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Alchemist

From DDO Compendium

Class Information

Cost: 1,495 DDOPointsIcon.png
Alignment: Any
Hit Dice: d4
Skills
Creation: (4 + Intelligence Modifier) x 4
Leveling: 4 + Intelligence Modifier

Balance
Bluff
Concentration
Diplomacy
Haggle
Heal
Search
Spellcraft
Spot
Use Magic Device
Proficiencies
Simple Weapons
Overview

Combining magic with an intricate knowledge of potion-making, Alchemists excel at a variety of roles.

Alchemists use arcane magic to create offensive potions, curative admixtures, and deadly poisons. With the ability to excel as offensive casters, support healers, and simple weapons, Alchemists have a lot of choice in terms of their party role.

With fewer weapon and armor proficiencies than Artificers, but a larger variety of spells, Alchemists must rely on avoidance and their spellcasting to fight and stay alive

Past Lives
Icon Feat Description
Feat Past Life - Alchemist Icon.png Past Life: Alchemist You were an Alchemist in a past life. You occasionally find yourself drinking things without knowing what they do. Each time you acquire this feat you gain a stacking:
  • +1 to the DC's of your Transmutation spells
  • +20 Maximum Spell Points
Feat Past Life - Alchemist Icon.png Past Life: Mixer of Magics You recall more about your past life as an Alchemist. By taking this feat you gain:
  • +1 Use Magical Device
  • Every 3 Minutes you can regain Spell Points:
    • Heroic: 5SP + 3 per Character Level (max 65 at level 20)
    • Epic: 10SP + 5 per Character level (max 160 at level 30)
Spells
See Also: Alchemist Spells
  • An alchemist casts arcane spells.
  • Alchemists mix magical components to create powerful arcane effects and coat their weapons in vile toxins.
  • To inscribe, prepare, or cast a spell, the alchemist must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an alchemist’s spell is 10 + the spell level + the alchemist’s Intelligence modifier.
  • Like other spellcasters, a wizard has a limited number of spell points and spell slots.
  • Bonus Spell points are awarded for high Intelligence.
  • Alchemist's can learn their spells during the level up, or they can learn them by inscribing an Alchemical Recipe
  • All spells have Somatic components, and Alchemist spells do invoke Arcane Spell Failure. Some spells have Material components. Alchemists have their own Material Components.
Primer

Every Alchemist spell is part of one of three Primer Categories: Crimsonite, Gildleaf, and Cerulite (Red, Yellow, and Blue respectively). Using spells with different Primers in succession causes a Reaction; Verdanite , Orchidium, or Pyrite (Green, Purple, or Orange respectively). The game remembers your current Reaction as well as the Primer of the last spell you cast. Using a Crimsonite spell and then a Gildleaf spell will put you in the Pyrite state (with a sub-state listing of Gildleaf, for the last spell you cast). Casting Crimsonite or Gildleaf spells while in Pyrite will keep you Pyrite (but will change your sub-color to Gildleaf or Crimsonite). If you were to then cast an Ceruleite spell, it would remove you from the Pyrite state and change your Primer to Ceruleite. In short: The last two Alchemist spells you cast determine your Reaction. Each of the Reactions does something to you, and the Enhancement Trees hook into them significantly.

  • Pyrite Reaction: +2 Fire, Cold, Electric, Acid, and Poison Spell Power per Alchemist Level. (+40 at 20 Alchemist)
  • Verdanite Reaction: +2 Positive and Negative Spell Power per Alchemist Level (+40 at 20 Alchemist)
  • Orchidium Reaction: +2 Physical Resistance Rating per Alchemist Level (+40 at 20 Alchemist)
  • When you change reactions, you'll get a large bonus that corresponds to the Reaction you moved to for 12 seconds:
    • Pyrite Reaction: Fire, Cold, Electric, Acid, and Poison Spellpower equal to (10 + quadruple your Alchemist level) and a -20% Enhancement Bonus to Spell Point Cost.
    • Verdanite Reaction: Positive and Negative Spellpower equal to (10 + quadruple your Alchemist level) and Transmutation and Conjuration DCs equal to (1 + 1 for every 5 Alchemist Levels).
    • Orchidium Reaction: Physical Resistance Rating and Elemental Resistance equal to (10 + triple your Alchemist level).
    • With some exceptions, the following applies:
      • Crimsonite spells govern Elemental and Poison damage (fire cold acid electric and poison) and melee/ranged imbues.
      • Gildleaf spells govern Positive and negative healing/damage, Crowd Control, and Debuffs.
      • Cerulite spells govern Defensive abilities and mitigation, buffs, and utility spells.
Advancement
AlchemistSpell Information
LevelBase Attack BonusFort SaveReflex SaveWill SaveAutograntedAlchemist KnowledgeSpell Points1st2nd3rd4th5th6th
1 +0/+0 +0 +0 +2 Memorize Recipes,Arcane Lore, Magical Training, Alchemical Spellcasting  502-----
2 +1/+1/+6 +0 +0 +3 Insightful Reflexes, Alchemist Knowledge (Potions) Potions +1753-----
3 +2/+2/+7 +1 +1 +3  10031----
4 +3/+3/+8 +1 +1 +4 Alchemy on the Run, Bonus Feat  12532----
5 +3/+3/+8 +1 +1 +4 Alchemist Knowledge (Potions) Potions +215032----
6 +4/+4/+9 +2 +2 +5 Multitude of Missiles  180321---
7 +5/+5/+10/+15 +2 +2 +5 Poisonblood  210422---
8 +6/+6/+11/+16 +2 +2 +6 Bonus Feat, Alchemist Knowledge (Potions) Potions +3245432---
9 +6/+6/+11/+16 +3 +3 +6  2804331--
10 +7/+7/+12/+17 +3 +3 +7  3204332--
11 +8/+8/+13/+18 +3 +3 +7 Alchemist Knowledge (Potions) Potions +43605433--
12 +9/+9/+14/+19 +4 +4 +8 Bonus Feat  40554331-
13 +9/+9/+14/+19 +4 +4 +8  45054432-
14 +10/+10/+15/+20 +4 +4 +9 Alchemist Knowledge (Potions) Potions +550055443-
15 +11/+11/+16/+21 +5 +5 +9  550554432
16 +12/+12/+17/+22 +5 +5 +10 Bonus Feat  600555543
17 +12/+12/+17/+22 +5 +5 +10  660555554
18 +13/+13/+18/+23 +6 +6 +11  720555555
19 +14/+14/+19/+24 +6 +6 +11  780555555
20 +15/+15/+20/+25 +6 +6 +12 Bonus Feat  845555555
Bonus Feats

Class Feats[edit]

Level 1[edit]

  • Memorize Recipes: You can use this feat to inscribe Alchemical Recipes (as a Wizard would Scrolls).
  • Arcane Lore: Represents your knowledge of the Arcane. This feat is received once for every artificer level.
  • Magical Training: Magical training gives the user additional benefits for spell casting.
  • Alchemical Spellcasting: Gives you the ability to case alchemist spells

Level 2[edit]

  • Insightful Reflexes: You can use your Intelligence Modifier instead of your Dexterity Modifier for your Reflex Save
  • Alchemist Knowledge (Potions): Grants a +2 to UMD checks related to potion use, if any, and all potions used by an Alchemist have their caster levels increased by 1. This caster level bonus increases by 1 at Alchemist levels 5, 8, 11, and 14, and is capped by an Alchemist's Intelligence Bonus. This feat also gives damage bonuses to certain infusions.

Level 4[edit]

Level 5[edit]

  • Alchemist Knowledge (Potions): All potions used by an Artificer have their caster levels increased by an additional 1, for a total of +2. This caster level bonus increases by 1 at Alchemist levels 5, 8, 11, and 14, and is capped by an Alchemist's Intelligence Bonus.

Level 6[edit]

Level 7[edit]

Level 8[edit]

  • Bonus Feat: An alchemist can select a feat from the Bonus Feat list.
  • Alchemist Knowledge (Potions): All potions used by an Artificer have their caster levels increased by an additional 1, for a total of +3. This caster level bonus increases by 1 at Alchemist levels 5, 8, 11, and 14, and is capped by an Alchemist's Intelligence Bonus.

Level 11[edit]

  • Alchemist Knowledge (Potions): All potions used by an Artificer have their caster levels increased by an additional 1, for a total of +4. This caster level bonus increases by 1 at Alchemist levels 5, 8, 11, and 14, and is capped by an Alchemist's Intelligence Bonus.

Level 12[edit]

Level 14[edit]

  • Alchemist Knowledge (Potions): All potions used by an Artificer have their caster levels increased by an additional 1, for a total of +5. This caster level bonus increases by 1 at Alchemist levels 5, 8, 11, and 14, and is capped by an Alchemist's Intelligence Bonus.

Level 16[edit]

Level 20[edit]