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Alchemist

There's no sight more beautiful to you than a strange brew bubbling in a beaker, and you consume your ingenious elixirs with abandon. You're Fascinated by uncovering the secrets of science and the natural world, and you're constantly experimenting in your lab or on the go with inventive concoctions for every eventuality. You are fearless in the face of risk, hurling explosive or toxic creations at your foes. Your unique path toward greatness is lined with alchemical brews that push your mind and body to their limits.

Key Ability: Intelligence
At 1st level, your class gives you an ability bonus to Intelligence

Hit Points: plus your Constitution modifier
You increase your maximum number of HP by this number at 1st level and every level thereafter.

DURING COMBAT ENCOUNTERS...

You lob bombs at your foes, harry your enemies, and support the rest of your party with potent elixirs. At higher levels, your mutagens warp your body into a resilient and powerful weapon.

DURING SOCIAL ENCOUNTERS...

You provide knowledge and experience about alchemical items and related secrets, such as poisons and diseases.

WHILE EXPLORING...

You keep an eye out for trouble with your bombs at the ready, while giving advice on all things alchemical and mysterious.

IN DOWNTIME...

You experiment in an alchemical lab, brewing elixirs, making bombs, and furthering your alchemical knowledge.

YOU MIGHT...

  • Enjoy tinkering with strange formulas and alchemical reagents, often with a single-minded dedication and recklessness that gives others pause.
  • Get a kick out of wreaking havoc with the alchemical concoctions you've made, and enjoy watching things burn, dissolve, freeze, and jolt.
  • Endlessly experiment to discover new, more potent alchemical tools.

OTHERS PROBABLY...

  • Think you're some kind of sorcerer or an eccentric wizard and don't understand that you don't cast spells; spellcasters who clumsily dabble in [alchemist|alchemy|alchemy] only heighten this misconception.
  • Don't understand your zeal for alchemy, creativity, and invention.
  • Assume that if you haven't caused a catastrophe with your experimentations, you inevitably will.

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

PERCEPTION

Trained in Perception

SAVING THROWS

  • Expert in Fortitude
  • Expert in Reflex
  • Trained in Will

SKILLS

  • Trained in Crafting
  • Trained in a number of additional skills equal to 3 plus your Intelligence modifier

ATTACKS

  • Trained in simple weapons
  • Trained in alchemical bombs
  • Trained in unarmed attacks

DEFENSES

  • Trained in light armor
  • Trained in unarmored defense

Class DC

  • Trained in alchemist class DC

You gain these features as an . Abilities gained at higher levels list the levels at which you gain them next to the features' names.

Ancestry and Backgrounds

In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background, as described here.

Initial Proficiencies

At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.

Your LevelClass Features
1Ancestry and background, initial proficiencies, alchemist feat, alchemy, formula book, research field
2Alchemist feat, skill feat
3General feat, skill increase
4Alchemist feat, skill feat
5Ability boosts, ancestry feat, field discovery, powerful alchemy, skill increase
6Alchemist feat, skill feat
7Alchemical weapon expertise, general feat, iron will, perpetual infusions, skill increase
8Alchemist feat, skill feat
9Alchemical expertise, alertness, ancestry feat, double brew, skill increase
10Ability boosts, alchemist feat, skill feat
11General feat, juggernaut, perpetual potency, skill increase
12Alchemist feat, skill feat
13Ancestry feat, greater field discovery, light armor expertise, skill increase, weapon specialization
14Alchemist feat, skill feat
15Ability boosts, alchemical alacrity, evasion, general feat, skill increase
16Alchemist feat, skill feat
17Alchemical mastery, ancestry feat, perpetual perfection, skill increase
18Alchemist feat, skill feat
19General feat, light armor mastery, skill increase
20Ability boosts, alchemist feat, skill feat

Alchemical Feats

At 1st level and every even-numbered level thereafter, you gain an alchemist class feat.

Alchemy

You understand the complex interactions of natural and unnatural substances and can concoct alchemical items to meet your needs. You can do this using normal reagents and the Craft activity, or you can use special infused reagents that allow you to craft temporary items quickly and at no cost. Over time, you can create more and more alchemical items for free, and since each of them becomes more and more powerful, you advance in power dramatically, leaving behind those who don't understand your strange science.

You gain the Alchemical Crafting feat, even if you don't meet that feat's prerequisites, and you gain the four common 1st-level alchemical formulas granted by that feat. Alchemical Items can be found here You can use this feat to create alchemical items as long as you have the items' formulas in your formula book.

Infused Reagents

You infuse reagents with your own alchemical essence, allowing you to create alchemical items at no cost. Each day during your daily preparations, you gain a number of batches of infused reagents equal to your level + your Intelligence modifier. You can use these reagents for either advanced alchemy or Quick Alchemy, described below. Together, these infused reagents have light Bulk.

As soon as you make your next daily preparations, your infused reagents from the previous day's preparations are instantly destroyed, and nonpermanent effects of your previous day's infused items immediately end. While infused reagents are physical objects, they can't be duplicated, preserved, or created in any way other than your daily preparations. Any such artificial reagents lack the infusion and are useless for advanced alchemy or Quick Alchemy.

Advanced Alchemy

During your daily preparations, after producing new infused reagents, you can spend batches of those infused reagents to create infused alchemical items. You don't need to attempt a Crafting check to do this, and you ignore both the number of days typically required to create the items and any alchemical reagent requirements. Your advanced alchemy level is equal to your level. For each batch of infused reagents you spend, choose an alchemical item of your advanced alchemy level or lower that's in your formula book, and make a batch of two of that item. These items have the infused trait and remain potent for 24 hours or until your next daily preparations, whichever comes first.

Quick Alchemy

If you need a specific alchemical item on the fly, you can use your infused reagents to quickly create it with the Quick Alchemy action.

Quick Alchemy

Alchemist Manipulate


Requirements You have alchemist's tools, the formula for the alchemical item you're creating, and a free hand.

You swiftly mix up a short-lived alchemical item to use at a moment's notice. You create a single alchemical item of your advanced Alchemy level or lower that's in your Formula Book without having to spend the normal monetary cost in alchemical reagents or needing to attempt a Crafting check. This item has the Infused trait, but it remains potent only until the start of your next turn.


Source Core Rulebook pg. 72

Formula Book

An alchemist keeps meticulous records of the formulas for every item they can create. You start with a standard formula book worth 10 sp or less for free. The formula book contains the formulas for two common 1st-level alchemical items of your choice, in addition to those you gained from Alchemical Crafting and your research field.

Each time you gain a level, you can add the formulas for two common alchemical items to your formula book. These new formulas can be for any level of item you can create. You learn these formulas automatically, but it's also possible to find or buy additional formulas in settlements or from other alchemists, or to invent them with the Inventor feat.

Sample Formula Book

You can choose any 1st-level common alchemical items for your formula book, but the list below contains a good selection of starter formulas. A beginner’s book with these formulas called The Fundamentals of Alchemy has become popular among mainstream alchemists by staying away from controversial topics like mutagens, though it has drawn criticism from fringe alchemists for guiding fledgling alchemists away from more innovative experiments.

Research Field

Your inquiries into the alchemical nature of the universe have led you to focus on a particular field of research. You might have a degree from an scientific institute, correspond with other researchers in your field, or work as a genius loner. Choose a field of research.

Skill FeatsLevel 2

At 2nd level and every 2 levels thereafter, you gain a skill Feat. Skill Feats have the skill trait. You must be trained or better in the corresponding skill to select a Skill Feat.

General FeatsLevel 3

At 3rd level and every 4 levels thereafter, you gain a General feat..

Skill IncreasesLevel 3

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you’re untrained in, or to increase your proficiency rank in one skill in which you’re already trained to expert.

At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you’re already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you’re already a master.

Ability BoostsLevel 5

At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it’s already 18 or above, or by 2 if it starts out below 18.

Ancestry FeatsLevel 5

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter. The list of ancestry feats available to you can be found in your ancestry’s entry in Chapter 2.

Field DiscoveryLevel 5

You learn a special discovery depending on your field.

Powerful AlchemyLevel 5

Alchemical items you create on the fly are particularly potent. When you use Quick Alchemy to create an infused alchemical item that allows a saving throw, you can change its DC to your class DC.

Alchemical Weapon ExpertiseLevel 7

You’ve trained to more effectively wield the weapons you find in your lab. Your proficiency ranks for simple weapons, unarmed attacks, and alchemical bombs increase to expert.

Iron WillLevel 7

Your mental defenses are an iron fortress. Your proficiency rank for Will saves increases to expert.

Perpetual infusionsLevel 7

You have learned how to create perpetual alchemical infusions that can provide a near-infinite supply of certain simple items. You gain the ability to create two 1st-level alchemical items using Quick Alchemy without spending a batch of infused reagents. The items you can select depend on your research field and must be in your formula book.

See specific research fields for more information.

Alchemical ExpertiseLevel 9

Constant practice has increased the effectiveness of your concoctions. Your proficiency rank for your alchemist class DC increases to expert.

AlertnessLevel 9

You remain alert to threats around you. Your proficiency rank for Perception increases to expert.

Double BrewLevel 9

You know your formulas so well that you can concoct two items at once. When using the Quick Alchemy action, instead of spending one batch of infused reagents to create a single item, you can spend up to two batches of infused reagents to make up to two alchemical items as described in that action. These items do not have to be the same.

JuggernautLevel 11

Your body has become accustomed to physical hazards and resistant to pathogens and ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.

Perpetual PotencyLevel 11

Your perpetual infusions improve, allowing you to use Quick Alchemy to create more powerful items with no cost. The items you can select depend on your research field and must be in your formula book.

Greater Field DiscoveryLevel 13

You learn an incredible discovery that advances your understanding of your field.

Light Armor ExpertiseLevel 13

You’ve learned how to dodge while wearing light or no armor. Your proficiency ranks for light armor and unarmored defense increase to expert.

Weapon SpecializationLevel 13

You’ve learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you’re a master, and to 4 if you’re legendary.

Alchemical AlacrityLevel 15

Your comfort in concocting items is such that you can create three at a time. When using the Quick Alchemy action, you can spend up to three batches of infused reagents to make up to three alchemical items as described in that action. These items do not have to be the same.

EvasionLevel 15

You’ve learned to move quickly to avoid explosions, dragon’s breath, and worse. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.

Alchemical MasteryLevel 17

Your alchemical concoctions are incredibly effective. Your proficiency rank for your alchemist class DC increases to master.

Perpetual PerfectionLevel 17

You have perfected your perpetual infusions, allowing you to use Quick Alchemy to create even more powerful items at no cost. The items you can select depend on your research field and must be in your formula book.

Light Armor MasteryLevel 19

Your skill with light armor improves, increasing your ability to dodge blows. Your proficiency ranks for light armor and unarmored defense increase to master.

Your inquiries into the alchemical nature of the universe have led you to focus on a particular field of research. You might have a degree from an scientific institute, correspond with other researchers in your field, or work as a genius loner. Choose a field of research. The research fields from all source books are as follows.

Bomber

You specialize in explosions and other violent alchemical reactions. You start with the formulas for two 1st-level Alchemical Bombs in your Formula Book, in addition to your other formulas.

When throwing an alchemical bomb with the splash trait, you can deal splash damage to only your primary target instead of the usual splash area.

Field DiscoveryLevel 5

When using advanced Alchemy to make bombs during your daily preparations, you can use a batch of reagents to create any three bombs instead of just two of the same bomb.

Perpetual InfusionsLevel 7

Choose two of the following formulas: lesser Acid Flask, lesser alchemist's fire, lesser Bottled Lightning, lesser Frost Vial, lesser Tanglefoot Bag, lesser Thunderstone.

Perpetual PotencyLevel 11

The moderate versions of the bombs you chose for Perpetual Infusions.

Greater Field DiscoveryLevel 13

You can increase the splash on your bombs to damage creatures within 10 feet, or 15 feet if you have Expanded Splash.

Perpetual PerfectionLevel 17

The greater versions of the bombs you chose for Perpetual Infusions.
Source: Core Rulebook pg. 73 1.1

Chirurgeon

You concentrate on healing others with Alchemy. You start with the formulas for two of the following in your Formula Book, in addition to your other formulas: lesser Antidote, lesser Antiplague, or minor Elixir Of Life.

As long as your proficiency rank in Medicine is trained or better, you can attempt a Crafting check instead of a Medicine check for any of Medicine's untrained and trained uses.

Field DiscoveryLevel 5

When using advanced Alchemy to make elixirs of life during your daily preparations, you can create three elixirs with each batch of reagents instead of two.

Perpetual InfusionsLevel 7

Lesser Antidote and lesser Antiplague.

Perpetual PotencyLevel 11

Moderate Antidote and Antiplague.

Greater Field DiscoveryLevel 13

When you use Quick Alchemy to create any type of Elixir Of Life, the creature drinking the elixir gains the maximum Hit Points possible for that elixir, instead of rolling to determine the number of Hit Points regained.

Perpetual PerfectionLevel 17

Greater Antidote and Antiplague.
Source: Core Rulebook pg. 73 1.1

Mutagenist

You focus on bizarre mutagenic transformations that sacrifice one aspect of a creature's physical or psychological being in order to strengthen another. You start with the formulas for two 1st-level mutagens in your Formula Book, in addition to your other formulas.
You gain the following free action.

Mutagenic Flashback

Alchemist


Frequency once per day

You experience a brief resurgence of a mutagen. Choose one mutagen you've consumed since your last daily preparations. You gain the effects of that mutagen for 1 minute.


Source Core Rulebook pg. 73

Field DiscoveryLevel 5

When using advanced Alchemy to make mutagens during your daily preparations, you can use a batch of reagents to create any three mutagens instead of just two of the same mutagen.

Perpetual InfusionsLevel 7

Choose two of the following formulas: lesser Bestial Mutagen, lesser bullheaded mutagen, lesser Cognitive Mutagen, lesser Juggernaut Mutagen, lesser Quicksilver Mutagen, lesser Silvertongue Mutagen.

Perpetual PotencyLevel 11

The moderate versions of the mutagens you chose for Perpetual Infusions.

Greater Field DiscoveryLevel 13

If you imbibe another mutagen while you are under the effects of a mutagen that you created, you can gain the benefits and the drawbacks of both mutagens at once, despite the fact that they both have the polymorph trait and would not normally function together. If you come under the effects of any further mutagens while benefiting from two mutagens, you lose the benefit of one of the former mutagens of your choice, while retaining the drawbacks of all the mutagens. If you are under the effects of two mutagens and you come under the effect of a non-mutagen polymorph effect, you lose the benefits of the mutagens while retaining the drawbacks of both.

Perpetual PerfectionLevel 17

The greater versions of the mutagens you chose for Perpetual Infusions.
Source: Core Rulebook pg. 73 1.1

Toxicologist

You specialize in toxins and venoms of all types. You start with the formulas for two common 1st-level alchemical poisons in your Formula Book, in addition to your other formulas. You can apply an injury poison you're holding to a weapon you're wielding as a single action, rather than as a 2-action activity, and you can change the DCs of your Infused poisons to your class DC if it's higher.

Field DiscoveryLevel 5

When using advanced Alchemy to make poisons during your daily preparations, you can spend one batch of reagents to create three poisons in any combination, instead of just two of the same poison.

Perpetual InfusionsLevel 7

Choose two common 1st-level alchemical poisons.

Perpetual PotencyLevel 11

Choose two common 5th-level or lower alchemical poisons.

Greater Field DiscoveryLevel 13

You can apply two different injury poisons to the same weapon, though not to a piece of ammunition. The two poisons can be up to six levels lower than your level, and you can't use the poisons made without spending a batch of Infused reagents via Perpetual Infusions. Applying the two poisons requires a separate action to apply each poison. Once completed, you combine the two poisons on the weapon into a double poison with the lower of the two poisons' DCs. This double poison is only virulent if both poisons were virulent, and if the poisons have a different number of stages, the double poison has a number of stages equal to the poison with the lower number of stages. The target takes the effects of both poisons for its current stage.

Perpetual PerfectionLevel 17

Choose two common 11th-level or lower alchemical poisons.
Source: Advanced Player's Guide pg. 106

Every level at which you gain a feat, select one of the following feats. You must satisfy any prerequisites before taking the feat.

Name Level Prerequisites Benefit
Alchemical Familiar 1
Alchemical Savant 1 trained in Crafting
Far Lobber 1
Quick Bomber 1
Subtle Delivery 1
Demolition Charge 2
Poison Resistance 2
Revivifying Mutagen 2
Smoke Bomb 2
Calculated Splash 4
Efficient Alchemy 4
Enduring Alchemy 4
Healing Bomb 4
Tenacious Toxins 4
Artokus's Fire 6
Combine Elixirs 6
Debilitating Bomb 6
Directional Bombs 6
Sticky Poison 6
Feral Mutagen 8
Perpetual Breadth 8 Perpetual Infusions
Pinpoint Poisoner 8
Sticky Bomb 8
Elastic Mutagen 10
Expanded Splash 10 Calculated Splash
Greater Debilitating Bomb 10 Debilitating Bomb
Merciful Elixir 10
Potent Poisoner 10 Powerful Alchemy
Unstable Concoction 10
Extend Elixir 12
Invincible Mutagen 12
Shaped Contaminant 12
Uncanny Bombs 12 Far Lobber
Glib Mutagen 14
Greater Merciful Elixir 14 Merciful Elixir
True Debilitating Bomb 14 Greater Debilitating Bomb
Chemical Contagion 16
Eternal Elixir 16 Extend Elixir
Exploitive Bomb 16
Genius Mutagen 16
Persistent Mutagen 16 Extend Elixir
Improbable Elixirs 18
Mindblank Mutagen 18
Miracle Worker 18
Perfect Debilitation 18
Astonishing Explosion 20
Craft Philosopher's Stone 20
Mega Bomb 20 Expanded Splash
Perfect Mutagen 20
Wish Alchemy 20