of your choice


Saving Throws: Dexterity, Intelligence
Skills: Choose three from Arcana, Deception, History, Investigation, Medicine, Nature, Religion and Sleight of Hand

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a handaxe and a light hammer or (b) any two simple weapons
  • (a) a scholar's pack or (b) an explorer's pack
  • A light crossbow and 20 bolts
  • Studded leather armor, Alchemist's supplies
  • 32 vials
  • 8 alchemical bombs of your choice, freshly created

Starting wealth: As per Wizard's.

Alchemical bomb

Making an alchemical bomb

You know the recipe of the alchemical bomb, a flask filled with explosive potential. Such a bomb has two main ingredients: a type of Powder and a type of Reagent. You begin with knowledge of the Burst Powder and one Reagent of your choice.


During a long rest, you can use your Alchemist's supplies to gather ingredients from your surroundings and make them into Powders and Reagents. Barring rare circumstances (DM's discretion), you always have enough to create up to 8 alchemical bombs, at the cost of one empty vial per bomb. Adding more Powder or Reagents than you are able to will cause a bomb to instantly blow up.


An alchemical bomb has AC 5, 1 hp and takes 1 bludgeoning damage upon hitting a solid surface. When its HP reaches 0 or the cork is removed. If not used for a period of 8 hours, it loses its potency, at which point you can safely reuse the vial.

Attacking with an alchemical bomb

You may toss an alchemical bomb as a ranged attack, as you would with any other object. If you can use your Special Touch feature, you must decide whether to do so before making the attack roll.


If the attack directly hits, it deals damage. Roll 1 damage die of a size defined by the Powder and add your Intelligence modifier instead of any other ability modifier.


Whether the attack hits or not, the flask creates an area effect centered on its impact point (generally the target's square, but the DM may determine otherwise). If a creature enters the area of effect or begins its turn inside, it must make a saving throw.


The explosion's effect and saving throw are both determined by the Powder. If the creature fails the saving throws, it takes damage (even if it already took damage from the direct hit). Roll damage dice: their type is defined by the Powder, and their number by your Powder Potency. No modifiers are added.

The type of damage a flask deals is determined by the Reagent. If a flask contains multiple Reagents, you must choose one type of damage before tossing the flask.

Powder Potency

Your Powders' explosions deal 1 dice of damage at 1st level. The amount of dice increases as you gain leveis in this class, as shown in the Powder Potency column of the Alchemist table.

Reagent Mixing

WIP (it's exactly what it sounds like)

List of reagent activation effects

ā€ƒFire. The target is on fire for one minute as per the Searing Smite spell.

Poison. The target gains the Poisoned condition, which lasts until the end of your next turn.

Acid. The target's AC is lowered by 1 until it completes a short rest.

Psychic. The target flees the point of impact, as per the spell Dissonant Whispers.

Exotic reagents

Those components are fairly unusual. They may require groundbreaking research and a fair amount of magic to work, at your DM's discretion.

Cold. The target's speed becomes 0 until the end of your next turn.

Necrotic. The target loses maximum HP equal to half the damage taken. The target cannot gain HP until it completes a long rest.

Radiant. The target is blinded until the beginning of your next turn.

Lighting. The target cannot take reactions for 1 minute. Additionally, the target can take an action or a bonus action on its turn, but not both.

Thunder. The target is deafened for 1 minute and knocked prone. Double damage on structures and objects.

Powders

The DC of any saving throw you inflict with your flasks is: 8 + your proficiency bonus + your Intelligence modifier.


Burst (d6, Special). Explosion: This powder's area of effect is a small sphere five feet across, concentrated on one space. The effect is instantaneous. The Alchemist chooses the saving throw before tossing the flask: Dexterity, Strength or Constitution.

Blast (d4, Dexterity). Explosion: A large sphere fifteen feet across. The effect is instantaneous.

Paste (d4, Strength). Explosion: Sticky paste covers a flat 5-by-5 foot area, including walls and ceilings. The effect lasts for 1 minute.

Cloud (d1, Constitution). Explosion: A wide sphere of gas 30 foot across, which spreads around corners. The effect lasts for 1 minute.


Special Touch

At level X, you gain a single use of a Special Touch, which you may spend to add an effect to one of your flasks. You regain all uses of this ability after a short rest. Your Special Touch manifests as a step or ingredient unique to you and your potion-making process. If you so desire, you can make any of your potions recognizable as your work by fellow alchemists, at no cost.

Reagent activation

Requires expending one use of your Special Touch. As a bonus action, you increase the effect of a bomb's Reagent. When you hit a creature with this flask, that creature alone is affected by the Reagent's special effect.

Powder combination

Requires expending one use of your Special Touch. As a bonus action, you add a second, different Powder to one of your bombs and manage to stabilize the resulting concoction. When the flask breaks, the effect of this powder also takes place (forcing affected creatures to make a second saving throw). At level 17th, you gain the ability to add a third Powder in this fashion.

Fuse devices

At 6th level, you learn how to create special metal casings for your bomb. As part of your bomb creation routine, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). You can add or remove this device from one of your bombs as a bonus action. You can also use your action to dismantle it; at that time, you can reclaim the materials used to create it.

When you create such a device, choose one of the following options:

Proximity: The device is extremely sensitive and will detonate your flask as soon as something walks or burrows on its space. It is possible to safely walk past the device with a DC 10 Stealth check.

Delayed: The device will detonate your flask after a duration of your choice (as if Readying an action), up to 24 hours.

A bomb affected by a Fuse Device does not take damage upon impact, and thus does not break.

WIP/Possible features

  • Make healing flasks, coat weapons with reagent to add damage type, stack two reagents or powders on a single flask.
  • Can prepare 1 flask per short rest? Maybe more scaling with level?
  • Can improvise a flask mid-battle as an action (costs twice the resources?)
  • Can learn to fling more flasks per turn?
  • Unique reagents (smoke bomb, paralysis/confusion gas, healing draught)
  • Cool feature name: "Hermetic Secrets"
  • Knack for Powder: Choose a powder, you get x2 of it when preparing it
  • Opaque Recipe. if you so decide, you can completely obfuscate your potion's components to mortal minds. Alternatively, you may make the potion's components appear as other components (for example to mask a potent poison as a sugary brew). Determining the true ingredients requires an Investigation check with a DC of 20 + your Deception skill modifier.
  • Chemical mind. You tests to run to determin, you can determine the presence of any poison or unnatural element within water, food or drink. You instantly know what potion a creature is under the influence of and how long the effect will last.

  • Philosopher's Stone. You have learned the formula of the legendary Philosopher's stone. Creating a Philosopher's stone uses the same amount of time and resources as rebuilding your mechanical servant. When you are attuned to the stone, you gain infinite uses of your Special Touch. The stone does not count towards your attunement limit.

  • Disaster's Acolyte. dodge AoE spells and stuff better (rogue style) because you're good at avoiding your own explosions?