Monday, February 16, 2015

Declassified: Alchemist

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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