Description: Alchemists are fascinated by the natural interaction of substances and the potential benefits and dangers of these interactions. Some seek a deeper meaning to the day to day world that is revealed by alchemy, while others simple exploit these properties for gain or wellness. Alchemists come from every culture, and may be reviled or respected for their actions and proclivities like many spellcasters. A good alchemist is a boon to his community, while a wicked one can be a blight like few others.
Requirement: You must be trained in any one of Arcana, Dungeoneering, Heal, Nature, or Religion.
Benefit: You gain the Alchemist feat. Whenever you drink a potion, you gain a +1 per tier bonus to the next attack roll you make before the end of your next turn.
|Focus||Focus 1||Focus 2||Focus 3|
|Elixirs||Healing Draught: Whenever you complete a long rest, you gain a potion of cure light wounds that lasts until it is drunk or you begin another long rest. At level 11, you gain a potion of cure moderate wounds instead, and at level 21, you gain a potion of cure critical wounds instead. Special: This potion can be given away, but not sold.||Bottled Hope: When you spend use your Second Wind power, you gain 3 Hope d6s. Whenever you or an adjacent ally spends a healing surge to regain hit points, you may use one or more of these Hope d6s to increase the number of hit points regained. These Hope dice last until they are used or the end of the encounter.||Bottled Glory: At the end of a gaming session, you may choose one Hero card in your hand to keep. At the start of the next session, you begin with that Hero card in your hand.|
|Philosophy||Purity of Flesh: Choose necrotic or poison. You gain resist damage equal to your level against that energy type. Whenever you gain a level, you may change your choice.||Purity of Thought: Daily Power, No Action, Trigger: You start your turn and you are dazed, dominated, or stunned, Effect: You may lose up to three healing surges. If you do, end an equal number of those effects.||Inner Perfection: Encounter Power, Immediate Reaction, Trigger: A healing effect would cause you to regain hit points by rolling one or more dice, Effect: Increase the die type of those dice by one. For example, d6s become d8s, and so on, up to a d12 becoming 2d6.|
|Poison||Developed Resistance: You gain resist 5 per tier to poison, and whenever you make a saving throw versus a poison effect, you may roll two dice and choose either one for the result.||Envenomed Weapon: Encounter Power, Minor Action, Poison, Target: A weapon you or an adjacent ally is wielding, Effect: The next time a creature is hit by an attack using the target weapon before the end of the encounter, the damage roll against that creature gains +1d10 poison damage per tier and the creature takes ongoing 5 poison damage per tier and is weakened (save ends both).||Toxic Bauble: Daily Power, Standard Action, Poison, Zone, Area burst 1 within 10, Target: Creatures in burst, Attack: Your level +3 vs. Fortitude, Hit: 1d10 per tier + your highest ability modifier poison damage. Effect: The burst becomes a zone that persists until the end of your next turn. Any creature that starts its turn in the zone is slowed until the end of its next turn, and any creature that ends its turn in the zone takes 5 poison damage, Sustain Minor: The zone persists.|
|Volatiles||Bomb Expert: At the end of a long rest, you gain one flask of alchemist’s essence of your level or lower. This flask lasts until used or until you begin a long rest. Special: This flask can be given away, but not sold.||Shocking Prod: Encounter Power, Standard Action, Lightning or Healing, Melee 1, Target: One creature, Attack: Your level +3 vs. Reflex, Hit: The target takes 1d8 per tier lightning damage plus your highest ability modifier and is knocked prone. Special: You may use this power on a dying ally without rolling to hit or dealing. If you do, instead of taking damage, the target may spend its Second Wind as a free action. If it cannot, it is stabilized instead.||Blast Hardened: You gain resist damage equal to your highest ability modifier to close and area attacks.|
|Salves||Soothing Balm: Encounter Power, Minor Action, Healing, Target: You or an adjacent ally, Effect: The target regains hit points equal to your highest ability modifier and may make a saving throw.||Bitesnake Cream: Daily Power, Minor Action, Poison, Target: You or an adjacent ally who is not bloodied, Effect: Until the end of the encounter or they become bloodied, whenever the target takes damage from a melee or close attack, the attacker also takes poison damage equal to 3 per tier + your highest ability modifier.||Stoneskin Treatment: While you are not bloodied, you have resist 2 per tier to all damage.|