SW5e Alchemist Class

by Tatsugami

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Alchemist

Alchemist

Standing tall over his vat of gurgling brew, a Rodian stirs away at his creation, inhaling the fumes spewed from his cauldron. With a bellowing laugh, he feels his connection to the Force has strengthened tenfold.

With a foul incantation, a thug finds his muscles unwilling to comply with his own brain. Laughing at his misfortune, an elderly Togruta has turned this hunter into her prey with only a whisper and a flick of her wrist.

The Mirialan's eyes dilate as the vibroaxe comes within inches of their face, yet a preternatural sidestep avoids the devastating blow. Just as they had foreseen this morning.

Force Alchemy

The Force has pathways to many abilities some consider to be unnatural. Whether it be through powerful hexes or through the creation of alchemical solutions by altering the very matter of the components. Alchemists attempt to purify, mature, and perfect certain materials. Common aims were chrysopoeia, the transmutation of "base metals" (e.g., durasteel) into "noble metals" (e.g., beskar); the creation of an elixir of immortality; and the creation of panaceas able to cure any disease. The perfection of the human body and soul was thought to result from force alchemy. They did not abandon the ancient philosophical idea that everything is composed of four elements, and they tended to guard their work in secrecy, often making use of cyphers and cryptic symbolism.

Force Familiars

For some, a pet is a physical thing, one that requires sustenance. For an alchemist, its an old spirit friend still bound to the mortal world. The curse of the alchemist has left them able to see these creatures that would normally go unnoticed. Through a bond, or perhaps sheer will, the alchemist holds a unique relationship with these spirits and can tether them to hexes to harm foes or assist allies. Calling upon the aid of a familiar is essential to most alchemists.

Creating an Alchemist

While creating your alchemist, think about how it is you came to study these ancient arts. Was it passed down from your master to you, an apprentice? Did you discover the practice in a forgotten tome or holocron? What drove you to continue your studies despite the taboo surrounding it? How is it that you view your alchemy, through destruction or creation?

Quick build

You can make a alchemist quickly by following these suggestions. First, make Charisma or Wisdom your highest ability score, followed by Constitution. Second, choose the dathomir witch background.

Alchemist
Level Proficiency Bonus Features Force Powers Known Force Points Max Power Level Hexes Known
1st +2 Forcecasting, Hexes, Alchemist's Curse 5 2 1st 2
2nd +2 Cackle, Familiar 7 4 1st 3
3rd +2 Study Feature 9 6 1st 3
4th +2 Ability Score Increase 10 8 1st 3
5th +3 Insidious Power 12 10 2nd 4
6th +3 Study Feature 13 12 2nd 4
7th +3 Improved Familiar 14 14 2nd 4
8th +3 Ability Score Improvement 15 16 2nd 4
9th +4 Dying Curse 17 18 3rd 5
10th +4 Study Feature 18 20 3rd 5
11th +4 Grand Hex 19 22 3rd 5
12th +4 Ability Score Increase 20 24 3rd 5
13th +5 Grand Hex 22 26 4th 6
14th +5 Study Feature 23 28 4th 6
15th +5 Grand Hex 24 30 4th 6
16th +5 Ability Score Improvement 25 32 4th 6
17th +6 - 27 34 5th 7
18th +6 Grand Hex 28 36 5th 7
19th +6 Ability Score Improvement 29 38 5th 7
20th +6 Hexmaster 30 40 5th 7

Class Features

As an Alchemist, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per Alchemist level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Alchemist level after first

Proficiencies


  • Armor: Light armor
  • Weapons: Simple lightweapons, simple vibroweapons, and tranquilizer rifle
  • Tools: Alchemist’s kit, Poisoner’s kit

  • Saving Throws: Charisma, Wisdom
  • Skills: Choose two from Deception, Insight, Intimidation, Lore, Medicine, Nature, and Persuasion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a simple vibroweapon or (b) a simple lightweapon
  • (a) a tranquilizer rifle or (b) a simple vibroweapon
  • (a) a scholar's pack or (b) a technologist's pack
  • A combat suit, an alchemists kit, and a vibrodagger

Variant: starting wealth

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

Class Funds
Alchemist 8d4 x 100 cr

Alchemist's Curse

Force Alchemy is an unnatural process that involves giving and taking, as such the force has taken from you. You are wracked by a terrible curse, which infects your body and soul. At 1st level, choose the form that this curse takes from the options below.

Burned. Almost all of your body has been scorched by arcane flames, leaving you with striking black scars and embers of force energy that burn under the skin. As a result, you have resistance to fire damage, and you know the pyrokinesis at-will power, which doesn’t count against your number of powers known.

Drowned. Water fills your lungs, and yet you do not die. You can breathe air and water. Additionally, you have a swimming speed equal to your walking speed.

Feral. Through your curse, you have forgotten the manners and customs of civilized men and gone to live among beasts in the wild. You have proficiency in the Survival skill. Additionally, while you are wearing no armor and not wielding a shield, your AC equals 12 + your Dexterity modifier.

Hideous. Your appearance is ghastly to behold. You have proficiency in the Intimidation skill. When you roll initiative, you can choose one humanoid you can see to scare. That creature must make a Wisdom saving throw against your forcecasting save DC or be frightened of you until the end of your next turn.

Hollow. Your soul has been divorced from your body, trapping you in a limbo between life and death. When you or your familiar reduces a hostile creature to 0 hit points, you drain some of its life force, gaining temporary hit points equal to your Charisma modifier + your alchemist's level (minimum of 1).

Loveless. You are cursed to never find true love. Jaded and disaffected, not even the force can turn your heart; as a result, you are immune to being charmed.

Possessed. Your soul is occupied by a foreign spirit that sometimes tries to wrest away your consciousness. However, while you sleep, the spirit whispers magical secrets to you. You learn an additional force power up to your max power level at 1st level, and again at 4th level, 8th level, and 12th level. These powers don’t count against your total number of powers known.

Starving. No matter how much you eat, food turns to ash in your mouth. Your curse nourishes you, but only at the edge of starvation, and you are constantly wracked by pangs of hunger. You don’t need to eat or drink, but can still imbibe and benefit from consumables. Additionally, you are immune to being poisoned.

Visions. You are cursed to have terrible visions of the future, presaging the death of your friends, family, and yourself. Though many of these visions are cruel deceptions, they are sometimes grimly accurate. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.

Whispers. Unseen voices murmur in your ears at all times. As such, you can telepathically speak to any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathy, but the creature must be able to understand at least one language.

Forcecasting

At 1st level, in your meditations on the Force, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

Force powers known

You learn 5 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the alchemist table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

Force points

You have a number of force points equal to your alchemist level x 2, as shown in the Force Points column of the alchemist table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

Max Power Level

Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the alchemist table.

You may only cast force powers at 4th and 5th-level once. You regain the ability to do so after a long rest.

Forcecasting ability

Your forcecasting ability varies based on the alignment of the powers you cast. You use Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability whenever a power refers to your forcecasting ability. Additionally, you use this ability modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.


Force save DC = 8 + your proficiency bonus + your forcecasting ability modifier


Force attack modifier = your proficiency bonus + your forcecasting ability modifier

Hexes

You can learn a number of powerful incantations, known as hexes, derived from your study of Alchemy.

At 1st level, you gain two hexes of your choice. Your hex options are detailed at the end of the class description. When you reach certain levels in this class, you gain additional hexes of your choice, as shown in the Hexes Known column of the Alchemist table. Additionally, when you gain a level in this class, you can choose one of the hexes you know and replace it with another hex.

Unless otherwise stated, if a hex requires an attack roll or saving throw, it uses your forecasting attack bonus and save DC. All hexes require either verbal or somatic components (your choice at the time of casting the hex).

Unless otherwise noted, if a hex lasts for a duration, you concentrate on it as you would a force power. You lose your concentration on a hex if you cast another hex; however, you can concentrate on a hex and a force power at the same time, making only one Constitution saving throw to maintain your concentration on both.

Cackle

At 2nd level, you can use your bonus action to cackle. The duration of a hex on which you are concentrating extends by 1 round. If the hex has one or more targets, a target must be within 60 feet of you for the hex’s duration to extend for it.

Not all Alchemist's laugh maniacally when they cackle, but all cackles require a verbal component. These range from mundane curses and insults, to the murmuring of dead languages and speaking backwards.

Familiar

At 2nd level, you learn the find familiar force power and this power doesn’t count against your number of force powers known. The power is improved in the following ways:

  • Your familiar takes its turn immediately before or after your turn each round (your choice).
  • Once on each of your turns as an action or a bonus action, you can mentally command your familiar to use its reaction to make one attack.
  • You can use the find familiar power to deliver force powers through your familiar that have ranges other than touch.
  • When you cast the force power, you can choose one of the normal forms for your familiar or one of the following special forms: *Beggar's Canyon Womp Rat, *Flutterplume, *Fyrnock, and *Sibian Hound. The statistics for creatures marked with an asterisk can be found in Scum and Villainy.

Alchemist's Craft

Your skill in the Force has culminated in learning a craft, an innate variety of the force that exists apart from the schools of the Jedi. When you reach 3rd level, choose one Alchemist's Craft. Your choice grants you features at 3rd level, and again at 6th, 10th, and 14th level.

If your craft grants you a hex at any level, it doesn’t count against your total number of hexes known.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

Insidious Power

Starting at 5th level, when you cast a force power that affects a creature that is under the effect of your hex, that creature has disadvantage on its first saving throw against the power. This feature only applies to a hostile creature that is the sole target of your hex.

Improved Familiar

At 7th level, your familiar’s attacks count as enhanced for the purpose of overcoming damage resistance and immunity to unenhanced attacks and damage. Additionally, you can choose the following forms for your familiar: *anooba, lesser condor dragon, or *massiff. The statistics for creatures marked with an asterisk can be found in Scum and Villainy.

Dying Curse

Beginning at 9th level, when a creature reduces you to 0 hit points but doesn’t kill you outright, you can lay a nefarious curse upon it. The creature is cursed for up to 24 hours. While cursed, the creature has disadvantage on attack rolls, ability checks, and saving throws. If you regain consciousness or the creature is targeted by the improved restoration force power, the curse ends at the end of the creature’s next turn. Once you use this feature, you can’t use it again until you finish a long rest.

Grand Hex

By 11th level, you have perfected deeply malevolent forms of hex powers. You learn one grand hex, and you learn another at 13th, 15th, and 18th level. Grand hexes are detailed at the end of the class description.

Hexmaster

By 20th level, you have mastered your hex powers. Your Charisma or Wisdom score increases by 2, and your Dexterity score increases by 2. Your maximum for those scores increases by 2.

Humanoids have disadvantage on saving throws against your hexes.

Hexes

The Hexes below are presented in alphabetical order.

Abate

As an action, choose one creature you can see within 60 feet of you to make a Charisma saving throw. On a failed save, the creature can’t take reactions until the end of your next turn.

APATHY

As an action, choose one creature you can see within 60 feet of you to make a Charisma saving throw. On a failed save, until the end of your next turn, the creature becomes indifferent toward one creature of your choice that it is hostile towards. This indifference ends if the target is attacked or harmed by the creature to which it is indifferent. When the hex ends, the creature becomes hostile again, unless the GM rules otherwise.

BECKON FAMILIAR

You can cast the find familiar force power as an action without expending force points. Once you cast this power in this way, you can’t do so again for 1 minute. You must have the Familiar feature to choose this hex.

BLEEDING

As an action, choose one creature you can see within 60 feet of you to make a Constitution saving throw. On a failed save, each time this creature takes damage, it loses an additional 1d4 hit points. This effect lasts until the end of your next turn.

CHARM

As an action, choose one creature you can see within 60 feet to make a Wisdom saving throw. On a failed save, the creature is charmed by you until the end of your next turn. When the hex ends, the creature knows it was charmed by you.

DIRE FAMILIAR

As an action, you can bolster your summoned familiar. For 1 minute, your familiar’s current and maximum hit points are increased by an amount equal to twice your Alchemist level, and it gains a bonus to its damage rolls equal to your Charisma or Wisdom modifier. You can cast other hexes while this hex is in effect. Once you cast this hex, you can’t cast it again until your familiar is dismissed, or until its duration expires. You must have the Familiar feature to choose this hex.

DISORIENT

As an action, choose one creature you can see within 60 feet of you to make a Constitution saving throw. On a failed save, whenever the target makes an attack roll before the end of your next turn, it must roll a d6 and subtract the number rolled from the attack roll.

DOOMWARD

As an action, choose one friendly creature other than yourself that you can see within 60 feet of you. If the creature drops to 0 hit points before the end of your next turn and doesn’t die outright, it drops to 1 hit point instead. This hex then ends and can’t be used to target the same creature again until you finish a short or long rest.

HEXES AND THE FORCE

An alchemist casts their terrible hexes as an extension of their curse. As their curses are force sensitive in nature, their hexes are considered at-will powers for the purposes of feature and powers, such as sever force or force suppression, that interact with force powers. Furthermore, all hexes cease while in the area of an master force immunity or similar effect.

DUPLICITY

As an action, you can create an illusory duplicate of yourself, composed of shadowstuff, to confuse your enemies. When a creature attacks you, roll any die. On an odd number, the attack strikes the duplicate and misses, regardless of its roll, and the hex ends. On an even number, the attack targets you as normal. This effect lasts until the end of your next turn.

EVIL EYE

As an action, choose one creature you can see within 60 feet of you that can see you to make a Wisdom saving throw. On a failed save, the creature is frightened of you until the end of your next turn.

FORTUNE

As an action, choose one friendly creature other than yourself that you can see within 60 feet of you. The creature has advantage on saving throws until the end of your next turn.

GO UNSEEN

As an action, you and your familiar become invisible (as per the force camouflage). The effect ends at the end of your next turn, or if you or your familiar attack or cast a power. Once you cast this hex, you can’t cast it again for 1 minute.

HOBBLE

As an action, choose one creature you can see within 60 feet of you to make a Strength saving throw. On a failed save, the creature’s speed is reduced to 10 feet until the end of your next turn. If the creature is flying, it falls, unless it has the ability to hover or it is being held aloft by the force.

KNOWING

As an action, you open your third eye and become intuitively aware of your surroundings. You have advantage on Wisdom (Insight) checks until the end of your next turn. Additionally, choose one of the following pieces of information:

  • If a creature can speak a language
  • If a creature is at or below half its hit point maximum
  • What a creature’s lowest ability score is

You learn that piece of information for each creature within 30 feet of you. You can only learn one of these things about a creature, even if you cast this hex more than once.

MIRE

As an action, you can transform the ground within 30 feet of where you cast this hex into murky swamp, which is difficult terrain. You and your familiar can move without penalty in this area. This effect lasts until the end of your next turn.

MISFORTUNE

As an action, choose one creature you can see within 60 feet of you. Until the end of your next turn, whenever this creature rolls a 20 on a d20 roll, the roll instead becomes a 1.

OBFUSCATE

As an action, you create a 20-foot-radius sphere of fog centered on yourself. The sphere spreads around corners, and its area is heavily obscured. This effect lasts until the end of your next turn or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

PEACEBOND

As an action, you can lock weapons to their owners. The weapons and ammunition of each creature within 30 feet of you become locked in their sheaths, quivers, or holsters until the end of your next turn. During this time, a creature can use its action to free its weapon by succeeding on a Strength check against your forcecasting DC.

POX

As an action, choose one creature you can see within 5 feet of you to make a Constitution saving throw. On a failed save, the creature is poisoned until the end of your next turn.

RUIN

As an action, choose one creature you can see within 60 feet of you to make a Constitution saving throw. On a failed save, the creature’s Armor Class decreases by 3, to a minimum of 10, until the end of your next turn.

SCURRY

As an action, a unenhanced object you choose within 30 feet of you sprouts legs and runs away. You can’t target an object that weighs more than 10 pounds, nor can you target one that is being worn as clothing or armor; however, you can target certain objects that are being carried, as long as they aren’t affixed entirely around a creature’s body or being held in a hand. For example, you can’t target a creature’s helmet or a sword it is wielding, but you can target a drawstring pouch it is wearing or a dagger that is sheathed at its side. The object animates, wriggles free of its owner (if it has one), sprouts two legs, and moves 20 feet in a direction you choose. At the start of your turn, you can choose which direction the object moves. The object has an AC of 10, if its AC wasn’t already higher, and remains animated until the end of your next turn, or until it is picked up.

SHRIEK

As a bonus action, you can release a thunderous, blood-curdling screech. Each Large or smaller creature you choose within 5 feet of you is pushed 5 feet away from you.

SLUMBER

As an action, choose one creature you can see within 60 feet of you to make a Wisdom saving throw. On a failed save, the target falls unconscious until it takes damage, or until the end of your next turn. Undead, creatures that are immune to being charmed, and creatures whose current hit points are greater than five times your alchemist level are immune to this effect.

TREMORS

As an action, you can create a miniature earthquake. Each creature on the ground within 10 feet of you must succeed on a Dexterity saving throw or be knocked prone.

WARD

As an action, choose one creature you can see other than yourself within 60 feet of you. Each time the creature takes damage before the end of your next turn, the damage it takes is reduced by 3.

GRAND HEXES

The grand hexes below are presented in alphabetical order. Unless otherwise stated, if a grand hex requires an attack roll or saving throw, it uses your forcecasting attack bonus and save DC. Grand hex features don’t count as hexes.

Alchemical Creation

You can brew consumables with your bubbling alchemist's kit using raw components scavenged from nature. To this end, you have a pool of alchemy points equal to half your alchemist level, rounded down. You regain all expended alchemy points when you finish a long rest. You can spend 10 minutes and expend any number of alchemy points to brew consumables. These consumables retain potency for 24 hours, after which they become inert. The consumable types available for you to brew are given on the Alchemical Creations table below.

Alchemical Creations
Creation Alchemy points
Standard Medpac 1
Standard Stimpac 1
Standard Poison 2
Standard Adrenal 3
Standard Substance 3
Premium Medpac 5
Premium Stimpac 5
Premium Poison 6
Premium Adrenal 7
Premium Substance 7

Alchemist's Lair

After a 10 minute casting time, you invoke the spirits of nature to protect an area outdoors or underground for up to 24 hours. The area can be as small as a 30-foot cube or as large as a 90-foot cube. Buildings and other structures are excluded from the affected area. If you cast this power in the same area every day for a year, the power lasts until severed by the force. The power creates the following effects within the area. When you cast this power, you can specify creatures as friends who are immune to the effects. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects. The entire warded area radiates the force. A force suppression cast on the area, if successful, removes only one of the following effects, not the entire area. That power's caster chooses which effect to end. Only when all its effects are gone is this power severed.

Solid Fog. You can fill any number of 5-foot squares on the ground with thick fog, making them heavily obscured. The fog reaches 10 feet high. In addition, every foot of movement through the fog costs 2 extra feet. To a creature immune to this effect, the fog obscures nothing and looks like soft mist, with motes of green light floating in the air.

Grasping Undergrowth. You can fill any number of 5-foot squares on the ground that aren’t filled with fog with grasping weeds and vines, treating them as difficult terrain. To a creature immune to this effect, the weeds and vines feel soft and reshape themselves to serve as temporary seats or beds.

Grove Guardians. You can animate up to four trees in the area, causing them to uproot themselves from the ground. These trees have the same statistics as an awakened tree, which appears in the Monster Manual, except they can’t speak, and their bark is covered with druidic symbols. If any creature not immune to this effect enters the warded area, the grove guardians fight until they have driven off or slain the intruders. The grove guardians also obey your spoken commands (no action required by you) that you issue while in the area. If you don't give them commands and no intruders are present, the grove guardians      do nothing. The grove guardians can‘t       leave the warded area. When the         power ends, the force animating         them disappears, and               the trees take root again               if possible.

COVEN

You can induct others into your insidious coven. By performing a special ritual over the course of 8 hours, which can be done during a long rest, you can intermingle your force alchemy with a willing creature that has the Forcecasting or Force-Sensitive feature. This creature enters into your coven. You can have up to two creatures other than yourself in your coven at a time.

While two or more members of your coven are within 30 feet of one another, they gain the ability to cast additional force powers. Members of your coven gain access to a shared pool of 5 force slots— one of each level, from 1st to 5th level—which each power can only be cast once from the pool by all members. Expended force slots are regained when all members of the coven finish a long rest.

Coven members use their own forcecasting ability to determine force power attack bonuses and save DCs. A coven member can’t cast powers of a level for which it doesn’t personally have force slots, even if using a higher level shared force slot. A shared force slot can be used, for instance, to cast a lower level power at higher levels, but it can’t be used to cast a power normally too high-level for a forcecaster.

DUAL HEX

When you cast a hex that targets one creature, you can target two creatures instead. While both targets are under the effect of your hex, you gain the benefits of your Insidious Power feature against each of them.

FORCEFUL PERSONALITY

Your Charisma score increases by 2, to a maximum of 22.

HYBRID

As a bonus action, if your familiar is within 5 feet of you, you can meld with it, transforming into a magical hybrid. For the next minute, you gain the following benefits:

  • You gain temporary hit points equal to your familiar’s hit points.
  • Your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier, as long as you aren’t wielding a shield.
  • You gain two natural melee weapons, corresponding to your familiar’s attacks. You are proficient with these weapons, and use Charisma for their attack and damage rolls. On a hit, these natural weapons deal 1d10 bludgeoning, piercing, or slashing damage (your choice).
  • You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks.
  • You can use any action or movement your familiar possesses.

This transformation lasts for 1 minute or until you dismiss it on your turn (no action required). When it ends, your familiar is dismissed, and you can’t summon it again until you finish a short or long rest.

POISON FRUIT

As an action, you can produce an alchemical fruit out of thin air. This apple can possess whatever appearance you wish, be that a ruby red coloration, a golden skin, or the appearance of crystal. On your turn, you can use your action to eat the fruit, granting you the following benefits:

  • You regain hit points equal to twice your alchemist level + your Charisma or Wisdom modifier.
  • You regain 6 force points.
  • You can end one of the following conditions affecting you: blinded, deafened, paralyzed (if the fruit is fed to you as an action), or poisoned.

However, the fruit is suffused with your insidious force alchemy. If a creature other than yourself eats the fruit, it doesn’t gain any benefits and instead must make a Wisdom saving throw with disadvantage against your forcecasting save DC. On a failed save, the creature becomes poisoned for up to 24 hours. For each hour the creature is poisoned, it loses 4d8 hit points. This loss can’t be reduced or avoided. If this reduction causes the creature to drop to 0 hit points, the creature instead drops to 1 hit point and falls into a catatonic sleep, remaining unconscious for up to 7 days. An improved restoration force power or similar effect can awaken this creature early. The fruit shrivels and becomes nonmagical if it isn’t eaten within 24 hours. Once you produce a magical apple, you can’t produce another one until you finish a long rest.

POSSESSION

As an action, your familiar dives into a large or smaller creature you can see within 10 feet of you in an attempt to possess it. This target must make a Charisma saving throw against your forcecasting save DC. A creature with a challenge rating greater than your alchemist level automatically succeeds on this save. On a failed save, your familiar disappears and the target becomes incapacitated and possessed; Your familiar can't move and you don’t deprive the target of its awareness. While possessing the creature, your familiar can’t be targeted by any attack, power, or other effect. You maintain your familiars Intelligence, Wisdom, and Charisma, but otherwise use the creature’s statistics. You don’t gain access to the target’s knowledge, class features, or proficiencies.

For the purposes of powers and effects which can end possession, such as the force power sever force, your familiar is treated as an undead spirit and can be banished from the target and will need to be resummoned.

This possession lasts for 1 hour, or until the body drops to 0 hit points or you are forced out by a power or other effect that ends possession.

Once you use this grand hex, you can’t do so again until you finish a long rest.

WAR HEX

When you cast a hex that targets a single creature, you can use your bonus action to cast a cantrip targeting the same creature.

Alchemist’S CRAFTS

An alchemist’s craft is distinct from the dichotomy of Dark Side and Light Side. Typical debates of the Force seek to categorize it into two camps, crafts are defined by the process pertaining to the study, and the pursuit to harness the essence of the Force itself. There are countless documents which speak of these acts, from notes passed down from Sith to apprentice, to holocrons preserved in the Jedi archives.

Undeath Studies

Undeath Studies are associated with hexes that cause pain and suffering, and powers that give rise to undeath. Harnessing such a craft can lend you great power, but inevitably carries a cost. Darkness cannot be contained, after all; it merely seeps forth from wherever it is kept.

HEX: DECAY

When you adopt this craft at 3rd level, you learn to drain the vitality from a living being. As an action, choose one creature you can see within 60 feet of you to make a Constitution saving throw. On a failed save, the creature takes 1d4 necrotic damage at the start of its next turn, and its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the hex ends. The target dies if this effect reduces its hit point maximum to 0. This hex ends at the end of your next turn.

UNDEATH COMMAND

Starting at 6th level, you have intertwined the power of your familiar with the force power you use to animate the dead. When you use your bonus action to command your familiar, you can use the same bonus action to issue a command to any undead you control via the animate dead force power or similar power.

LIFE TETHER

At 10th level, as a reaction when you take damage from a creature you can see, you can transfer some of that damage to a creature that is the sole target of your hex. You take half the damage (rounded down) and the hexed creature takes the remaining damage.

Once you use this feature, you can’t use it again until you finish a short or long rest.

BLACK SACRIFICE

Beginning at 14th level, if your familiar is within 10 feet of you, you can use your action to command it to dissolve its magical bond to this plane, which unleashes a torrent of necromantic energy. Each creature you choose within 20 feet of your familiar must make a Dexterity saving throw against your forcecasting save DC. A creature takes 8d10 necrotic damage on a failed save, or half as much damage on a successful one, and its hit point maximum is reduced by an amount equal to the necrotic damage taken. A target dies if this effect reduces its hit point maximum to 0. Once you use this feature, you can’t summon your familiar again until you finish a long rest.

Hemo studies

Forbidden by most covens, hemo studies centers on the use of dark powers and mortal hexes that draw from the forcecaster’s very essence. It is fundamentally more perilous than other alchemist crafts, but its many risks come with copious rewards.

HEX: BLOOD CURSE

Starting when you choose this craft at 3rd level, you can mark a creature with a sinister blood curse. As an action, choose one creature you can see within 60 feet of you to make a Constitution saving throw. On a failed save, this creature is on the brink of death until the end of your next turn. If the creature at any point in this duration is missing any of its hit points and has fewer hit points than twice your alchemist level, it immediately drops to 0 hit points.

ARCANE BLOODLETTING

Also at 3rd level, you can impel your force powers with a measure of your own blood. When you cast a power that has a casting time of 1 action, you can choose to lose 5 hit points to change the casting time to 1 bonus action for this casting.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.

DEATHSEEKER

At 6th level, you can see those near death shrouded in a crimson aura. Even in heavily obscured conditions, you can detect the location of creatures within 60 feet of you that are missing half of their hit points. This sense can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of enhanced barriers, or 3 feet of wood or dirt.

Additionally, you have advantage on ability checks you make to track a creature you or your familiar has damaged within the last 24 hours.

HEMOMANTIC RECOVERY

Beginning at 10th level, you can perform a blood ritual to bolster your force points. Once per day when you finish a short rest, you can spend Hit Dice to recover expended force points regaining an amount equal to the amount rolled. You do not regain any hitpoints from this roll.

SANGUINE

By 14th level, you can wield your own blood like a vicious lash. Once per round, when you cast a force power that deals damage to a creature that is under the effect of your hex, you can choose to lose hit points to increase the amount of damage dealt. For every 5 hit points you lose, you can deal an extra 2d8 necrotic damage to the creature, to a maximum of 6d8 damage. This feature only applies to a hostile creature that is the sole target of your hex.

Natural Studies

Plants, nature, and things that grow are the domain of the natural studies. Normally a type of arcana championed by druids, some alchemists have a close tie to the powers of the natural studies and can coax plants and animals to do their bidding.

HEX: ELDER TONGUE

Starting when you choose this craft at 3rd level, you know the speech of the forest. As a bonus action, you can attune yourself to the forest, granting you the ability to speak with beasts and plants in a limited manner until the end of your next turn. Most beasts and plants lack the intelligence to convey or understand sophisticated concepts, but could relay what they have seen or heard in the recent past.

While you can speak with them, you have advantage on all Charisma checks you make to influence beasts and plants.

PRIMAL ALLY

Also at 3rd level, whenever you summon your familiar, you conjure one that is hardier than normal. Add three times your alchemist level, instead of twice your alchemist level, to your familiar’s hit point maximum.

TWIN FAMILIAR

By 6th level, when you summon your familiar, you can divide its spirit into two bodies. When summoned in this way, your familiar is two identical creatures that share a single pool of hit points. Your twin familiars act on subsequent turns. You can use your bonus action to command one twin to attack and your action to command the other to attack. A power or feature that targets or dismisses your familiar affects both twins.

VITAL NOURISHMENT

By 10th level, you exude an aura of the natural studies that restores and reinvigorates life around you. When you finish a long rest, plant life within 120 feet of where you finished your long rest grows as if a month had passed with abundant food, water, and other necessities. If the plants would produce fruits, berries, or vegetables, the plants grow enough food to feed six creatures for one day.

Additionally, choose up to six creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your alchemist level + your Charisma or Wisdom modifier. You can also end one disease affecting each creature, or end one of the following conditions: blinded, deafened, paralyzed, or poisoned.

SACRIFICIAL FAMILIAR

At 14th level, whenever you are targeted by a melee attack while your familiar is within 5 feet of you, you can use your reaction to command it to dive in the way of the attack, causing the attack to target your familiar instead.

You can use this feature a number of times equal to your Charisma or Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Psychological Studies

Psychological studies hold sway over the domains of illusions and enchantments that take hold over people’s minds, as well as anything that is not quite as it seems. Practitioners of this craft are puppet masters, shaping the apparent reality of those around them to their advantage.

HEX: HALLUCINATION

Starting at 3rd level, you can infect the minds of other creatures. As an action, choose one creature you can see within 60 feet of you to make a Wisdom saving throw. A creature that is immune to being charmed automatically succeeds on this saving throw. On a failed save, the target’s perspective of the world distorts into a horrific and alien place. The creature takes a −1 penalty to all attack rolls and ability checks it makes. At the start of each of the creature’s turns while affected by this hex, this penalty increases by 1, up to a maximum penalty of −5. This effect lasts until the end of your next turn.

FALSE AUTHORITY

By 6th level, as an action, you can wrap yourself in an illusory air of expectation. Any creature that can see you perceives you as a figure of authority. A factory worker might see you as a guild master, whereas a soldier might see you as a captain. The changes perceived by a viewer fail to hold up to physical inspection. This illusion lasts for 1 hour or until you end it on your turn (no action required). To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your forcecasting save DC. Once you use this feature, you can’t use it again until you finish a short or long rest.

DECEITFUL TRANSPOSITION

Starting at 10th level, you can use your bonus action to create an illusory disguise over two creatures within 60 feet of you, making it seem as if they have teleported and switched places. The disguise makes it seem that the creatures are in one another’s spaces, moving all sounds, smells, and other effects caused by each creature to their appropriate points of origin. Creatures under the effect of this disguise don’t perceive any part of the illusion.

A creature can use its action to examine a force enhanced disguised creature and make an Intelligence (Investigation) check against your forecasting save DC. On a success, the creature can see both illusory creatures for what they are.

This illusion lasts for 1 minute, and it ends early if one of the illusory creatures takes damage, or if one of the creatures performs any physical interaction that reveals itself to be an illusion.

Once you use this feature, you can’t use it again until you finish a short or long rest.

WAKING NIGHTMARE

By 14th level, you can warp everything a creature sees into a hellscape, full of terrible creatures that wish them harm. When a creature fails its saving throw against your Hallucination hex, you can further distort its mind, causing it to lose the ability to distinguish friend from foe, regarding all creatures it sees as enemies until the hex ends. Whenever the hexed creature chooses a target for an attack, power, or other effect, it must choose the target at random from among the creatures it can see within range. The hexed creature must always use its reaction to make an opportunity attack, if a creature provokes one.

This effect ends after 1 minute. Once you use this feature, you can’t use it again until you finish a long rest.

Elemental Studies

Force powers tied to channeling the elements are deemed elemental studies, and are extremely hazardous when used. Alchemists that specialize in this craft are among the deadliest forcecasters in existence, channeling their curse into unhindered wrath.

HEX: IMPERIL

Starting at 3rd level, you know how to strip away your foes’ elemental defenses. As an action, choose one creature you can see within 60 feet of you to make a Constitution saving throw, and choose any one damage type. On a failed save, the creature loses resistance to the chosen damage type until the end of your next turn, or is treated as only having resistance, if it has immunity to that damage type.

CONVOLUTE ENERGY

At 6th level, whenever you cast a power that deals acid, cold, fire, lightning, or force damage, you can gain resistance to that damage type until the end of your next turn.

INVULNERABILITY

Beginning at 10th level, when an attacker that you can see hits you with an attack, you can use your reaction to briefly become all but invulnerable. The damage you take from the attack is reduced by 50.

Once you use this feature, you can’t use it again until you finish a long rest.

ELEMENTAL ANNIHILATION

Starting at 14th level, when you cast a force power that deals acid, cold, fire, lightning, or force damage, you can expend another force slot of equal or higher level to maximize the damage dealt.

Once you use this feature, you can’t use it again until you finish a long rest.

Ferro Studies

Alchemists throughout the galaxy practice their force powers by drawing the force into their blades. Maniacally cackling and whirling their way across the battlefield, these alchemists weave their curses into a bloody tapestry whenever they bring their steel to bear.

BONUS PROFICIENCIES

Beginning when you choose this craft at 3rd level, you gain proficiency with all martial vibroweapons that lack the Heavy or Special property.

HEX: MALEVOLENCE

Also at 3rd level, you have learned a secret hex associated with the profane rites of long-forgotten alchemists. You can use your bonus action to shroud yourself with an evil smog until the end of your next turn. Your concentration on this hex can’t be broken as a result of taking damage. You gain the following benefits:

  • Your Armor Class equals 12 + your Dexterity modifier + your Charisma modifier, as long as you aren’t wielding a shield.
  • When you make an attack with a melee weapon that lacks the Heavy or Special property, you can use your Charisma modifier, instead of Strength or Dexterity, for its attack and damage rolls.
  • Whenever you take damage from a creature you can see that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.

CACKLING KILLER

At 6th level, when you use your Cackle feature, you can attack twice, instead of once, if you take the Attack action on that turn.

SOULSWORD FAMILIAR

Starting at 10th level, as a bonus action, you can draw the essence of your familiar into your weapon, manifesting in a cloak of green flame. Your familiar is dismissed, and can’t be resummoned until you finish a short or long rest. Until your familiar is resummoned, this weapon deals an extra 1d8 fire damage on a hit.

SHRIEKING STRIKE

Starting at 14th level, your accursed magic has seeped into your weapon. Once per turn, when you hit a creature with a melee weapon attack, you can perform a shrieking strike. The target must succeed a Wisdom saving throw against your forcecasting save DC or be frightened of you until the end of your next turn.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Soothsayer Studies

Soothsayer studies are among the calmest and friendliest of alchemists, radiating warmth and contentment despite their hideous faces and hollow souls. At their very worst, they can be cranky or twitchy but even then, they are likely to look for peaceful solutions to their problems.

HEX: TASSEOGRAPHY

Starting when you choose this craft at 3rd level, you can see glimpses of the future in your tea leaves. As an action, choose a friendly creature you can see within 60 feet of you, roll a d20, and record the number rolled. Until the end of your next turn, you can replace any attack roll, saving throw, or ability check made by the creature with this foretelling roll. You must choose to do so before the roll. Once you replace a roll in this way, this hex ends.

TEA CEREMONY

Also at 3rd level, you can conjure up enough tea for you and your allies whenever you take a short or long rest. A creature who drinks this tea loses one additional level of exhaustion during that rest.

SHAPES AND OMENS

By 6th level, you can see deeper glimpses into the future through your tea leaves. When you finish a long rest, you can examine the shape of your tea leaves. The GM tells you a shape that hints at future events. For example, if you see a Mythosaur in your visions, you might encounter a Mandalorian on the following day. If you see a serpent, you might encounter a lair or a monster.

HERBAL REMEDY

At 10th level, you can cast the improved restoration power without using a force slot or force points. Once you use this feature, you must finish a short or long rest before you can use it again.

INVIGORATE

By 14th level, as a bonus action, you can give yourself or a friendly creature you can see within 5 feet of you a temporary rush of energy by drinking an energizing cup of tea. On the target’s next turn, the target can take one additional action. Once you use this feature, you must finish a long rest before you can use it again.

Life Studies

Life studies is fundamentally good and benevolent for all living things. Alchemists that adopt this craft, in spite of the hateful curse that infects them, often dedicate themselves to healing and caretaking, with the intent of bettering the world.

HEX: REMEDY

At 3rd level, you learn a hex that closes wounds and eases pain. As an action, choose one creature you can see within 60 feet of you. This creature regains a number of hit points equal to 1d10 + your alchemist level. A creature that regains hit points from this hex can’t be affected by it again until it finishes a short or long rest.

TALISMAN OF PROTECTION

At 6th level, you can craft an alchemical talisman that wards off harm. Creating a talisman takes 1 hour of work, which can be performed over the course of a short rest. You can only have one of these talismans at a time; crafting a new talisman causes the previous one to become mundane. Any creature wearing the talisman can add a d4 to all saving throws it makes.

BENEVOLENT SURGE

At 10th level, when you, your familiar, or one of your allies you can see within 30 feet of you takes damage, you can use your reaction to cause that creature to regain hit points equal to 1d10 + your Charisma or Wisdom modifier.

Once you use this feature, you must finish a short or long rest before you can use it again.

WITCH'S GIFT

Starting at 14th level, when you cast a force power or hex that restores a creature’s hit points, that creature gains a +3 bonus to its Armor Class until the end of your next turn.

Extras

Force powers

The force powers below are presented in alphabetical order.

Animate Dead

2nd level force power


  • Casting Time: 1 minute
  • Range: 10 feet
  • Concentration: -
  • Duration: Instantaneous

This power creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your power imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature’s game statistics). On each of your turns, you can use a bonus action to mentally command any creature you made with this power if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this power on the creature again before the current 24-hour period ends. This use of the power reasserts your control over up to four creatures you have animated with this power, rather than animating a new one.

Force Potency: If you cast this power using a force slot of 3rd level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.

Find Familiar

1st level force power


  • Casting Time: 1 hour
  • Range: 10 feet
  • Concentration: -
  • Duration: Instantaneous

You gain the service of a familiar, a spirit that takes an animal form you choose: *clodhopper, *greysor, *hawk-bat, *monkey-lizard or *porg . The statistics for creatures marked with an asterisk can be found in Scum and Villainy. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is an aberration instead of a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this power again. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. As an action, you can temporarily dismiss your familiar. It disappears into the force where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. You can’t have more than one familiar at a time. If you cast this force power while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature. Finally, when you cast a force power with a range of touch, your familiar can deliver the power as if it had cast the force power. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the power when you cast it. If the power requires an attack roll, you use your forcecasting attack modifier for the roll.

Stat Blocks

The stat blocks below are presented in alphabetical order.


Lesser Condor Dragon

Medium beast, unaligned


  • AC 13 (natural armor)
  • Hit Points 16 (3d8 + 3)
  • Speed 20 ft., fly 40 ft.

STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 13 (+1) 4 (-3) 11 (+0) 6 (-2)

  • Skills Perception +3
  • Senses darkvision 30 ft., passive Perception 12
  • Languages -
  • Challenge 1 (200 XP)

Actions

Multiattack. The dragon can make two attacks with its claws.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 2) kinetic damage.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 2) kinetic damage.


Skeleton

Medium undead, lawful evil


  • Armor Class 13 (armor scraps)
  • Hit Points 13 (2d8 + 4)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 5 (-3)

  • Damage Vulnerabilities Force
  • Damage Immunities Poison
  • Condition Immunities Exhaustion, Poisoned
  • Senses darkvision 60 ft., passive Perception 9
  • Languages understands all languages it spoke in life but can't speak
  • Challenge 1/4 (50 XP)

Actions

Vibrosword. Melee Weapon attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 2) piercing damage.

Shortbow. Ranged Weapon attack: +4 to hit, reach 80/320 ft., one target. Hit: (1d6 + 2) piercing damage.


Zombie

Medium undead, neutral dark


  • Armor Class 8
  • Hit Points 22 (3d8+9)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3)

  • Damage Immunities Poison
  • Condition Immunities Poisoned
  • Senses darkvision 60 ft., passive Perception 8
  • Languages -
  • Challenge 1/4 (50 XP)

Undead Fortitude If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is energy or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Actions

Bite. Melee weapon attack: +3, Reach 5 ft., one target. Hit: 4 (1d6+1) Kinetic damage plus 2 (2) Necrotic damage.

Items

Amulet of Discovery

Equipment (Neck), Prototype
Prerequisite: at least 3 levels in alchemist
Requires Attunement

  • This item can hold a number of charges equal to half your alchemist level (rounded up). When you complete a long rest, this item regains all missing charges. You may use your cackle feature (no action required) by expending one charge. You may only cackle once per turn.
  • When you reach 5th level in alchemist, and a creature saves against your Insidious Power, they take additional force damage equal to half of your force casting modifier (rounded up).
  • When you reach 11th level in alchemist, you may learn two additional hexes, these hexes do not count towards your total hexes known.
  • When you reach 17th level in alchemist, you may learn an additional Grand Hex.
Alchemist Offensive Augment

Prerequisite: At least 3 levels in alchemist

  • Your force point maximum increases by 2.
Alchemist Defensive Augment

Prerequisite: At least 3 levels in alchemist

  • Your familiars hit point maximum increases by 2.

Alchemist

The inspiration for this class comes from Valda's Spire of Secrets 'Witch' and Sith Alchemy from Star Wars Legends.

Hope you all enjoy, may the Force be with you.

Front Cover Art: Dario Carrasco, Jr. and Mark Heike

Pg2: Sith Alchemy, Adam Danger Cook

Pg3: Sithspawn, Wookieepedia

Pg4: Muur Talisman, Wookieepedia

Pg8: Naga Sadow, LeadZero at DeviantArt

Back Cover Art: Hugh Fleming