Alchemist

The Alchemist is both a scholar and a practitioner, merging the art of science with mystical energies. Guided by the immutable law of equivalent exchange, they transform the ordinary into the extraordinary at a steep cost. Every experiment is a gamble, every creation a testament to balance between creation and sacrifice. Their work is not merely magic, but a rigorous discipline that demands precision, ingenuity, and a deep understanding of nature’s laws.

Class Features

Hit Die d8
Primary Ability Intelligence, Wisdom
Saving Throws Intelligence, Constitution

Proficiencies

Armor Light Armor
Weapons Simple Weapons, Alchemical Cannons
Tools Alchemist's Supplies
Skills Arcana, Investigation, History, Medicine

Starting Equipment

• Alchemist's Supplies
• A small vial of acid
• Leather Armor
• Simple Weapon
• Explorer's Pack

Class Resources

Reagent Points 10 (After a short rest)

Class Abilities

Spellcasting

Spellcasting Ability Intelligence
Cantrips Known 3
Spells Known 12
Acidic Reflux
Cantrip Conjuration
Casting Time: 1 Action
Range: 30 feet
Components: V, S
Duration: Instantaneous

A burst of corrosive acid erupts from a transmutation circle, dealing minor acid damage to a target.

Damage
Saving Throw: Dexterity
Damage: 1d8 acid (+1d8 per spell level above 1st)
At Higher Levels:

Damage increases by 1d8 for each slot level above 1st.

Tonic of Healing
Level 1 Conjuration
Casting Time: 1 Action
Range: Touch
Components: V, S
Duration: Instantaneous

You create a medicinal tonic that heals wounds when applied to a creature.

Healing
Damage:
Healing: 2d8 + spellcasting modifier
At Higher Levels:

Healing increases by 1d8 for each spell slot level above 1st.

Transmute Matter
Level 2 Transmutation
Casting Time: 1 Action
Range: 60 feet
Components: V, S, M
Duration: Instantaneous

You alter the physical properties of a small object or substance, changing its composition.

Utility
Damage:
At Higher Levels:

The size or complexity of transmutable objects increases.

Alchemical Shield
Level 2 Abjuration
Casting Time: 1 Bonus Action
Range: Self
Components: V, S
Duration: 1 minute (Concentration)

You create a shimmering barrier of alchemical energy that grants a bonus to AC and resistance to one damage type of your choice.

Buff
Damage:
At Higher Levels:

The bonus increases modestly when cast using higher-level slots.

Elemental Bomb
Level 3 Evocation
Casting Time: 1 Action
Range: 30 feet
Components: V, S, M
Duration: Instantaneous

You hurl an explosion of elemental energy at a target area, dealing fire, cold, or lightning damage.

Damage
Saving Throw: Dexterity
Damage: 2d6 varies (+1d6 per slot level above 3rd)
Conditions: blinded (if intense flash)
At Higher Levels:

Damage increases by 1d6 for each slot level above 3rd.

Catalyst Conversion
Level 4 Transmutation
Casting Time: 1 Action
Range: Self
Components: V, S
Duration: 1 minute

You alter your internal chemistry to convert environmental toxins or damages into beneficial energy, temporarily boosting your defenses.

Buff
Damage:
At Higher Levels:

The magnitude of your buffs increases slightly at higher levels.

Accelerated Reaction
Level 4 Conjuration
Casting Time: 1 Reaction
Range: 30 feet
Components: V
Duration: Instantaneous

When an enemy acts, you quickly trigger a minor alchemical effect, interrupting their motion and possibly imposing disadvantage on their next attack.

Control
Saving Throw: Dexterity
Damage:
Conditions: disadvantage on next attack
Philosopher’s Touch
Level 5 Transmutation
Casting Time: 1 Action
Range: Touch
Components: V, S
Duration: Instantaneous

Infuse a creature or object with restorative alchemical energy. This spell can heal wounds or repair damaged materials.

Healing
Damage:
Healing: 3d8 + spellcasting modifier
At Higher Levels:

Increases healing by 1d8 per spell slot level above 5th.

Chrono Transmutation
Level 5 Transmutation
Casting Time: 1 Action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute

You briefly alter the flow of time around you, speeding up your reactions. This grants you additional movement and the ability to take an extra minor action each turn.

Buff
Damage:

Martial Abilities

Resource Reagent Points (d6)
Flame Burst
Action 1 Reagent Point Level 3

By harnessing volatile chemicals, you can make a melee or ranged attack that releases a burst of fire. On a hit, the target takes additional fire damage, and flammable materials may ignite.

Prerequisites:

Reagent Reserves

Damage Effect
Saving Throw: Dexterity
Damage: 1d8 fire (+1d8 per additional Reagent Point spent)
Duration: Instantaneous
Corrosive Spray
Action 1 Reagent Point Level 5

You release a short-range spray of corrosive chemicals that can weaken armor and structure. Affected targets must make a saving throw or have their armor effectiveness reduced temporarily.

Prerequisites:

Reagent Reserves

Debuff Effect
Saving Throw: Constitution
Damage: 1d6 acid
Conditions: armor reduction for 1 round
Duration: 1 round

Transformations

Alchemical Transfusion
1 minute 1 Reagent Point Level 7

You temporarily alter your body’s composition to incorporate alchemical reagents. This transformation boosts your physical resilience and mental acuity, granting bonus temporary hit points and advantage on concentration checks.

Changes:

+2 temporary AC, Advantage on concentration checks

Special Actions:

You may convert excess reagent energy into extra movement.

Limitations:

Cannot use heavy weapons or wear heavy armor during this transformation.

Elemental Form
1 minute 2 Reagent Points Level 15

At high levels, you can briefly transform into an elemental being, channeling the power of fire, water, earth, or air. In this form, you gain damage resistances and enhanced mobility.

Changes:

Resistance to non-magical damage, Increased speed by 10 feet

Special Actions:

Gain a bonus action elemental strike

Limitations:

Cannot use spellcasting while transformed

Auras

Reactive Aegis
10-foot radius Level 12

Your continuous manipulation of alchemical energies creates a subtle aura around you that can absorb and convert damage. Allies within range benefit from a temporary shield when you take damage.

Effect:

Converts 25% of damage taken into temporary hit points for allies inside the aura

Activation:

Passive

This aura can be toggled on or off.

Companions

Transmuted Familiar
Construct
Level 3

A small, animated construct born of your alchemical experiments that assists you both in and out of combat. It can carry small items, deliver touch spells, and provide minor tactical advantages.

Statistics:
HP 10
AC 13
STR 6
DEX 14
CON 10
INT 6
WIS 10
CHA 6
Speed:
Walk 30 ft.
Skills:

Perception

Senses:

Darkvision 30 ft.

Features:

Can deliver touch-range alchemical effects, Can provide flanking bonuses

Commands:

Attack, Defend, Retrieve

Scaling:

Level 5: Increase AC by 1 and add proficiency bonus to attack rolls

Level 10: Gain additional hit points equal to your level

Class Features

Equivalent Exchange (Level 1)

At the heart of every alchemical process is the principle of equivalent exchange. You must sacrifice or invest materials of equal value to produce your desired effect. This philosophy governs all your transmutations, ensuring that nothing comes without a cost.

Transmutation Circle (Level 1)

You learn to inscribe mystical circles that serve as focal points for your alchemical reactions. These circles can stabilize volatile reactions and are required for more complex transmutations.

Prerequisite: Equivalent Exchange

Reagent Reserves (Level 2)

Your studies allow you to cache and reuse essential chemical reagents, granting you a pool of Reagent Points that fuels many of your abilities.

Prerequisite: Equivalent Exchange

Alchemical Reaction (Level 3)

At 3rd level, you learn to combine substances in real time to produce explosive or beneficial effects. Whether triggering a flashbang of alchemical fire or creating a healing tonic, your reaction is swift and calculated.

Prerequisite: Transmutation Circle

Elemental Synthesis (Level 5)

By 5th level, you can harness the raw elements by blending them with your transmutations. This ability lets you create temporary elemental bombs or imbue your strikes with elemental forces.

Prerequisite: Alchemical Reaction

Philosopher's Insight (Level 10)

At 10th level, your deep understanding of alchemical laws grants you enhanced intuition. You gain advantage on checks related to alchemy and transmutation, and your formulas are less likely to backfire.

Prerequisite: Elemental Synthesis

Chimera Creation (Level 15)

Upon reaching 15th level, you acquire the ability to create temporary homunculi from your own lifeforce. These constructs act as extensions of your will, aiding in combat and exploration. Their creation costs part of your own vitality.

Resource Cost: Variable (use personal hit points)

Prerequisite: Philosopher's Insight

Ultimate Transmutation (Level 20)

At 20th level, you master the art of transmutation. You can radically alter matter and even living flesh with precise control, offering you unparalleled versatility in combat, exploration, and social encounters. However, the cost and risk of such power always loom large.

Prerequisite: Chimera Creation

Ready to Explore More Class Options?

Join thousands of players and discover detailed class features, subclasses, and gameplay hooks with Fable Fiesta!

Register to unlock spellcasting details, subclass features, and class-specific quests!

Sign Up Now - It's Free!

No credit card required. Start exploring in minutes!