Combat Alchemist

Combat Alchemists are battlefield specialists who fuse rigorous military training with volatile alchemical formulas. They inscribe potent tattoos and wield custom-crafted bombs and capsules to shape the tide of conflict in seconds, trading durability for unmatched explosive power. A squishy yet incredibly versatile warrior, the Combat Alchemist must strike hard and fast—or risk being overwhelmed.

Class Features

Hit Die d8
Primary Ability Strength, Intelligence
Saving Throws Dexterity, Intelligence

Proficiencies

Armor Light armor
Weapons Simple weapons, Hand crossbows
Tools Alchemist's supplies
Skills Choose 2 from Arcana, Athletics, Investigation, Insight

Starting Equipment

• Leather armor, alchemist’s tools, alchemist’s glove tattoos, bomb satchel
• Scale mail, alchemist’s tools, alchemist’s glove tattoos, bomb satchel

Class Abilities

Martial Abilities

Resource Alchemical Charges
Flame Snap
Action 1 charge Level 1

You snap your fingers or tap your tattooed glove’s rune to create a small fire explosion.

Damage Effect
Saving Throw: Dexterity
Damage: 1d6 fire (+1d6 at levels 5, 11, 17)
Muscle Flex
Bonus Action 1 charge Level 1

You infuse your muscles with alchemical energy, flexing to bolster strength.

Buff Effect
Duration: Until end of turn
Buff Effect
Duration: +1 to melee damage and Strength checks
Ice Shard
Action 1 charge Level 1

You hurl a shard of supercooled alchemical ice.

Damage Effect
Saving Throw: Constitution
Damage: 1d6 cold (+1d6 at levels 5, 11, 17)
Electric Bolt
Action 1 charge Level 3

You unleash a bolt of crackling lightning.

Damage Effect
Saving Throw: Dexterity
Damage: 2d6 lightning (+1d6 at levels 9, 15)
Explosive Vial
Action 1 charge Level 3

You throw an alchemical vial that explodes on impact.

Damage Effect
Saving Throw: Dexterity
Damage: 2d6 bludgeoning
Damage Effect
Saving Throw: Dexterity
Damage: 1d6 fire
Frost Bomb
Action 2 charges Level 5

You toss a cold grenade that bursts into icy shards.

Damage Effect
Saving Throw: Dexterity
Damage: 3d6 cold
Conditions: restrained on failed save
Duration: 1 round
Shock Grenade
Action 2 charges Level 5

You hurl a grenade that discharges a powerful electric field.

Control Effect
Saving Throw: Constitution
Conditions: stunned on failed save
Duration: Until end of next turn
Toxic Mist
Action 2 charges Level 7

You release a cloud of alchemical toxin.

Damage Effect
Saving Throw: Constitution
Damage: 2d6 poison
Duration: 1 minute (Con save each round)
Healing Poultice
Bonus Action 1 charge Level 7

You apply a rapid-acting alchemical salve to yourself or an ally.

Healing Effect
Duration: Heals 1d8 + Int mod
Acid Spray
Action 1 charge Level 9

You spray corrosive alchemical acid in a 15-foot cone.

Damage Effect
Saving Throw: Dexterity
Damage: 2d6 acid
Terra Spike
Action 2 charges Level 9

You create an earth spike under a creature you can see within 30 feet.

Damage Effect
Damage: 3d6 piercing
Conditions: restrained on failed save
Duration: Until end of next turn
Flashbang
Action 1 charge Level 11

You detonate a bright, deafening burst.

Control Effect
Saving Throw: Constitution
Conditions: blinded, deafened on failed save
Duration: 1 round
Combat Array (Ability)
Reaction 1–2 charges Level 3

As a reaction you trigger one of your inscribed arrays on a creature entering its area. You may choose slow or acid damage effect.

Damage Effect
Saving Throw: Dexterity
Damage: 1d6 acid
Control Effect
Saving Throw: Constitution
Conditions: speed halved
Duration: 1 round
Bomb Overload
Action 3 charges Level 11

You overload all alchemical items you currently maintain. Each explosive you’ve created this turn goes off immediately.

Damage Effect
Saving Throw: Dexterity
Damage: varies fire or chosen type
Grand Array
Action 5 charges Level 15

You inscribe an advanced array in a 20-foot radius around you that remains for 1 minute. As a bonus action you can expend 1 charge to trigger it, dealing 2d6 force damage and pushing creatures 10 feet away (Str save halves and no push).

Damage Effect
Saving Throw: Strength
Damage: 2d6 force
Conditions: pushed 10 feet on failed save

Class Features

Alchemical Tattoo (Level 1)

At 1st level you inscribe a permanent alchemical tattoo on your dominant hand or gloves. This tattoo stores alchemical energy and lets you cast your alchemical abilities more quickly.

Alchemical Charges (Level 1)

You gain a pool of Alchemical Charges equal to your Intelligence modifier + your proficiency bonus. You regain all charges on a long rest.

Alchemical Crafting (Level 2)

At 2nd level you learn to craft basic bombs, capsules, and arrays. You can spend 1 hour and 10 gp of materials to prepare a number of one-use alchemical items equal to your Int mod.

Prerequisite: Alchemist’s supplies proficiency

Quick Cast (Level 2)

Also at 2nd level, when you expend an Alchemical Charge to use a martial ability, you can choose to cast it as a bonus action instead of an action.

Prerequisite: Alchemical Charges

Combat Array (Level 3)

At 3rd level you can inscribe a simple alchemical array in a 5-foot square you can reach. As a reaction when a creature enters or starts its turn in the square, you may expend a charge to trigger its effect (choose when you inscribe): slow that creature (Con save or move at half speed until end of next turn) or deal 1d6 acid damage (Dex save for half). The array lasts until you inscribe another or finish a long rest.

Prerequisite: Quick Cast

Burst Surge (Level 5)

At 5th level you can spend 2 charges as a bonus action to take the Dash or Disengage action and make one weapon attack.

Prerequisite: Quick Cast

Improved Alchemy (Level 5)

Your basic bomb and capsule effects improve. All abilities you use that deal damage gain +1d6 damage.

Prerequisite: Alchemical Crafting

Signature Burst (Level 9)

At 9th level when you use a single-charge ability you can choose to expend two charges instead. If you do, you add your Intelligence modifier to its damage and increase its area by 5 feet.

Prerequisite: Improved Alchemy

Overclock Reaction (Level 11)

At 11th level when you start your turn with no more than half your Alchemical Charges remaining, you can use your reaction to regain 1 charge.

Prerequisite: Signature Burst

Potent Formulas (Level 13)

At 13th level you learn to adapt your formulas. When you spend 3 charges on a single ability, you double its damage dice or duration.

Prerequisite: Signature Burst

Perfect Array (Level 15)

At 15th level your Combat Arrays become more potent. You can inscribe an array as an action and it triggers automatically when a creature moves within it, without using your reaction. You can maintain two arrays at once.

Prerequisite: Combat Array

Explosive Finale (Level 17)

At 17th level once per long rest you can expend all your remaining Alchemical Charges (minimum 5) to unleash a massive explosion centered on you. Each creature in a 20-foot radius must make a Dexterity saving throw (DC = 8 + your proficiency + Int mod), taking 2d6 fire + 2d6 force per charge spent on a failed save, or half as much on a success.

Prerequisite: Potent Formulas

Master Alchemist (Level 20)

At 20th level you regain half your Alchemical Charges (rounded up) on a short rest, and crafting alchemical items takes 30 minutes instead of 1 hour.

Prerequisite: Explosive Finale

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