Alchemist

Alchemist
The Chemical Support Class

1d6 Hit Dice

A Ques Alchemist walks into the lab and grabs two chemicals. They mix the two until they bubble and begin to steam up. The Alchemist is ready for the intruders.

Str -1

Def -3

Wis +2

Int +5

Cha +0

Dex -1

Spd +1

Lck +2

Multiclassing
Wis +1, Int +2

The Alchemist is a class that uses potions or bombs. This class when using potions can throw these potions continuously dealing little bits of damage each turn. This class when using bombs can throw these short distances dealing lots of damage a few of the turns.

Al Chemical Alchemist
(User has to use a Potion Kit)

Level 3
The Alchemist can make the simplest of potions, guaranteed hit, if the enemy passes a Dex Check they take half damage.

-Al Chemical Fire (1d6 fire, radius of 5 feet)

-Al Chemical Acid (1d6 acid, hits one enemy)

-Healing Drought (1d6 Healing, once per person per day)

Level 7
The user can pick one of the previous potions to make do 1d10 damage or healing. The user also gets one of a few items.

-Thunder Crystal
-Those that fail a Def Check are knocked back 10 feet, use as many as needed like potions

-Bag of Holding
-weighs 80 lbs

-contains infinite space

-Googles of Sight
-Perfect Dark Vision

-Talking Stones
-Basically Walky Talkeys, use as many as needed like potions

Level 10
User can upgrade one of the previous potion types. Potions now do 1d8 damage or healing.

Al Chemical Fire
-Al Chemical Lightning

-2d6 Lightning damage

-2 square (10 foot) range, if hits another enemy or ally the effect continues until there are no enemies in range of the attack (if targets pass a Def check they take half damage)

Al Chemical Acid
-Al Chemical Poison

-2d6 Poison Damage

-2 square (10 foot) range, it poisons the ground making any enemy or ally that goes across it take the full poison damage per turn they're on it (If they pass a Def check they take half damage)

Healing Drought
-Healing Fluid

-2d6 Healing

-2 uses per person per day

Level 15
The Alchemist can pick one of a few items or any from level 7.

Tent of Holding
-Opens to a infinite room

-Contains breathable air

-Can be folded up

Thunder Stone
-Next Turn summons a lightning bolt

-15 foot range

-2d10 damage

Orb of Light
-Hold it up to a light

-Shoots a Lazer in one straight line

-2d10 damage to all enemies that get hit by it

Level 20
Potions now do 1d10. The user can upgrade a potion type they didn't before.

Pyrotechnic Alchemist
(All of these require a Bomb Kit)

Level 3
The user gets to use

Molotov Cocktail
This deals 1d6 fire damage. Radius of 10 feet. Fuse lasts 30 feet.

Level 7
User also gets

Pipe Bomb
This deals 2d6 metal damage. Radius of 20 feet. Fuse lasts 25 feet.

Level 10
User also gets

Bomb
This deals 3d8 damage. Radius of 5 feet. Fuse lasts 10 feet.

Level 15
User also gets

Contact Bomb
This requires the bomb to be attached to the target. Goes off the next turn. Deals 3d10 damage, radius of 5 feet.

Level 20
User also gets

Bomb Launcher
User can launch any of the previously received bombs except for the Molotov Cocktail or the Contact Bomb. Extends fuse feet by a factor of x2.

Level 3
They get 1 Aether's Hand Potion per long rest.

Aether's Hand brings a dark liquid hand out of the ground to attack or grab things.

Level 7
They get 3 Aether's Hand Potions per long rest.

Level 10
They get 1 Aether's Body Potion per long rest

Aether's Body cannot move but can manuever better and deal more damage.

Level 15
They get 2 Aether's Body Potion per long rest.

Level 20
They get 3 Aether's Body Potion per long rest

Level 23
They can summon 1 Aether Potion.

Aether can move around and attack.

Level 27
They get 2 Aether Potions per long rest.

Level 30
They get 3 Aether Potions per long rest.

Level 3
They get the choice of Poison, Stun, Burned, Sleep, Prone, Frozen, or Disorienting potions.

Level 7
The Same

Level 10
The Same

Level 15
You upgrade your level 7 potion.

Level 20
You upgrade your level 10 potion.

Level 23
You upgrade your level 3 potion.

Level 27
They get the choice of Diseased, Petrified, or Boiled

Level 30
They get the choice of Temporary Vamparisism, Temporary Ghost, or Temporary Mindless Potion.

Starting Gear
Alchemist receives at the beginning

-Leather Armor

-Potion Kit (deals 1d4 damage without going down the Al Chemical Alchemist route)

-Bomb Kit (deals 1d4 damage without going down the Pyrotechnic Alchemist route)

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