Thursday, March 17, 2016

Salt in Wounds Alchemists: 5th Edition Version

The Alchemist class for 5th Edition was designed by the exceptionally talented Rich Howard and originally published on Tribality. A full fledged Alchemist supplement (featuring 7 total tradition options) is available now through Drive Through RPG. Information below posted with permission.

The Alchemist

Alchemy is the study of the fundamental physical and magical forces of the universe, and many believe the precursor to “true magic”. Like wizards, alchemists examine and experiment with the world around them, not only infusing potions with arcane and scientific power, but creating devices that make the world around them easier to survive. The ready availability of Tarrasque blood and magically infused viscera means that alchemists are extremely common within the the City of Salt in Wounds; and the unique economy of blood, body, and bone powers their craft in ways unique to the metropolis.

Of all Alchemist types, Metamorphic Alchemists
are the most common within the city (although poisoners and reanimators are well represented). The Salt in Wounds Metamorphs most commonly study the Tarrasque, using the unique magic of the beast to power their own bodily transformations. (For additional information about 5th Edition Alchemists -including 6 additional traditions- check out ‘Alchemist ’ by Rich Howard.)

Class Features

As an alchemist, you gain the following class features.
Hit Points
Hit Dice: d6
Hit Points at 1st Level: 6 + Con mod
Hit Points at Higher Levels: d6 (4) + Con Mod
Armor: Light armor
Weapons: Simple weapons
Tools: Alchemist supplies, plus either herbalism kits or poisoner’s kits (your choice)
Saving Throws: Intelligence, Constitution
Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Religion
You start with the following equipment, in addition to the equipment granted by your background:
  • (a) light crossbow and 20 bolts or (b) any simple weapon
  • (a) scholar’s pack or (b) explorer’s pack
  • (a) healer’s kit or (b) poisoner’s kit
  • (a) one vial of alchemist fire or (b) two vials of acid or (c) one vial of antitoxin
  • Alchemist supplies, leather armor, formula book, and a dagger

Spells, Mixtures, and Formula

Drawing on alchemy, science, and arcane magic, the alchemist is able to create substances that heal, poison, explode, transform, and duplicate a range of spell-like effects. An alchemist’s “spells” are referred to as mixtures and the recipes to create mixtures are called formula.
Mixtures include a range of items like weapons, wands, orbs, rods, belts, amulets, and bizarre mechanical and mystic devices in addition to the potions, salves, and teas commonly associate with alchemy. For Salt in Wounds Alchemists, most of these mixtures and artifacts take on a bloody biological nature; carved bits of bone which seep clouds of red mist into the air, small glands thrown like grenades, odd clockwork constructs formed from taut cords of sinew. Alchemists keep the recipes for these mixtures in a book similar to a wizard’s spellbook. See below for the list of alchemist formula.
Though alchemists gain 7th, 8th and 9th level mixture slots, they may only use these slots to trigger bonus formula, empower 1st-6th level mixtures, or to power tradition features.


At 1st level, you know three cantrips of your choice from the alchemist formula list. You learn additional alchemist cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Alchemist table.

Preparing and Triggering Mixtures

The Alchemist table shows how many mixture slots you have to create your mixtures of 1st level and higher. To create alchemist mixtures, you must expend a slot of the mixture’s level or higher. You regain all expended mixture slots when you finish a long rest.
Unlike a wizard or sorcerer spell, when an alchemist creates a mixture they may delay the effects. Once you have selected a formula to make into a mixture you may trigger the effects immediately, hold onto that mixture for use at a later time, or give the mixture to another creature. If the mixture requires a choice of effects, such as with enhance ability, that choice is made by you when the mixture is created. You may have a number of un-triggered mixtures active equal to your proficiency modifier.
A creature with an Intelligence greater than 4 who is holding the mixture may use an action to trigger the mixture’s effect. For example, if you create a mixture in the form of a small hand crossbow that fires a ray of frost, you may trigger ray of frost as part of the Action used to create the mixture, tuck it into your belt to use as an action later, or give it to your party’s fighter. The fighter may use an action to fire the mixture at a target up to the formula’s range. Saving throws associated with mixtures use your saving throw DC. Attack bonuses use the Intelligence score of the creature that triggers the mixture plus your proficiency modifier. The target or targets of a mixture are determined by the creature that triggered the effect.
Unlike standard alchemical items or true magical potions, mixtures lose their magical qualities once you regain your mixture slots after a long rest.
You prepare the list of formula that are available for you to turn into mixtures. To do so, choose a number of alchemical formula from your formula book equal to your Intelligence modifier + your alchemist level (minimum of one formula). The formula must be of a level for which you have mixture slots.
You can prepare a different list of formula when you finish a long rest. Preparing a new list of formula requires time spent studying your formula book and prepping vials, censures, tablets, wands, or other items: at least 1 minute per formula level for each formula on your list.

Concentration and Mixtures

The magic that powers your mixtures comes from both the components you use and your own innate magical powers. As such, when a mixture that requires concentration is triggered, you must maintain concentration on that mixture even if you did not trigger it. If you are already concentrating on a mixture, you may decide which mixture goes into effect. For example, if you are a metamorph under the effects of your mutagen tradition feature and your party fighter decides to trigger the enhance ability mixture you gave her, you must decide which effect is canceled. You are not required to maintain concentration on a mixture until it is triggered.
At 9th level, you may allow one creature who triggered one of your mixtures to maintain the concentration for that mixture in your place. Once that creature stops concentrating or the effect ends, you may grant a new (or the same) creature the same benefit. If a second creature triggers a mixture that requires concentration while the first is in effect, you may cancel that effect, maintain the concentration yourself, or cancel the first effect to allow the second effect to trigger. At 15th level, the number of creatures who may maintain concentration on your mixtures at one time increases to two.

Mixture Ability

Intelligence is your ability for your alchemical mixtures, since you learn formulas through dedicated study and experimentation. You use your Intelligence whenever a mixture refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a mixture you trigger and when making an attack roll with one.
Mixture save DC = 8 + your proficiency bonus + your Intelligence modifier
Mixture attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Preparation

You can trigger a formula as a ritual if that formula has the ritual tag and you have the formula in your formula book. You don’t need to have the formula prepared nor do you need to expend a mixture slot.

Components and Spellcasting Focus

All alchemical formula have Somatic and Material components in place of the listed components for the spell. Alchemist cannot use an arcane focus in place of the material components of a formula.

Learning Formula of 1st Level and Higher

Each time you gain an alchemist level, you can add two alchemical formula of your choice to your formula book. Each of these formula must be of a level for which you have mixture slots, as shown on the Alchemist table. On your adventures, you might find other formula that you can add to your formula book (see Spell Scrolls, Spell Books, and Formula below).

Alchemists and Magic Items

Spell Scrolls, Spell Books, and Formula

Any spell scroll or spell book that includes a spell on the alchemist formula list may be translated and transcribed into a formula book. This process is similar to transcribing a spell. The spell scroll contains enough information about the magical process that creates the spell for the alchemist to duplicate its effects using their own techniques. Alchemists cannot, however, trigger spell scrolls of any kind.

Magic Item Attunement

Alchemists may attune magic items that are normally limited to the sorcerer and wizard classes, as well as items that require attunement by any spellcaster.

Extend Supplies

Starting at 2nd level, whenever you use downtime to create items using an alchemist kit (items determined by your DM, but typically include alchemist fire and acid) you create a number of items equal to your proficiency modifier instead of a single item. This ability does not apply to poisons or items created using an herbalist kit, such as antitoxin and potions of healing.

Alchemical Traditions

When you reach 3rd level, you choose an alchemical tradition that hones your chosen area of study. Your choice grants you bonus formulas and tradition features at 3rd level and again at 6th, 10th, 14th, and 18th levels. (Additional tradition options via _)
Bonus Formulas
Each tradition grants an alchemist bonus formulas that are automatically added to the alchemist’s formula book when they gain mixture slots of the appropriate level. These bonus formula are considered alchemist mixtures for their tradition only and must be prepared normally.

Master Alchemist

At 20th level, you can allow three creatures who have triggered your mixtures to maintain concentration on those mixtures in your place. In addition, you may have any number of 1st level or higher mixtures un-triggered at one time. Un-triggered cantrip mixtures are still limited to a number equal to your proficiency modifier (6)

Alchemical Tradition - The Metamorph

Not all alchemists search for answers in the outside world. Some resort to personal and “professional” experimentation to improve the humanoid condition. Metamorphs learn techniques for enhancing the abilities of their companions as well as transforming their own bodies.
Most of the metamorph’s formula are easy to imagine. Alter self, enhance ability, jump, expeditious retreat, and regenerate are often potions, salves, or patches, and may cause minor cosmetic effects in their users. Cantrips such as poison spray, ray of frost, or fire bolt could be potions that grant the breath weapons of dragons or other creatures. Not all mixtures are required to be born from nature; metamorphs are alchemists just as any other tradition and can create mixtures that duplicate a range of effects.

Bonus Formula

2nd: alter self, enhance ability, enlarge/reduce
3rd: feign death, gaseous form, haste
4th: giant insect, polymorph, stone skin
5th: awaken, modify memory
6th: flesh to stone, true seeing
7th: simulacrum, regenerate
8th: animal shapes, clone
9th: shapechange, true polymorph

Tradition Features


At 3rd level, you can expend a 2nd level mixture slot to trigger alter self, enhance ability, and mage armor as a single action. All spells activated by this action must be prepared and are considered a single magical effect with a duration of “Concentration, 1 hour” and a range of self. Should you fail a concentration check or trigger an additional mixture that requires concentration, all spells activated by this Action end. See Concentration and Mixtures above for more information.
The benefit you gain from the enhance ability mixture may be selected from: bear’s endurance, bull’s strength, or cat’s grace. In addition, select one mental ability score (Intelligence, Wisdom, or Charisma). You gain disadvantage on all ability checks using that ability score for the duration of the effect.
Additional mixture slots expended after Mutagen is triggered resets the duration to “Concentration, 1 hour”.

Chemical Fortitude

At 6th level, you have developed potions, pills and treatments that enhance your health and endurance. You may add your Intelligence modifier to your hit point total at each level, as well as when expending Hit Dice to recover hit points, instead of your Constitution modifier. This effect is retroactive to 1st level.

Enhanced Mutagen

At 6th level, you can expend a 3rd level mixture slot to use your Mutagen class feature instead of a 2nd level slot. If you do, you gain the following additional benefits:
  • Alter self: You may select two features and gain the benefits of both. You may end one or both options to gain the benefits of one or two different options as an Action.
  • Mage armor: Your AC equals 14 + your Dexterity modifier.

Superior Mutagen

At 10th level, you may expend a 5th level mixture slot to use your Enhanced Mutagen class feature instead of a 3rd level slot. If you do, you gain the following benefits in addition to those:
  • Add stoneskin to the list of formula activated by the use of the Mutagen class feature.
  • Enhance ability: You select any two physical benefits of the enhance ability spell (bear’s endurance, bull’s strength, cat’s grace) and gain the benefits of each.

Enduring Mutagen

At 14th level, you can expend a 7th level mixture slot to use your Superior Mutagen class feature instead of a 5th level slot. If you do, you gain the following additional benefits:
  • Add regeneration to the list of formula activated by the use of the Mutagen class feature.
  • Alter self: The damage you inflict using the Natural Weapons option increases to 1d8 and the bonus to attacks and damage increases to +2.
  • You gain advantage on concentration checks you make as the result of taking damage.
  • The duration of the spells associated with this feature becomes “Concentration, 2 hours.”

The Beast Within

At 18th level, you can expend a 9th level mixture slot to use your Enduring Mutagen class feature instead of a 7th level slot. If you do, you gain the following additional benefits:
  • Alter self: You can gain the benefits of all three options offered by the alter self mixture. The attack and damage bonus to your Natural Weapons increase to +3 and your natural weapons are considered both magical and silvered.
  • Mage armor: Your AC equals 15 + your Dexterity modifier.
  • Enhance Ability: You gain the benefits of bear’s endurance, bull’s strength and cat’s grace.
  • The duration of the spells associated with this feature becomes “Concentration, 4 hours.”

Alchemist Formulas

Acid Splash, Dancing Lights, Fire Bolt, Friends, Guidance, Light, Mending, Poison Spray, Produce Flame, Spare the Dying, Ray of Frost, Resistance, Shillelagh, Thornwhip, True Strike
1st Level
Alarm, Animal Friendship, Burning Hands, Charm Person, Chromatic Orb, Color Spray, Comprehend Languages, Cure Wounds, Detect Evil and Good, Detect Magic, Detect Poison and Disease, Disguise Self, Entangle, Expeditious Retreat, False Life, Feather Fall, Faerie Fire, Find Familiar, Fog cloud, Goodberry, Grease, Identify, Illusory Script, Inflict Wounds, Jump, Longstrider, Mage Armor, Magic Missile, Purify Food and Drink, Ray of Sickness, Protection from Good and Evil, Shield, Silent Image, Sleep, Thunderwave
2nd Level
Animal Messenger, Aid, Calm Emotions, Continual Flame, Darkness, Darkvision, Detect Thoughts, Enhance Ability, Heat Metal, Hold Person, Invisibility, Levitate, Locate Animals or Plants, Locate Object, Magic Mouth, Magic Weapon, Mirror Image, Pass without Trace, Phantasmal Force, Protection from Poison, See Invisibility, Shatter, Spider Climb, Suggestion, Web, Zone of Truth
3rd Level
Clairvoyance, Counterspell, Dispel Magic, Fear, Feign Death, Gaseous Form, Glyph of Warding, Hypnotic Pattern, Magic Circle, Nondetection, Protection from Energy, Plant Growth, Sending, Slow, Stinking Cloud, Water Breathing
4th Level
Arcane Eye, Banishment, Conjure Minor Elementals, Dominate Beast, Fabricate, Grasping Vine, Greater Invisibility, Locate Creature, Stone Shape
5th Level
Awaken, Conjure Elemental, Contact Other Plane, Dominate Person, Dream, Geas, Hold Monster, Legend Lore, Mislead, Modify Memory, Passwall, Planar Binding, Scrying, Telekinesis, Teleportation Circle, Wall of Force
6th Level
Blade Barrier, Disintegrate, Find the Path, Forbiddance, Globe of Invulnerability, Guards and Wards, Mass Suggestion, Programmed Illusion, Sunbeam, True Seeing, Wall of Thorns
7th, 8th, and 9th level
Alchemists only gain formula of 7th level or higher as bonus formula from their traditions.

The Alchemist class for 5th Edition was designed by the exceptionally talented Rich Howard and originally published on Tribality. A full fledged Alchemist supplement (featuring 7 total tradition options) is available now through Tribality publishing. Information below posted with permission.

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