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The Alchemist - Character Class
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The Alchemist - Character Class

Suggested Price $3.50

Pay what you want, suggesting 3.50 for my efforts.

Alchemists are scholars much like wizards, but take a more tactile approach to their research. By studying the properties and interactions of elements around them, an alchemist is able determine formulas that harness the power of alchemy. Using this power, they are able to create transformative draughts, powerful remedies, deadly toxins, and explosive concoctions.

Do you want to throw damaging chemical combinations, wield deadly and mind-altering toxins, mend and restore with salves and serums, or use your unique mutagenic to transform into a physically powerful form?

Within this document:

A full progression 5th edition class.

Three archetypes: Academy of Medicine, Academy of Mutagenics, and Academy of Toxicology (one more planned and will be added to the document once complete).

16 Alchemical Breakthroughs (with more to come in future updates, planning for approx. 32).

19 Alchemical Creations (designs allows for extensability, more may be included in future revisions) broken into three categories: Admixtures, Advanced Compounds, and Amalgams.

Thank you for looking! Please leave a review or discuss improvements below.

About me, Tyler Paul: I've been playing Dungeons and Dragons roughly since 1997, and really became a fan of the table top around 2000. Over the years I have spent countless hours playing and creating, but the design of 5th edition has inspired me more than ever to create content and to share it with you. You can support me by purchasing your copy. Every review, discussion, and penny helps me get a bit better at what I do.


v1r10 - 

Large Update!
Toxicology is here!
3 + 1 new breakthroughs
Variant rules section added.
6 new alchemical creations

plus other small improvements

v1r05 - When I set out to make some small changes, they turned into major updates! 
Here's what I've done:
- added a printer friendly version
- added two new features, Alchemical Prowess and Alchemical Genius which are meant to improve late-game balance of the class
- changed the Admixture, Advanced Creation, and Amalgam features to help balance the action economy of the class - can now use a creation as part of a full action to create it rather than needing an action to create it and an action to use it
- I've restructured the Academy of Medicine to hopefully put power at more appropriate levels
- the Mutations table has been unified
- changed the Large Batch breakthrough to better reflect typical action economy constraints
- renamed Quick Toss to Quick Use to better reflect general creation use
- created a new admixture, Woeful Antigenic
- other minor text and layout corrections/adjustments

v1r04 - Small text changes, notably redefinition of Recovery Specialist.

v1r03 - Major update! Academy of Medicine added along with a new Breakthrough (Poultice) and Advanced Compound (Rapid Root). I also improved some imagery in the document, most notably the footers and an additional, personally drawn, artwork. The text changes caused a reorganization which has left a little more white space than I'd like, but things will get readjusted as I continue to add more features for you.

v1r02 - Small clarifications in text, resorting of mutations and alchemical creations.

v1r01 - Correcting some table formatting, border of class table still has small problems. Other minor edits.

Search Keys: alchemist, alchemy, bomb, brew, concoction, concoctions, discovery, discoveries, elixir, mutagen, mutagens, mutate, poison, potion, poultice, salve, science, scientist, serum, toxin, toxins, transform

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Discussions (9)
Customer avatar
Josh S March 13, 2018 2:58 pm UTC
i was playing this class and i thought this is a cool class but i could just play an alchemical artificer i mean it's a cool class but i cant help but feel there are better options
Customer avatar
Luis Alberto G January 01, 2018 1:32 am UTC
Love the class but Academy of Chemistry is missing from both pdfs, what gives?
Customer avatar
Tyler P January 17, 2018 2:18 pm UTC
Thank you so much for commenting. It's been difficult to get impressions from the community.
The Academy of Chemistry was a planned addition that I haven't returned to amid my other work. There seems to be quite a bit of interest, so I might reprioritize and see what I can do - I can't make any promises, though.
Customer avatar
Sean B August 24, 2017 11:45 pm UTC
Hey Tyler,

I've been playing your class for about a year, my party and I started at level 5 and now we're into Epic Legacy territory, and I just wanted to give out some feedback. It's not going to be much because I have never made anything for 5e myself but I'm probably one of the people with the most experience with your class xD

Anyway, the biggest problem I have with the class is it feels very under powered with only being able to do a few powerful moves a day to bigger enemies. I know the class is supposed to be more of a support type role but at the same time I find it very difficult when in combat you can never tell when a saving throw is coming to hand out say a Flask of Talent to aid with it so I usually end up with a bunch of wasted potions. And the limitations for the amount of potions that can be made is very hindering, my DM allowed me to remove the restriction on all the potions except for the big 4 which are still limited as I wasn't making a sizable enough impact to the...See more
Customer avatar
Tyler P September 02, 2017 3:08 am UTC
I'm very happy to hear that you've been enjoying the class and have stuck to it for so long. This is an excellent and much needed piece of feedback as the longevity of the class within any particular game was very difficult to estimate.

Your point with Flast of Talent/Resilience is very notable here, as preparing for the unknown can leave wasted resources. I tried to compensate for this by extending the duration of the benefit to any time within 1 hour at those epic levels, but perhaps that didn't give the flasks as sure a footing as I expected.

I apologize that the class hasn't proved very effective in contrast to some of the other classes, or that you were simply resource starved. This was probably due to specific measures taken to not completely overrun a game (a balance that's hard to strike). I'd be interested in the details the adjustments you made during play, or what features you've been using.

As far as the Academy of Chemistry goes... it was a work in progress,...See more
Customer avatar
jasper D April 19, 2017 6:26 am UTC
hello Tyler,

as i was looking around for a nice alchemist class, i noticed the alchemist found here:
while the preview is different, the file i get after downloading seems to be an older version of your class here.
i'm not sure how to report this kind of things on dmsguild, but you might want to look in to it.

good luck
Customer avatar
Tyler P April 19, 2017 5:58 pm UTC
Thank you for the heads up! I *REALLY* appreciate it. Taking the time to let me know is something most might not have done and diligent monitoring other submissions is beyond my means.

Strange that the previews seem to reflect a different creation - perhaps an innocent mistake on the submitter's part. Either way, I'll be bringing attention to this.

In the meantime, I hope you enjoy the alchemist I've presented here. I've gotten little, but generally positive, feedback so far.
Customer avatar
Christopher S January 13, 2017 9:58 pm UTC
Great Job! I really like the detail into this class. I know WotC just came out with the Artificer (Alchemist), but honestly it appears to be a glorified wizardly type, missing all the core concept of chemical and herbal mixing. I am super super excited to try and play this class.

I was wondering though, if you would (or what your thoughts are) regarding making some kind of table to use, completely in the realm of adding a fun dynamic to role play, where there are different kinds of results (based on die rolls) of attempting to learn formula's or experimenting with mixtures. Something like a random items table, only with different potential reactions. Maybe even where as a player mixes a compound, attempting to create a potion or something, and if they roll certain number, then its a major success, minor success, failure or "unknown". in the unknown category, the DM would have a table that would call out how the item would react in combat... who knows, just a thought?...See more
Customer avatar
Tyler P January 16, 2017 4:06 pm UTC
Thank you for the compliments and interest!

I had mixed feelings when WotC's Artificer came out. I thought interest in my product here would quickly dwindle, and felt that the work I'd put in to my own version of the Artificer (still a work in progress) might have been a waste. Comments here like yours helps to keep me going, so thank you again!

Regarding your idea for experimentation, I've seen a few different attempts at this.

Some complex:

and some simple:

I've feel that the majority of features in the game are intentionally reliable to avoid player frustration, with a degree of variance related most often to rolling a d20. I also acknowledge, however, that some folks enjoy a higher degree of risk/reward or a higher degree of process involvement that might...See more
Customer avatar
Karl P June 26, 2016 4:54 pm UTC
First of all, this is a great class but the document itself needs a bit more work.

I would recommend separating Admixtures, Advanced Compounds and Amalgams into their own sections in Chapter 3 in order to make them easier to find.

Also, you should rename the "Advanced Compositions" class feature to "Advanced Compounds" for the sake of consistency.

Finally, in my opinion, you may want to give the class proficiency with Alchemist's Supplies to add a bit of fluff, regardless of Scientific Academy. This class implies that you've studied alchemy before becoming an adventurer, just like the Fighter implies you've had previous martial training in order to be proficient with all armors and weapons.

In any case, thank you for making this wonderful class!
Customer avatar
Tyler P June 28, 2016 2:11 pm UTC
Thank you for looking and for taking the time to provide feedback.

Regarding the organization of alchemical creations, I had attempted to mimic the PHB format with an alphabetical list organized by power level followed by descriptions of all creations organized alphabetically. If this organization isn't very helpful, I'd be willing to consider adding a supplemental document with a rearrangement.

Nice catch on the term change from Compositions to Compounds, I was teetering between the two during design and missed it while proofreading. I'll be correcting that in a future revision.

Whether to give proficiency with alchemist's supplies as part of the class versus an Academy was something I debated on for quite some time. Your point is quite valid though, and I may have to reconsider my previous decision to omit it. This would cause Mutagenics (and later, Chemistry) to receive an alternate feature when pursuing those Academies.

I hope you enjoy the class in your...See more
Customer avatar
Anthony A May 05, 2016 11:22 pm UTC
The document mentions the Toxicology and Chemistry Academies but it doesn't have any content for them as archetypes. It should probably have them removed from the Academies feature or have them added as complete archetypes.
For clarification: are all types of alchemic admixtures and advanced compounds available to Alchemists or are you restricted by academy?
Also, are you planning on adding any more admixtures or advanced compounds to the list so that the list is comparable to that of a spell user?
Is there any way to reproduce the effects of a spell via alchemy (obviously with some restrictions).
Customer avatar
Tyler P May 11, 2016 6:18 pm UTC
Thank you for your interest!
Yes, Toxicology and Chemistry are Academies I hope to add in full to the class, rounding out and expanding available creations and breakthroughs as well.
Selections of creations are not limited based on Academy, though some features reward the use of creations matching your specialization.
I do not currently have plans to duplicate the effects of spells directly, as there are balance concerns with doing so. Namely, I'd have to create a variant governing the overlap of magic and alchemy where currently they are separated (something I've been considering). However, you may find that many alchemical creations resemble certain spells as I often use them for inspiration and balance.

Do let me know if you have any further questions or suggestions for improvements. I appreciate any feedback or discussion.
Customer avatar
Anthony A May 12, 2016 3:51 am UTC
Thank you for the speedy reply Tyler. I have a player who wants to use your class and is interested in any materials for the Toxicology and Chemistry archetypes. Do you have anything currently? If you provide some of it, if be happy to send any notes after playtesting.
Customer avatar
Tyler P May 14, 2016 2:18 am UTC
Glad to have caught you as well. The messaging system here is a bit lacking in notifications. I have a few preliminary Toxicology materials I might be able to bring together with a few other class adjustments for a small update. How soon does play start for you?
Customer avatar
Anthony A May 14, 2016 5:38 am UTC
Within the next two weeks probably. Feel free to email me directly
Customer avatar
Bret P March 01, 2016 9:30 pm UTC
It looks pretty good for starters but still needs a lot of love. Seeing as you only recently updated it, I'm excited to see what else you have planned. As is though, I don't think it's quite ready to be played. Hopefully you can flesh out some of the other academies and maybe add some more admixtures & advanced compounds in the next month so I can use this guide for my alchemist I'll be playing in April.
Customer avatar
Tyler P March 02, 2016 12:15 am UTC
I'm glad you like what I've got here. I can't promise a delivery schedule, but I do plan to continue my work with Toxicology soon. If you have any mechanical concerns, do please let me know. What is here should be playable, though the options are not exhaustive. Thank you for taking the time to look and discuss, happy gaming!
Customer avatar
January 24, 2016 6:19 pm UTC
Ok, so your alchemists do not gain any skill or saving throw proficiencies,
they get a scholar's pack or an explorer's pack as part of their starting equipment, but not alchemists supplies,
the formatting is off at most of the tables,
and the whole document is, like you said, incomplete.

I'm trying to understand, why would you even publish at this point? What's the rush?
Customer avatar
Tyler P January 24, 2016 7:44 pm UTC
Thank you for taking the time to discuss!

The lack of proficiencies is a clerical error in transfer to this document, my apologies. Skills should be two from History, Investigation, Medicine, and Nature. Saves should be Constitution and Intelligence. I will be updating the file with that shortly.

I am aware of formatting issues with the class table and am working on a solution.

Alchemist supplies are not provided with the class because they are not a core feature to every archetype. The core features rely on the availability of components, as that would be a more common ground, so I provided them with a component pouch and means to create components. I realise that the class is "alchemist", but the Medicine and Toxicology academies are more likely to use herbalism and poisoner's kits respectively.

I published this early version as something akin to what Wizards of the Coast had done with their Player's Basic Rules wherein they had many functional and...See more
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File Last Updated:
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This title was added to our catalog on January 24, 2016.