This article will
cover my personal design of the Alchemist class for use in 5th
edition D&D. The design may be found here. It is based on the Pathfinder version of the class, which can be found here.
WHAT IS AN ALCHEMIST?
Before
we begin, we must know what makes a character an Alchemist. I
identify four major class features: extracts, discoveries, bombs and
mutagens. In addition, some minor class features are poison use and
creation of potions. In order for the class to feel like an
Alchemist, it must at least cover these major features.
An
Alchemist's extracts function in a manner similar to potions; what
this means is that their magic comes from the mixture of ingredients
more so than from the Alchemist himself, and each extract takes up
physical space on the character's person. I believe this fits better
with the Warlock's style of spellcasting than with the Wizard's: any
time the character can spend a few minutes mixing ingredients (such
as during a short rest), he should be able to create a new extract.
In addition, the Warlock's limit of, at most, four spell slots at any
time fits with the physical space an extract requires.
In
addition, the Warlock class brings with it Eldritch
Invocations, a perfect
analogue for an Alchemist's discoveries. Both features allow a
character to select from a list of new abilities at predetermined
levels. Both are a set of abilities which alter, enhance, or add to
the character's class features.
Furthermore,
the Warlock's invocations have a sub-theme around the cantrip
eldritch blast,
while many of the Alchemist's discoveries center around his bombs.
This brings us to the third major feature of the Alchemist. Yet the
eldritch blast
cantrip does not fit the concept of throwing a bomb. Fortunately,
there is another cantrip that is much closer: acid
splash. We will be
adapting the acid splash
cantrip to suit our needs.
Finally,
we have the Alchemist's mutagens. I have decided that this is
different enough from the rest of the class features that it is best
covered with a class archetype, similar to how the Ranger's animal
companion is handled.
We
have a foundation on which to build. Now we cover the choices in more
detail.
HIT POINTS AND PROFICIENCIES
This is the
simplest part of the class design. The Pathfinder Alchemist has a d8
hit die, so ours will as well. Simple weapons and light armor is just
as easy to translate. I include a proficiency in revolvers as
gunpowder is the result of a chemical mixture; if your setting does
not have firearms, this proficiency is easy enough to eliminate. In
addition, you can substitute the revolver in the starting equipment
with a light crossbow.
With a base of only
4 skill points per level, it is not a skill-heavy class, so we give
it two skill proficiencies. The list of options is more or less a
direct translation of the Pathfinder class skills, with the Craft
skill covered by proficiency in Alchemist's Supplies (for obvious
reasons). The exception is Deception; the assumption is that the
Alchemist represented here dabbles in the darker side of alchemy,
potentially breaking laws, and thus might need some ability to hide
his activities. If this is not the case in your setting, remove
Deception from the list or replace it with something more
appropriate.
EXTRACTS AND ACID FLASKS
It
does not make sense for an Alchemist to have access to standard
cantrips as he does not truly cast spells. Instead, we give the
Alchemist two slightly altered cantrips: acid
splash and light.
Acid
Splash covers the Alchemist bombs class feature, and mirrors the
Warlock's focus on the eldritch
invocation cantrip. The
acid splash
cantrip needs some tweaking, however, to fit the theme. It becomes an
acid flask,
a quick and volatile concoction that splashes acid on anything or
anyone that earns the Alchemist's ire. We limit the character to a
number of acid flasks equal to his Intelligence modifier for thematic
purposes, as well as to ease into the Discoveries which will affect
the creation of acid flasks (covered later).
Light
is added to give the Alchemist a little more variety in cantrips. It
is themed as a philter with phosphorescent liquid that can be
activated at will. In addition, several Discoveries will alter the
effectiveness of this feature.
The
Warlock class memorizes its spells. However, alchemical formulae are
very complicated, so we give our Alchemist a formula book to contain
his known extracts. This is based on the Wizard's spellbook. Extracts
also must be prepared in advance, for thematic reasons. However, the
other rules follow the Warlock's spellcasting rules. The number of
extract slots is small and is refreshed whenever the Alchemist spends
a short rest concocting new ones. As the Alchemist advances in level,
his ability to mix extracts increases across the board, so all
extracts function at the same slot level, which maxes out at five.
Finally,
we decide Intelligence is the spellcasting ability. This is in
keeping with the Pathfinder version as well as thematically
appropriate.
SWIFT AND ADVANCED ALCHEMY
Feats
in D&D 5th
edition are substantially different from how they were in 3.5 and
Pathfinder, so giving the Alchemist the Brew Potion feat is not going
to work. Instead, we cover the Alchemist's advanced knowledge of
potions and alchemy with a choice of three styles: curative potions,
poisons, or transmutation.
This
fills in for the Warlock's Pact Boon feature. It also covers several
parts of the Pathfinder Alchemist. It covers the creation of potions
(though limited to health potions) and the use of poisons. In
addition, it introduces the concept that Alchemist's may dabble in
transmutation (the classical “lead to gold” motivation from
historical alchemists), which will show up again in several
Discoveries.
Finally,
we grant our Alchemist the limited ability to create higher-level
extracts, even as the Warlock's Mystic Arcanum allows it to cast
higher-level spells. This rounds out the base class features, so we
now move on to the Disciplines.
DISCIPLINE OF MUTATION, NECROMANCY, AND VIVISECTION
Here
we introduce the Alchemist's mutagen feature as an option, as well as
two other potential paths. The three choices of Discipline are drawn
from fictional representations of alchemists (or similar character
types): Jekyll and Hyde give us Mutation, Frankenstein gives us
Necromancy, and Dr. Moreau gives us Vivisection.
Mutation,
obviously, focuses on mutagens. This feature is based on the
Barbarian rage feature as the effects are similar: you get bigger,
stronger, and meaner. Several other features round it out by
enhancing ability in combat: another attack per round, extra weapon
proficiencies, and finally an increase to two physical attributes.
Necromancy
is based on the school from the Wizard class, with some extra mojo.
In keeping with the classical Frankenstein, this Discipline finishes
out by allowing the character to create his very own flesh golem.
Vivisection
is the most different from anything else in the core rules. It turns
the character into a build-your-own-monster, with a variety of
twisted surgeries that grant new or enhanced abilities when selected.
If you choose this path, you'll probably find it increasingly
difficult to interact with people without them running away screaming
their heads off.
ALCHEMICAL DISCOVERIES
Finally,
we come to the list of Alchemical Discoveries. These come in three
main categories: Bombs, New Spells, and Weird Stuff.
If
your favorite part of the Pathfinder Alchemist was their bombs, these
are the discoveries to focus on. The category includes the variety of
discoveries that enhance or alter your acid
flask ability. Some
change its damage type (adding an extra effect along with the new
damage). Some make your acid flasks more effective. A few blend with
the next category by turning your acid flask into an entirely new
effect, such as the Smoke Bomb line. The choice of which bomb to
create is made when you're mixing your acid flasks after a short
rest.
New
Spells grant the Alchemist access to a variety of spells that don't
quite fit as extracts. These typically are useable only once per long
rest, unless they're small enough effects to warrant at-will use.
Almost all of them are based directly on discoveries from the
Pathfinder version of the Alchemist. Several require the creation of
a special acid flask, or alter your philter of light to create the
new effect.
Finally,
there are the discoveries that are just plain weird. Again, most are
drawn directly from Pathfinder, such as “Bottled Ooze”. These are
the fun, wacky options that make a character stand out. It includes
the line that focuses on the Transmuter's Stone, based on the
historical idea of the Philosopher's Stone.
The
description ends with the list of spells appropriate to be themed as
extracts. It wraps up with a new spell from Pathfinder, as a bonus.
THE ALCHEMIST DECLASSIFIED
So
that is the Alchemist Class. It hasn't been play-tested, so some
options may be over- or under-powered. It may require minor tweaking,
particularly some of the Discoveries, but enough of it is based on an
existing class that it should be fairly balanced.
What
do you think? What would you change? What class should I do next? Let
me know in the comments.
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