Alchemists channel magical energies to cause direct and specific change in an existing object, creature, or condition. Alterations can affect a subject’s form.

Wizards drawn to the specialty of alteration are typically curious, sharp minded, and deeply analytical. Fascinated by putting things together and taking them apart again, they are natural tinkerers, more interested in objects than in people. Alchemists generally are not prone to profound philosophic insights, as they tend to focus on how things work than how a society functions. To an Alchemist, a person is essentially a complicated, difficult-to-understand machine. They are obsessive collectors, excellent scholars, and clear thinkers. According to a Alchemist, the only constant in the universe is change; concepts of good and evil are relative, dependent on existing conditions, and seldom permanent.

Eager to explore the world around them, Alchemists often become adventurers. Although loyal to their friends, they typically do not establish close relationships with others. Married Alchemists are rare. Alchemists are most comfortable in large cities where they have access to a variety of supplies, consultants, and other resources for their studies. Most societies welcome Alchemists, generally considering them emotionally distant but harmless eccentrics. Alchemists commonly earn their livings as teachers, advisors, inventors, and manufacturers of medicines, potions, and other preparations


SPELLS: A Wizard casts arcane spells, though abjuration magic is inherently different from the wizard’s requiring a unique spell list. Like a wizard though, a Wizard is limited to a certain number of spells of each spell level per day. The Arcane Spells Per Day Table shows the number of spells per day an Wizard may cast. A Wizard must prepare spells before casting them, by studying spells from a spell book. While studying, the Wizard decides which spells to prepare. Spell memorization and descriptions are in the Magic section of the Players’ Handbook.

BONUS SPELLS: With a high intelligence score, a Wizard gains bonus spells. If the character has an intelligence of 13-15, they receive an extra 1st-level spell. If the intelligence score is 16 or 17, they receive an extra 2nd-level spell and if 18 or 19, they receive an extra 3rd level spell. The bonus spells accrue only if the Wizard is at a high enough level to cast that spell level. Bonus spells are cumulative.

For example, a 4th-level Wizard with an 18 intelligence receives four 0-level spells, four 1st-level spells, and three 2nd-level spells. No bonus 3rd-level spell is acquired until the Wizard reaches 5th-level

Identify brew Potion/Poison (Intelligence): An Alchemist can identify and make poisons, potions and antitoxins. An Alchemist can identify a poison or antitoxin on a successful check. Potions that are more potent can be brewed as an alchemist gains experience. Divide the XP value of the potion by 100 and add 1 to the result, this is the minimum level of experience needed to brew a specific potion. An Aid Potion, for example, has an XP value of 200. It requires a 3rd level alchemist (200/100 +1 = 2+1 =3) to brew. A potion requires a number of hours equal to its XP value to distill, so the Aid potion will take 200 hours to properly

In order to engage brew potions, the Alchemist must possess a laboratory. This lab costs 1,000 gp to build and (1000 gp x Level) for each level gained to maintain. To make a poison or antitoxin, the Alchemist needs raw materials costing one third of the street value of the poison, potion or antitoxin to be made

Toxic Resistance (Constitution): Alchemists work with many toxic compounds and this imparts a +1 bonus to all poison saving throws. The bonus increases to +2 at 4th level, +3 at 7th level, +4 at 10th level, +5 at 13th level and +6 at 16th level.





WEAPONS: Club, dagger, dart, staff




SECOND OPPOSED SCHOOL (choose one): Necromancy or Conjuration

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