5e Alchemist Base Class [updated][pdf] Feedback is appreciated!

Newti

First Post
Big Update, now available in pdf version:

https://drive.google.com/file/d/0B9qLj8cUvh00WUR1d1pRNzRtV3c/view?usp=sharing

TL;DR

  • The Alchemist is an int based full caster with 2 kinds of spells:
  • Potions: Need to be prepared in advance and reserve the spellslots until used. Restricted spell list, mostly healing and protection spells. Interesting, because it includes some self only spells like blink.
  • Offensive spells in the form of bombs. Bombs are targeted and have an effect on the target as well as on the area around it.
  • Instead of scaling the cantrips and offensive spells, the alchemist learns to throw multiple bombs in a turn and even combine them to great effect.
  • Examples include: Knock enemies prone with a large force bomb, then throw a frost bomb on top to impose difficult terrain; throw a tar bomb, then ignote it with a spark bomb; restrain them with a sticky bomb (disadvantage on dex save), then blast them with a shrapnel bomb, and much more!
 
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Allright! :D

This is a topic dear to my heart, as an alchemist was one of my two best characters in my entire 3.X gaming life :). Lot of material to cover here so I will need a bit of time to go over all of it :)

HP. I would consider giving it a D8. I see them as being a bit more robust than wizards, but maybe that's just me.

Proficiencies, staving throws, skills, starting equipment: All good. Maybe an option for a bit of armor?

No mutagen?!?! Oh man... I loved the mutagen. Is this something you are keeping for later or did you dislike it?

Bomb range: I find it a bit short, but strength adding to range is a good idea.

"A bomb explosion can be heard in a 50 ft. radius unless specified otherwise "

What?! That makes no sense to me. A fire cracker can be heard for a few hundred yards. This is a bomb, not bubble wrap... I genuinely don't understand the reasoning here.
 
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Big update today, overhauled the class, brought it more in line with 5e (spell slots) and added the fluff to make it a pdf.

Also addressed your points, Ancalagon:
- d8 as hp dice does make more sense, since his spell range is much lower than other casters
- mutagen would be introduced as a 3rd guild option, but I really have trouble coming up with a good system. For now, there are no mutagens. Let me know your ideas tho!
- Bomb range is supposed to be rather short. The bomb-guild does increase it significantly tho. This definitely needs some testing to tune.
- Yeah, bomb audible radius increased to 200ft. thanks :)
 

- d8 as hp dice does make more sense, since his spell range is much lower than other casters
- mutagen would be introduced as a 3rd guild option, but I really have trouble coming up with a good system. For now, there are no mutagens. Let me know your ideas tho!

You have a bunch of Transmutation spells as potions. Maybe a feature of the Mutagen Guild gives them some type of benefit when using potions that replicate spells like Enhance Ability, Alter Self, Enlarge/Reduce, Spiderclimb, Barkskin, etc.

If you want the Mutagen as a 3rd guild option, maybe they get something similar to the Hill Dwarf's Toughness (+1 HP each level) as a class feature to make them a little sturdier. And maybe the Mutagens use themselves as the experiment, rather than try in a bottle. These alchemists can swallow potions and start breathing fire or spitting acid. Maybe lose a bit of range/AoE but increase the damage die?

I really like the class you have, there's plenty of ideas even just using the bombs and potions without having a class for them. My goblins just got a little more dangerous...
 

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