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See chapter 10 for the general rules of spellcasting and the end of the alchemist entry for the alchemist spell list and additional rules. The four focuses are listed at the end of the alchemist entry before the spell list and are: Explosives, Biomimetics, Herbalism, and Engineering.Īs a researcher of scientific magic, you have a formulae book containing extracts that show the first glimmerings of your magical discoveries. This choice will reflect discoveries he makes at 1st, 4th, 8th, 14th, and 18th level as well as his Grand Discovery at 20th level. You may only keep a number of unexpended items that you’ve crafted this way equal to the number listed in the formulae column of the alchemist class chart.Īt 1st level the alchemist must choose one type of research to specialize in. You may craft any of the items on the following list and use them as an action. Ě scholar’s pack and whichever tools you are proficient in from this class.(b) A Hand Crossbow or (b) any simple ranged weapon.(a) A Short Sword or (b) any simple melee weapon.You start with the following equipment, in addition to the equipment granted by your background: Skills: Choose three from Sleight of Hand, Stealth, Arcana, History, Investigation, Nature, Insight, Medicine, Perception, and Persuasion. Tools: Artisan’s tools: Alchemy supplies, and either the Herbalism Kit or the Poisoner’s Kit. Weapons: Simple weapons, rapier, short sword, blowgun, hand crossbow, and heavy crossbow. Hit Points at Higher Levels: 1d8 (5) + your Constitution Modifier for each level after 1st. Hit Points at 1st Level: 8 + your Constitution Modifier The other three will be shown throughout the rest of the week! There are four Research Focuses to select from, but today I’ll only be posting the first one. This week is Alchemist week! First up we have the Alchemist base class. So here we are! We’ve finished the feats and the races and we’ve arrived at the actual class material.
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