The ALCHEMIST Class offers a new full class to your players that cross the Any chance of the Alchemist Class spell list being updated with spells found in. An investigator uses the alchemist formula list to determine the extracts If a spell normally has a costly material component, that component is. archetypal research paths: Explosives, Biomimetics, Herbalism, and Engineering as well as two brand new spells that are unique to the alchemist spell list.
Alchemie symboleLove Playtech™ Slot Games? ➤ Enjoy Alchemist's Spell™ online slot FREE demo game at SlotsUp™ ✅ Instant Play! ✚ Best Playtech Online Casino List to. Role Master - Alchemy Companion - ICE - Free ebook download as PDF File .pdf) Spell Lists Alchemist Base Lists (Core-Rules Alchemist) TLL Essence. It was a beautiful clear night when suddenly the stars vanished. The Magic Alchemist and his little cat Precious face their biggest challenge! Will you help them.
Alchemist Spell List Class Features VideoAlchemy SpellCraft
Kinetic Mixture. Freezing Mixture. Acidic Mixture. PR Caustic Mixture. Corroding Mixture. Corrosive Mixture.
Acerbic Mixture. Virulent Mixture. Septic Mixture. Klik'Anon Cocktail. Moradhim Cocktail. Neriak Cocktail. Qeynos Cocktail. Freeport Cocktail. Severupidus' Cocktail of Torment.
Cocktail of Death. Minor Distillation. Minor Disease. Lesser Distillation. Lesser Disease. Greater Distillation. Greater Disease. Views View Edit Edit source History.
Navigation Main page Community portal Recent changes Random page Admin noticeboard. Basics Races Classes Archetypes Prestige Classes Stats Skills Feats Special abilities Spells Deities Combat.
Kingdom Affairs Statistics Regions Settlements Advisors Artisans Events Buildings Projects. Bull's Strength: Once per round, you can give yourself Advantage on one Strength-based attack.
Cat's Grace: Once per round, you can give yourself Advantage on one Dexterity-based attack. Starting at 10th level, you can use your Improved Mutagen feature twice per round.
In addition, your Mutagen gains the following effects:. Bear's Endurance: If you drop to 0 hit points and don't die outright, you can make a DC 10 Constitution saving throw.
If you succeed, you drop to 1 hit point instead. Each time you use this effect after the first, the DC increases by 5. Each time you drink a Bear's Endurance Mutagen, the DC resets to Bull's Strength: Add 1d6 to all damage rolls with Strength-based attacks.
Cat's Grace: You can make one Dexterity-based attack as a bonus action. Starting at 14th level, you can prepare and keep up to two Mutagens at once.
Starting at 18th level, you can prepare and keep up to three Mutagens at once. Bear's Endurance: Roll your maximum hit dice and add the results. You gain that many temporary hit points.
Bull's Strength: You gain the effects of an enlarge spell, which can stack with up to one additional instance of enlarge. Cat's Grace: You gain the effects of a haste spell, which can stack with up to one additional instance of haste.
You gain proficiency with the Poisoner's Kit, and can use Alchemist's Supplies as though they were a Poisoner's Kit. Any time you prepare an extract or cast an Alchemist cantrip that deals damage, you can choose for it to deal poison damage instead of its normal damage type.
You add inflict wounds drink to your Formulaebook. At 6th level it gains the smear method, and at 10th level it gains the throw method.
Starting at 14th level it can be applied to a weapon or three pieces of ammunition as though it were an injury poison. At 6th level you gain the Toxin Tolerance Discovery.
At 10th level, you gain the Toxin Tolerance Discovery a second time. If you already have it twice, you gain another Discovery of your choice.
At 6th level, you learn how to deliver extracts through the bloodstream rather than the digestive system. As an action, you can smear any drink extract you have prepared on a piercing or slashing weapon; the next time that weapon deals damage to a creature within one minute of applying the extract, its spell is cast on the creature dealt damage this way.
After the spell is cast this way or after one minute has passed since the application, the extract becomes inert. Starting at 10th level, any time a creature takes poison damage from a poison you crafted, an extract you prepared, or an Alchemist cantrip you cast, it must make a Constitution save or become poisoned for one minute.
The DC for this save is 10 plus half the poison damage dealt. At 14th level you gain the ability to prepare a special extract that, when mixed with another one of your extracts, prevents both extracts from being detected.
Nonmagical detection such as taste or smell automatically fails. Magical detection is affected by a counterspell of the special extract's spell level.
Starting at 18th level, any time you deal or take damage from a poison, toxin, venom, or similar regardless of damage type you can roll the damage dice twice and choose either result.
B : Can be taken as a Bombardier Bonus Discovery. M : Can be taken as a Mutagenic Bonus Discovery. If you take one of these as a normal Discovery, you can choose for it to count as a Mutagenic Bonus Discovery for the purpose of meeting prerequisites.
If you do, it only takes effect during your Mutagen. Each Discovery can be taken only once unless noted otherwise. Each time you gain a level in this class, you can replace one of your Discoveries with a new Discovery you could learn at that level.
One of your Ability Scores increases by 2. This can raise an ability score beyond 20 only if you take it as a Mutagenic Bonus Discovery.
You can take this Discovery a number of times equal to your level divided by five rounded down , choosing a different ability score each time.
Whenever you drink one of your extracts of 1st-level or higher, you also gain the effects of a mage armor spell. If you take this as a Mutagenic Bonus Discovery, you instead gain the effects of a mage armor spell whenever you are under the effects of your mutagen.
You sprout obvious gills on your neck and webbing between your fingers. You can breathe water as easily as air and gain a swimming speed equal to your walking speed.
Your Intelligence Score and Maximum Intelligence Score increase by 2. You can take this Discovery up to twice. When you prepare a Mutagen, choose a number from 0 to 4.
When you drink that Mutagen, for its duration the relevant Ability Score and Maximum Ability Score are increased by that number, and your Intelligence, Wisdom, and Charisma scores are each decreased by twice that number, to a minimum of 1.
You can see in dim light within 60 feet of you as though it were bright light, and in darkness as if it were dim light.
You can't discern color in darkness, only shades of gray. You gain resistance to your choice of acid, cold, fire, or lightning damage. Append content without editing the whole page source.
If you want to discuss contents of this page - this is the easiest way to do it. Change the name also URL address, possibly the category of the page.
Notify administrators if there is objectionable content in this page. Something does not work as expected? Find out what you can do. General Wikidot.
Healing Word , Ray of Sickness. Flaming Sphere , Melf's Acid Arrow. Gaseous Form , Mass Healing Word. Youthful Appearance.
Ablative Barrier. Acute Senses. Subject gains a bonus on Perception checks. Adhesive Blood. Air Step. Alchemical Allocation.
Alter Self. Assume form of a Small or Medium humanoid. Ancestral Regression. Transform a drow into a surface elf. Animal Aspect. You gain some of the beneficial qualities of an animal.
Ant Haul, Communal. As ant haul , but you may divide the duration among creatures touched. Bestow Weapon Proficiency.
Blood Armor. Blood Blaze. Blood Transcription. Blistering Invective. Make an Intimidate check against all foes within 30 feet; those demoralized also take fire damage.
Bullet Shield. Certain Grip. Cure Moderate Wounds. Defensive Shock. Delay Disease. Gain immunity to disease for 24h. Delay Poison.
Detect Thoughts. Dream Shield. Elemental Touch. Gain energy damage touch attack. Empower Holy Water.
You empower a vial of holy water to deal additional damage to undead creatures. Enshroud Thoughts. Extreme Flexibility. Gain a bonus to AC, on Escape Artist checks, and when grappling.
False Life. Fiery Runes. Fire Breath. Fire Sneeze. First World Revisions. As ancestral regression , except as noted. Focused Scrutiny.
Full Pouch. You cast this spell as you draw out a consumable alchemical item to use. The object must be an alchemical item, but not a dose of disease , a poison , a magic potion , or another type of consumable item.
The item divides itself into two nearly identical copies and the newly separated one is delivered into your hand. The new item functions as the original in all ways except the copied item suffers a slight reduction in quality.
Ghostly Disguise. Heroic Fortune. Hidden Blades. Render a target weapon or up to 50 pieces of ammo invisible, granting the wielder a bonus on Sleight of Hand checks made to conceal the weapon or ammunition and to Bluff checks to feint with the weapon or ammo.
Human Potential. The bonus confers the usual benefit to skills and abilities based on the ability enhanced, but does not affect bonus spells or skill ranks.
Ignoble Form. Imbue With Addiction. The target immediately becomes addicted to the drug used during the casting of the spell see drugs and addiction.
If the target was ever addicted to the drug at any point in the past, it takes a —4 penalty on its saving throw. Investigative Mind.
Subject is invisible for 1 min. Kinetic Reverberation. Languid Venom. Merge with Familiar. Minor Dream. As dream but messenger is you or a gnome , and the message cannot be longer than 20 words.
Perceive Cues. Pouncing Fury. Protection from Arrows. Quick Change. Use change shape as a swift action and surprise foes. Resist Energy. Restoration, Lesser.
Dispels magical ability penalty or repairs 1d4 ability damage. Scale Spikes. When the target is affected by this spell, its scales grow jagged spikes.
The subject is automatically considered proficient with these scale spikes. See Invisibility. Reveals invisible creatures or objects.