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The Alchemist (5e Class w/ 4 Archetypes)
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The Alchemist (5e Class w/ 4 Archetypes)

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The Alchemist is an INT based caster who uses formulae instead of conventional spells.  They require preparation, but cast quickly when needed (usually by drinking a mixture).  He learns these formulae similar to the way a wizard learns spells, but he has spell slots like a warlock.  He supplements these abilities with Alchemical Esoteries (special abilities and tricks he discovers as he advances in levels), Alchemical Bombs (a new cantrip formula unique to the Alchemist), and a variety of class customization options as part of the base class, as well as the archetypes, each with their own unique flavor to allow you to play the kind of Alchemist you want to play.

A fully developed class with unique mechanics, four complete archetypes, and dozens of customization options.  Made from the ground up specifically for D&D 5th edition.  Please see the full preview under the cover art for several pages straight from the write up and a full description of how the class works.

Updates:
01/19/17 - Now a DMs Guild Gold Best Seller!
12/25/16 - Now including a Printer Friendly version.
11/24/16 - Now including a Fantasy Grounds module in addition to the regular PDF so you can have all of the Alchemist class info at your fingertips in Fantasy Grounds.  (No longer available)
 
-Cody Faulk


Please also feel free to check out my other titles:



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Alchemist Changelog:

1-12: 2017-10-16:  Corrected a few lingering minor typos, updated Quick Build instructions.

1.11 - 2017-09-18: Tempered damage increases to Alchemical Bomb, Corrosive Bomb, and Scorching Bomb.  Fixed 1 minor typo.  Increased Toxic Explosive's damage.
1.10 - 2017-09-11: Increased damage on Alchemical Bomb, Corrosive Bomb, and Scorching Bomb.  Clarified mutation effects requiring Constitution modifiers.  Improved Altered Physiology mutation.

1.9 - 2017-04-26: minor typo correction and added Detect Thoughts to spell list

1.8 - 2017-02-20: minor wording chage in class table for clarity.

1.7 - 2017-01-19: minor formatting and diction corrections for clarity.

1.6 - 2016-12-25: simple typo correction.

1.5 - 2016-10-23: Removed an old placeholder in the spell list that should have been deleted previously.

1.4 - 2016-10-14: Corrected minor typographical inconsistencies.

1.3 - 2016-10-12: 2 minor typographical corrections.

1.2 - 2016-10-09: Fixed a minor typo and clarified that formulae can only affect the imbiber. You cannot give a formula's effects to someone else by touch or range, even if the corresponding spell normally allows for it. This is hopefully clearer now.

1.1 - 2016-09-26: minor formatting updates (spells in text italicized, etc.) 

 
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Reviews (10)
Discussions (38)
Customer avatar
David W October 11, 2018 8:57 pm UTC
PURCHASER
Hi, I have a couple questions about this class?

1. What action should allies take to consume a remedy? Is it similar to drinking a potion, requiring an action?
2. It states that "An alchemist's empowered formula is rendered inactive after 1 minute or as soon as it leaves his possession". So when I burn a spell slot to empower a spell, do I have 60 seconds / 10 rounds before I have to use it? This probably doesn't apply to combat as you would be able to hold a formula for nine rounds. There is even an ability called Persistent Bomb that lets you hold the bomb for an amount of time equal to your intelligence modifier. Is this a typo?
3. I assume that Alchemist Bomb is the only formula that does not become inactive as soon as it leaves your possession? Is there any other mechanical reason that a formula should become inert as it leaves your hand? I don't think this is necessary as most of the time, only you can imbibe the formula.
Customer avatar
Cody F October 14, 2018 7:05 pm UTC
CREATOR
1. It would be like a normal potion. In my home game, using a potion on yourself is a bonus action. Using one on someone else (like pouring a healing potion in their mouth) is an action. That's just a house rule, though, so just make it equivalent to a potion.

2. Yes, that's how it works. The intent is let's say you empower a formula, but want to hold your action to actually use it until something happens. You can continue to hold it that way for a minute. Just like if you burn a spell slot and hold the casting on a spell, you can hold onto it for awhile. I just put a limit on it. If this doesn't jive with how you play, then just remove it. It won't really affect anything strongly, in my opinion. Persistent Bomb is intended to let you place the bomb and move away, using it something like a time bomb.

3. Alchemical Bomb and remedies should be the only ones that don't become inert after leaving your possession after being empowered. Before they are empowered, that doesn't...See more
Customer avatar
Phillip R September 20, 2018 5:18 am UTC
PURCHASER
Hello Cody! I have been in love with the Alchemist Class you have put together and am currently in the process of making a character for a campaign using it. The flavor is absolutely there and does everything id expect an Alchemist to do.

I do have a question however... The Poisoners 'Toxic Explosives' state you may add 1d10 poison damage to 'Alchemical Explosion' and that certain esoteries may allow you to replace the poison damage effect. On careful study I only saw Rootbane as an option for this damage replacement feature which seemed wrong since your wording suggests there to be more then one option. Am I mistaken or overlooking something?

Also, to clarify while I am here, 'Toxic Explosives' states you may add 1d10 poison damage to the damage of 'Alchemical Explosion'. Does this stack with esoteries stating how they can not be used with other features that change the damage type? Since your not changing the damage type but adding poison damage on top of it.

Your thoughts...See more
Customer avatar
Phillip R September 20, 2018 11:03 pm UTC
PURCHASER
In studying the sheet more i realized Toxic Explosives works with Terror Distillate as well. Partially answered my own question. So new new question becomes may a Poisoner apply Terror Distillate to weapons/ammo via Steady Hands?
Customer avatar
Cody F September 25, 2018 1:57 am UTC
CREATOR
Hello! Glad you are enjoying it so much. Feel free to leave a review to that effect! :)

So yes, you found the two esoteries that would work to alter Toxic Explosives, but I also wrote it that way in case any additional ones were added later, so as to leave it open ended.

Terror Distillate is indeed a poison and while you have to make it during a long rest, you can apply it using Steady Hands without issue.

And yes, you could use, say, Scorching Bomb, in addition to Toxic Explosives, as Toxic Explosives does not change the damage type, but rather adds an additional effect that includes poison damage. You would not be able, however, to use Scorching Bomb with Toxic Explosives if you were also using Terror Distillate, as Terror Distillate specifies that the bomb does no damage. Technically, I didn't say that the follow up effects of scorching bomb and similar wouldn't trigger, but that was the intent. If you use Terror Distillate, that's the only effect the bomb has....See more
Customer avatar
Phillip R September 26, 2018 8:45 pm UTC
PURCHASER
I do indeed plan to leave a review! I will be starting a campaign as a level 5 Apothecary on Sunday and plan to review here after that session. Will be working on Poisoner for a dif campaign. ;)

I see, leaving it open ended like that does make sense then, just threw me for a bit of a loop. Do you intend to add/update anything else to this guide in that area, or any other areas for that matter?

Your explanation does help a bunch! Thank you. I will for sure keep this all in mind. By chance would you mind sending me a text version of this guide? e-mail: modestphil55@gmail.com. The campaign is via Roll20 so being able to copy and paste information would be super helpful.

Many thanks!
Customer avatar
Cody F September 27, 2018 12:26 am UTC
CREATOR
Hello again! Glad to hear it on all counts! I do intend to do a bit of retooling for it in a few places, including formulae from Xanathar's and some new esoteries and such, but I'm not sure what the timeframe on all that will be. I have to work out the specifics with my publisher and figure out how to handle it, but it's on my list of things to do. As for the text version, I need to see what format I have things in for the current version. I may or may not have a cleaned up text version ready to go. This was made in homebrewery, so the master is covered with html and other code. Let me see what I can do.
Customer avatar
Phillip R September 27, 2018 6:55 am UTC
PURCHASER
Looking forward to seeing what you add on. :D

Thanks! Its much appreciated Cody.
Customer avatar
Cody F September 28, 2018 7:57 pm UTC
CREATOR
Apologies, I do not have a text version that would be helpful to you. The master is riddled with code and other notations. My best advice is to just transcribe the relevant portions until I release a new version with workable OCR.
Customer avatar
Claire M September 11, 2018 8:52 pm UTC
PURCHASER
I have a question about the Remedy feature. Can you use make a remedy with a formulae that can normally only target the user, like False Life or Armor of Agathys?
Customer avatar
Cody F September 12, 2018 3:33 am UTC
CREATOR
Yes, all that is required to use a formula as a remedy is that the Alchemist knows the formula in question, and that formula must restore HP, increase max HP, grant temporary HP, and/or remove negative conditions from a creature.
Customer avatar
Robert T August 24, 2018 5:30 am UTC
PURCHASER
Hey Cody! Really neat idea here, I just need some clarification. How do Esoteries work? Do you use them like spells where each Esotery you choose is like a spell that you can cast once per long rest or can you use them as many times as you like unless it specifies say 'you can use it twice'? Particularly this has me curious about the bomb augmentation Esoteries. Can you only use them once per every short/long rest?
Customer avatar
Cody F August 24, 2018 12:19 pm UTC
CREATOR
They are analogous to Warlock Invocations and function the same way. An Esotery is only limited as to how many times you can use it if the Esotery description says that it is limited in that way. Otherwise, it can be used as the Alchemist pleases.
Customer avatar
Gabriel C August 16, 2018 2:19 pm UTC
PURCHASER
Hey Cody,
I was talking with Rob Twohy about this, and he said he would be willing to program it for ya (though you guys would have to charge for the FFG versions).
If you are interested email him at rob.twohy@gmail.com - that would be sweet!

Gabe
Customer avatar
Cody F August 24, 2018 12:23 pm UTC
CREATOR
Rob is welcome to reach out to me on Facebook or similar to discuss any topics, this included.
Customer avatar
Michael V August 04, 2018 11:50 pm UTC
PURCHASER
I apologize if this is something very obvious, but I have a question about the Alchemical Bomb cantrip. Please note that I'm asking this as a relatively new player. I'm assuming that this is supposed to be a similar signature attack to the Warlock's Eldritch Blast, but the bomb also causes splash damage, which seems like it would a liability in longer fights where your main target is more likely then not going to be surrounded by other PCs. Am I missing something, or should you only be relying on the bomb in fights if you take the Bomber archetype?
Customer avatar
Cody F August 05, 2018 9:33 pm UTC
CREATOR
It really just depends on the situation, though it is probably going to be the main offensive option for most Alchemists, Bomber or not. Having to make decisions about splash damage and how to manage it is part of the balance.
Customer avatar
Justin K July 24, 2018 8:15 pm UTC
PURCHASER
So say Im at level 6, how many spells do I know and how many spell slots do I have total? I'm a tad confused on the tables info, sorry.
Customer avatar
Cody F July 28, 2018 4:03 am UTC
CREATOR
You would have 2 spell slots, both 3rd level, and you get them back on a short rest. This works just like a Warlock and their Pact Magic. As for how many formulae you know, you start with the Alchemical Bomb cantrip formula and 6 level 1 formulae in your book. You gain 2 additional formulae each level, plus any you scribe into your book during your adventures. This works just like a wizard. So at level 6, you'd have your initial 6 formulae, + 2 + 2 + 2 + 2 + 2 = 16 formulae + alchemical bombs + whatever other formulae you picked up or got from your subclass choice. And like a wizard, you can prepare Alchemist Level + INT mod formulae to use that day each time you take a long rest. This, too, works just like a wizard preparing spells.
Customer avatar
Jacob A June 10, 2018 8:49 pm UTC
PURCHASER
Can the bloodlust mutation ability be used to throw 2 bombs in the same turn, I'm not sure if you call them weapons
Customer avatar
Cody F June 11, 2018 12:04 am UTC
CREATOR
Alchemical bombs are not attacks, they are cantrips, so no.
Customer avatar
Jacob A June 11, 2018 8:57 am UTC
PURCHASER
Cheers. Well done on the character. Is there any way as the mutant to reliably get 2 attacks a turn
Customer avatar
Cody F June 12, 2018 2:50 pm UTC
CREATOR
Thank you! Please consider leaving a rating/review on here!

The Bloodlust mutation effect is your best bet. It gives you an extra action that can only be used to attack once, but you could attack with your normal action, then attack with that.

With Tooth and Claw, you also gain a bonus action XXX attack.

If you had both active, you could attack twice with whatever weapon (claws included), then bonus action XXX.

If you're asking how to throw 2 bombs in a turn with a Mutant, you would need to use the Desperate Alchemy esotery.


Does that help?
Customer avatar
May 29, 2018 12:03 am UTC
PURCHASER
Question for you Cody regarding the Desperate Alchemy Esotery: Was it meant to be used with the Alchemical Bomb formula/cantrip? Functionally, this would allow the user to cast their bombs twice a turn from level 2. As a Bomber, at level 6, they can functionally gain three attacks a round with Bombardment.

I understand the bomb is the major (and pretty much only) method for damage the Alchemist has, but I want to make sure that was an intended read of that esotery before allowing it in game.

Thanks, this is a very well put together class you created. My players are having a lot of fun with it!
Customer avatar
Cody F May 29, 2018 4:45 am UTC
CREATOR
Thanks for the kind words and feedback! Please, if you don't mind, leave a review/rating so other people know!

So technically yes, Desperate Alchemy does work on the Alchemical Bomb cantrip. That said, if you look at what Bombardment does, it says that whenever you use Alchemical Bomb, you can use a bonus action to throw another one. Desperate Alchemy says if a formula has a casting time of one action, you can use a bonus action to cast it instead (basically just like Quickened Spell with the Sorcerer). So in both cases, they both use a bonus action, of which you only get one per round, so a Bomber at 6th level with Desperate Alchemy could use either Desperate Alchemy or Bombardment, but not both, and there's a subtle difference in how they work.

With Bombardment, they would have to use their action to throw the first bomb, then use their bonus action to throw a second bomb.

With Desperate Alchemy, they could just throw a single bomb with their bonus action and then...See more
Customer avatar
June 08, 2018 10:55 pm UTC
PURCHASER
Thank you for the answer!
Customer avatar
Cody F July 28, 2018 4:05 am UTC
CREATOR
Happy to help!
Customer avatar
Leah R May 16, 2018 2:46 am UTC
PURCHASER
Are you going to be adding spells from Xanathar's? Great class! Going to be switching my Artificer Alchemist over to this!
Customer avatar
Cody F May 16, 2018 3:23 am UTC
CREATOR
Yes, indeed! I've already got the spells picked out, just need to make the actual edits. Stay tuned!

Glad you're enjoying it. Please consider leaving a review!
Customer avatar
Leah R May 16, 2018 4:22 am UTC
PURCHASER
And just curious. Why did you decided against adding Find Familiar to the spell list? Maybe not as a spell but as a Esoteries. I can see it being fluffed as a mechanical animal or some kind of Homunculus. Just a thought. Thanks for the really quick reply haha

And yeah i will def leave a review once i play it a bit more :)
Customer avatar
Cody F May 18, 2018 4:56 pm UTC
CREATOR
At first glance, Find Familiar isn't included because the alchemist's formulae all exclusively affect the alchemist him/herself. Find Familiar is essentially a summoning spell. That said, you make a good point in that it would make sense that an alchemist could create something like a Homunculus. To that end, the list of Xanathar's spells that will be added DOES include Create Homunculus for that very reason. Since it's 6th level, you can learn it, but it wouldn't be one of your normal formulae, it would be the special ones in the 6-9 level range. So you've got the right idea for sure!
Customer avatar
Blane D September 07, 2018 9:59 pm UTC
PURCHASER
Any chance of getting a heads up about which Xanathar's spells you're thinking of adding to the list? Have an Alchemist NPC in my game that some of those spells would be really attractive for as formulae :D :D
Customer avatar
Blane D September 08, 2018 8:27 pm UTC
PURCHASER
Besides Create Homunculus, some obvious choices would be Absorb Elements, Dragon's Breath, Far Step, the various 6th level Investiture spells (Advanced Formulae), Invulnerability (a 9th level Advanced Formulae option), Skill Empowerment, Zephyr Strike, and possibly Vitriolic Sphere (for flavor you'd projectile vomit the sphere instead of pointing). Other possibilities could be Guardian of Nature, Shadow Blade, Shadow of Moil, and Steel Wind Strike, though these seem a bit out of place flavor-wise.
Customer avatar
Cody F September 12, 2018 3:34 am UTC
CREATOR
I will be releasing an Alchemist 2.0 eventually that will cover all of this. Stay tuned.
Customer avatar
DANIEL G February 19, 2018 1:30 pm UTC
PURCHASER
Couldn't see a Fantasy Grounds version? Any help appreciated. Thanks.
Customer avatar
Cody F April 06, 2018 3:13 am UTC
CREATOR
Sorry for the delay in response - it used to alert me when I had comments, but apparently not anymore!

I discontinued the Fantasy Grounds version, as my conversion source dried up after about version 1.7. Sorry!
Customer avatar
Steven L December 16, 2017 10:29 pm UTC
PURCHASER
Hi! ;)
Before I begin, I just want to congratulate you on such an exemplary job creating this class! That being the case, bear with me a bit here:
On the subject of the Mutant's mutagen, I'm somewhat confused as to the mechanics of it. The text reads that the mutagen is to be prepared during a long rest, but that the dose only remains viable for a few minutes. Does this mean that I will have to use the mutagen immediately following a long rest? Thanks in advance! ;)
Customer avatar
Cody F April 06, 2018 3:12 am UTC
CREATOR
Sorry for the delay in response - it used to alert me when I had comments, but apparently not anymore!

Reread that passage carefully - I think you might have missed a key sentence. It says once you imbibe the mutagen, you can make use of its effects until your next long rest. The intent is that you make it during a long rest and drink it then, then you're good to go with mutating until your next long rest. If something prevents you from making your mutagen during the long rest, such as not having your supplies, you can't access your mutations until you get a chance to make/drink it again. At level 10, you not longer need the mutagen, as well, due to Second Skin.

And thank you!
Customer avatar
Michael T November 19, 2017 4:53 am UTC
PURCHASER
Correct if I'm wrong but for the Bomber Discipline I can't have flash bang and percussive bomb correct?
Customer avatar
Cody F April 06, 2018 3:08 am UTC
CREATOR
Sorry for the delay in response - it used to alert me when I had comments, but apparently not anymore!

You can select them both, but you can't use them simultaneously. The Bomber discipline doesn't factor into this question, actually.
Customer avatar
Hanna D October 13, 2017 9:05 pm UTC
PURCHASER
Hi again, I have a few things I'd like you to clarify:

1. With the esotery, 'varied mutation' I understand that you can learn another possible mutation (I'll assume you cannot activate another though) and that you can keep learning additional possible mutations. Is there a limit to how many additional mutations you can learn? Or can you learn all of them with the esotery? If so, at what intervals?

2. I understand that, for the mutant, the longer you remain in mutation form, the harder it is for you to revert back. But there's no specific increase to the DC. Is that entirely up to the DM?

3. In Advanced Formulae, I believe it should be "with enough power" and not "without enough power."

4. In the Quick Build section, it says to select 'High Yield Reaction' esotery for 1st level, but the prerequisite says you need to be level 2.

I really enjoy your Alchemist class!
Customer avatar
Cody F October 16, 2017 8:45 am UTC
CREATOR
Hello again! Glad you're enjoying it!

1. You can take the Varied Mutation esotery as many 8 times, as that is the max number of esoteries you get (at 18th level). You'll run out of esoteries before you get all of the mutations.

2. The increasing difficulty in changing back is reflected in the DC of the Con check being 10 + half your alchemist level. The idea is that the more experience you have as a mutant alchemist, the the further down the path, if you will, the harder it is to resist staying in the mutation form. It's not a measure of chronological time, per se, but rather how much alchemy you've been up to (alchemist level). It's just flavor, mostly - it wasn't intended to be a hardcore part of the mechanics.

3. Nice catch. This is a typo that's made it through 11 versions of the alchemist write up. I'll correct it in the next version.

4. This is a hold over from when high yield reaction used to be available at level 1 early on and was subsequently...See more
Customer avatar
Hanna D October 16, 2017 3:07 pm UTC
PURCHASER
No problem! I'll continue to help you improve whenever I have the chance
Customer avatar
Jason H September 29, 2017 10:47 pm UTC
PURCHASER
Hi. This is probably a stupid question and I'm just missing something but I noticed the formulae list goes up to level 9 spells but.. you only apparently get up to 5th level spell slots. So I don't understand how that works out? It seems like you could never learn or cast a level 9 spell unless im really just missing something in the text.
Customer avatar
Cody F September 30, 2017 6:11 am UTC
CREATOR
No worries. Check out the Advanced Formulae section - it works the same way as the Warlock's Mystic Arcanum. Spellcasting high level spells without spell slots.
Customer avatar
Bryan B September 17, 2017 9:26 pm UTC
PURCHASER
Currently having a blast blowing up goblins in my campaign, just one question. In the apothecary discipline, it says you can use your Alchemist Supplies to make healing potions and anti-toxins. How many can I create, or is it unlimited?
Customer avatar
Cody F September 18, 2017 3:42 am UTC
CREATOR
Awesome, glad to hear it! Just follow the normal crafting rules that your DM runs the game with. They don't explicitly say how many times you can create stuff like that using your supplies, so it's really up to the DM to determine a limit on that sort of thing, if any. I don't think there is a hard and fast rule for this question that would apply universally to every game. I would say that gold and time would be the bigger considerations. The alchemist supplies just allow you to make them - you still have to put in the time, materials, and effort.
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This title was added to our catalog on September 25, 2016.