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Alchemist


Hit Points

At first level and every level thereafter, you increase your maximum hit points by 8 plus your constitution modifier.

Key Ability

At first level, you increase one of these ability scores by 2. Some of these options might be tied to subclasses (such as the rogue’s rackets).
Key Ability: Intelligence

Initial Proficiencies


Saves

Trained in Perception
Expert in Reflex Saves
Trained in Will Saves
Expert in Fortitude Saves

Weapons

Trained in unarmed attacks
Trained in simple weapons
Trained in Alchemical Bombs
Trained in Alchemist class DC

Armor

Trained in unarmored, light, and medium armor
Untrained in heavy armor

Skills

Trained in Crafting
Trained in a number of skills equal to 3 plus your intelligence modifier

Class Features


LevelFeatures
1Ancestry Feat, Class Feat, Formula Book, Alchemy, Infused Reagents, Research Field, Quick Alchemy, Advanced Alchemy
2Class Feat, Skill Feat
3General Feat, Skill Increase
4Class Feat, Skill Feat
5Ability Boost, Ancestry Feat, Skill Increase, Powerful Alchemy, Field Discovery
6Class Feat, Skill Feat
7General Feat, Skill Increase, Iron Will, Alchemical Weapon Expertise, Perpetual Infusions
8Class Feat, Skill Feat
9Ancestry Feat, Skill Increase, Alchemical Expertise, Double Brew, Alertness
10Ability Boost, Class Feat, Skill Feat
11General Feat, Skill Increase, Juggernaut, Perpetual Potency
12Class Feat, Skill Feat
13Ancestry Feat, Skill Increase, Weapon Specialization, Greater Field Discovery, Alchemist Armor Expertise
14Class Feat, Skill Feat
15Ability Boost, General Feat, Skill Increase, Evasion, Alchemical Alacrity
16Class Feat, Skill Feat
17Ancestry Feat, Skill Increase, Perpetual Perfection, Alchemical Mastery
18Class Feat, Skill Feat
19General Feat, Skill Increase, Alchemist Armor Mastery
20Ability Boost, Class Feat, Skill Feat

Formula Book Feature 1


Alchemist​

An alchemist keeps meticulous formulas for every item they can create. You start with a standard Formula Book (Blank) 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.


Alchemy Feature 1


Alchemist​

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. You can use this feat to create alchemical items as long as you have the items' formulas in your formula book.


Infused Reagents Feature 1


Alchemist​

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.


Research Field Feature 1


Alchemist​

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 a scientific institute, correspond with other researchers in your field, or work as a genius loner. Choose a field of research.

Your research field adds a number of formulas to your formula book; these are your signature items. When using a batch of infused reagents to create your signature items using advanced alchemy, you create three items instead of two. Each time you gain a level, you can swap one of your signature items with another formula in your formula book. This new signature item must be on your research field's list of possible signature items.


Quick Alchemy Feature 1


Alchemist​

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.


Advanced Alchemy Feature 1


Alchemist​

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.


Powerful Alchemy Feature 5


Alchemist​

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.


Field Discovery Feature 5


Alchemist​

You learn a special discovery depending on your field.

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.


Iron Will Feature 3


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

Ranger Your training has hardened your resolve. Your proficiency rank for Will saves increases to expert.


Alchemical Weapon Expertise Feature 7


Alchemist​

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.


Perpetual Infusions Feature 7


Alchemist​

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.


Choose two of the following formulas:


Alchemical Expertise Feature 9


Alchemist​

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


Double Brew Feature 9


Alchemist​

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.


Alertness Feature 3


Experience has made you increasingly aware of threats around you, and you react more quickly to danger. Your proficiency rank for Perception increases to expert.


Juggernaut Feature 7


Barbarian, Champion, Fighter, Inventor, Ranger Your body is accustomed to physical hardship and resistant to 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.

Alchemist 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.

Magus Your body is accustomed to physical hardship and resistant to a wide range of 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.

Gunslinger Your body has become accustomed to physical hazards and resistant to 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 Potency Feature 11


Alchemist​

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.

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


Weapon Specialization Feature 7


Champion, Fighter, Gunslinger, Inventor, Investigator, Magus, Monk, Ranger, Rogue, Swashbuckler: 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.

Alchemist, Bard, Cleric, Druid, Oracle, Sorcerer, Summoner, Witch, Wizard You've learned how to inflict grave wounds with your most practiced weapons. 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.

Barbarian: Your rage helps you hit harder. You deal an additional 2 damage with weapons and unarmed attacks in which you have expert proficiency. This damage increases to 3 if you're a master, and 4 if you're legendary.

You gain your instinct's specialization ability. See specific instincts for more information.


Greater Field Discovery Feature 13


Alchemist​

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

If you imbibe another mutagen while you are under the effects of a mutagen, 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.


Alchemist Armor Expertise Feature 13


Alchemist​

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


Evasion Feature 7


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 Alacrity Feature 15


Alchemist​

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.


Perpetual Perfection Feature 17


Alchemist​

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.

Greater Antidote and Antiplague.


Alchemical Mastery Feature 17


Alchemist​

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


Alchemist Armor Mastery Feature 19


Alchemist​

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