Alchemist

Alchemists are interesting individuals. Those who have some magic, but their magic is bound to their extracts. They are indeed an interesting force, but one that can be quite limited due to being bound to their potions. As, without them, the Alchemist is powerful. Still, that should not discourage one away from the power an Alchemist can draw.

Class Features
As a an alchemist, you gain the following:

Hit Points

Hit Dice : 1d8 per Alchemist level

Hit Points at 1st Level : 8 + your Constitution modifier

Hit Points at Higher Levels : 5 + your Constitution modifier per Alchemist level after 1st

Proficiencies

Armor : Light Armor

Weapons : Simple weapons

Tools : Alchemist's Supplies

Saving Throws : Constitution, Intelligence

Skills : Choose 3; Arcana, History, Insight, Medicine, Nature, Persuasion, Sleight of Hand, Survival

Natural Philosopher
You have learned many things about alchemy during your studies. Starting at 1st level, you can add half your proficiency bonus, rounded up, to any skill check made to identify herbs, potions, poisons, or other alchemical substances. If you are proficient with such a skill, this bonus stacks with your normal proficiency bonus.

Alchemy Bombs
The Alchemist can create specialized alchemy bombs. These bombs allow the Alchemist to have some destructive force behind them. They can hold unto a number of Alchemy Bombs equal to half the Alchemist's level + their Intelligence modifier (minimum 1). The Alchemist regains all used Alchemy Bombs after a long rest.

When using an Alchemy Bomb, they can be thrown 30 Feet away. The Alchemist can ether make an attack roll against a creature (rolling with their Proficiency Bonus + their Dexterity modifier), and hit the creature with a success, or the Alchemist can throw the bomb in the general area, causing it to explode. The bomb itself does 1d8 + Intelligence modifier in Fire damage on a direct hit. All creatures within 5 Feet of where the bomb went off (expect the attack target, if there is one) must make a Dexterity Saving Throw (Bomb Save DC = 8 + Proficiency Bonus + Intelligence modifier) or take half the Bomb's damage.

The damage of the bomb increases at certain levels, becoming 2d8 at 5th Level, 3d8 at 11th Level, and 4d8 at 17th Level.

Alchemy
Starting at 2nd Level, you start to feel your magical prowess kick in and are able to make special extracts. You are able to acquire an alchemy book and write down the extracts you know personally.

New Spells
At 2nd level, you start with 4 1st-Level spells from the Alchemy formula List. You also gain 2 spells each time your caster level is increased. However, one must prepare a certain number of spells. Check the spellcasting page for more information. You can also copy Alchemist formulas from other sources, such as other spell books or scrolls, and add them to your known spells for a price.

Spellcasting Ability

Intelligence is your spellcasting ability for your Alchemist formulas. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC fora mage spell you cast and when making an attack roll.

Spell Save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell Attack Modifier = your proficiency bonus + your Intelligence modifier

Alchemist Restrictions

Any spell with a range of Touch or longer that the alchemist "casts" are treated as Touch-ranged spells. Meaning that the Alchemist must be able to touch the creature they wish to "cast" the spell on. However, the Alchemist doesn't need to concentrate on spells that require it.

Alchemist's School
Starting at 2nd Level, the Alchemist can start to go into a specific school in order to specialize into certain aspects of the alchemist.

Choose one of the following:


 * NOT AVAILABLE IN ALPHA

You gain features from your school at 2nd Level, and again at 6th, 10th, and 18th level.

Discoveries
As you continue deeper into your alchemical studies and practices, you start to uncover certain aspects of the craft. You are able to delve into the Discoveries of the alchemist.

At 3rd Level, you are able to pick 2 Discoveries from the list. When you gain certain Alchemist levels, you are able to pick more discoveries, as shown in the Discoveries column of the Alchemist table.

Additionally, when you gain a level in this class, you can choose one of the discoveries you know and replace it with another discovery that you could learn at that level, unless it stats it's permanent.

A level prerequisite in a discovery refers to Alchemist level, not character level.

Flashbang
Beginning at 5th level, you carry a supply of concussive explosives which help you escape from perilous situations. As a bonus action, you can throw one of these explosives at your feet, disorienting and distracting nearby foes. Each creature within 5 feet of you can't take reactions until the start of its next turn.

Poison Resistance
Starting at 7th Level, you gains resistance to Poison and have advantage on all saving throws against poison. At 14th level, an alchemist becomes completely immune to Poison.

Evasion
Beginning at 11th level, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Blast Coating
Starting at 15th level, you automatically succeed on saving throws against your own bombs and extracts and never take damage from them.

Philosopher's Stone
At 20th level, you unlock the crowning achievement of all alchemy: a philosopher's stone, a dynamo of alchemical energy in a fist-sized glowing jewel. You can construct your philosopher's stone using your alchemist supplies, 1000 Essence, and 1 week of work. You can only have one philosopher’s stone at a time and only you can gain the stone’s benefits. As long as you possess the stone, you gain the following benefits:


 * Whenever you finish a short rest, you regain an additional hours worth of mana.
 * Using the stone’s transmutation magic, you can brew potions as an action, instead of in 10 minutes.
 * You age 10 times slower than normal, and your age cannot be magically changed.

Alternatively, you can sacrifice your Philosopher's Stone into an Alchemy Bomb, turning it into a Philosopher's Bomb. A Philosopher's Bomb as the same range and attack conditions as an Alchemy Bomb, but deals 10d10+ (Intelligence Modifier x 10) Fire Damage. This damage ignores resistances, has a radius of 1 Mile, and all creatures who fail their Dexterity saving throw takes the full bomb damage.