This new class was originally inspired by the alchemy system in His Majesty the Worm, but drifted back toward a more typical spell-slot system. That was, frankly, much easier to try and balance in the context of D&D play.
The focus on concoctions was intended to make this more of a PC class, rather than an NPC who you purchase potions from but never bring on an expedition. The volatility rules were similarly intended to prevent the alchemist’s player from handing off a bunch of concoctions to another PC, then staying home and playing a different character. I’m not sure it really makes sense without also including a risk of an unexpected result from falling damage or other involuntary mishandling, though.
As always, comments and feedback are welcome!
ALCHEMISTS
These scholarly brewers of potions and elixirs rarely enter the dungeon personally, preferring to remain in the safety of their laboratories. But one can occasionally be persuaded to endanger themselves in order to harvest the freshest ingredients from monsters and other sources.
The alchemist’s prime requisites are Intelligence and Wisdom. An alchemist character whose Intelligence or Wisdom score is 13 or higher will receive a 5% bonus to earned experience. Alchemists whose Intelligence and Wisdom scores are 13 or greater will receive a bonus of 10% to earned experience.
RESTRICTIONS: Alchemists use four-sided dice (d4) to determine their hit points. They may not wear armor or use shields, and the only weapons they can use are daggers. Alchemists must have a minimum score of 9 in Intelligence.
SPECIAL ABILITIES: The alchemist can create concoctions, or temporary potions, which last for one day before their volatile compounds deteriorate and their efficacy is lost. This takes 1 turn and can be done in a laboratory or with a portable alchemy kit, which is a fragile item weighing 200gp. The alchemist’s level affects both the number of concoctions they produce per day and the range of concoction formulas they know.
Starting at level 2, the alchemist learns how to stabilize these volatile concoctions to brew permanent potions. This requires a permanent laboratory and ingredients costing 100 gp per level of the potion. (Suitable ingredients may be harvested from monsters at the DM’s discretion.) The number of potions an alchemist can produce per month and the number of concoction formulas that they can make permanent in this way are equal to the number of concoctions produced and formulas known by an alchemist of half their level, rounded down. (For example, a level 6 alchemist can stabilize two of her first-level formulas and can make two first-level potions per month, and can stabilize one second-level formula and make one second-level potion per month.)
CONCOCTIONS: Alchemists begin play knowing a single concoction formula. Much like a magic-user’s spellbook, an alchemist’s recipe book will contain formulas equal to the number and level of concoctions that they can use per day.
Concoctions come in various forms. Those described as elixirs must be consumed to have an effect. Oils take effect when applied to the surface of an object or creature. Dusts burst into a vaporous cloud when exposed to air, and affect all those within the cloud.
Treat thrown concoctions as thrown weapons with the same range increments as oil or holy water. Where a concoction is described as having the effects of a spell, this range increment rule always overrides the spell’s listed range. Where relevant (eg, dusts), a missed throw lands 10’ away from the target in a random direction.
Concoctions are so volatile that any non-alchemist who administers, applies, or throws one has a 10% chance of an unexpected result, and a non-alchemist carrying one has a 10% chance per hour that mishandling the concoction has a similar unexpected result. The concoction may affect the user or another undesired target, may act strangely, or may have no effect at all, at the DM’s discretion. The alchemist may safely administer an elixir to an ally in combat, but consuming the potion also uses up the ally’s action for the turn.
| Concoctions | |||||||
| Level | Title | 1 | 2 | 3 | 4 | 5 | 6 |
| 1 | Herbalist | 1 | – | – | – | – | – |
| 2 | Brewer | 2 | – | – | – | – | – |
| 3 | Distiller | 2 | 1 | – | – | – | – |
| 4 | Apothecary | 2 | 2 | – | – | – | – |
| 5 | Spagyrist | 2 | 2 | 1 | – | – | – |
| 6 | Natural Philosopher | 2 | 2 | 2 | – | – | – |
| 7 | Transmuter | 3 | 2 | 2 | 1 | – | – |
| 8 | Hermeticist | 3 | 3 | 2 | 2 | – | – |
| 9 | Alchemist | 3 | 3 | 3 | 2 | 1 | – |
| 10 | Master Alchemist | 3 | 3 | 3 | 3 | 2 | – |
| 11 | 11th Level Master Alchemist | 4 | 3 | 3 | 3 | 2 | 1 |
| 12 | 12th Level Master Alchemist | 4 | 4 | 3 | 3 | 3 | 2 |
| 13 | 13th Level Master Alchemist | 4 | 4 | 4 | 3 | 3 | 3 |
| 14 | 14th Level Master Alchemist | 4 | 4 | 4 | 4 | 3 | 3 |
FIRST LEVEL FORMULAS:
- Dust of Cause Fear (as the level 1 Expert cleric spell)
- Dust of Detect Magic (as the level 1 magic-user spell)
- Elixir of Cold Resistance (as the level 1 cleric spell)
- Elixir of Fire Resistance (as the potion)
- Elixir of Healing (as the potion)
- Elixir of Read Languages (as the level 1 magic-user spell)
- Elixir of Ventriloquism (as the level 1 magic-user spell)
- Elixir of Protection from Evil (as the level 1 magic-user spell)
- Oil of Hold Portal (as the level 1 magic-user spell)
- Oil of Light (as the level 1 cleric spell)
- Oil of Purify Food and Water (as the level 1 cleric spell)
- Oil of Silent Stride (as elven boots, duration 6 turns)
SECOND LEVEL FORMULAS:
- Dust of Blight (as the level 2 cleric spell)
- Dust of Detect Invisible (as the level 2 magic-user spell Detect Evil, but reveals invisible creatures and objects)
- Dust of Invisibility 10’ Radius (as the level 2 magic-user spell)
- Dust of Silence 15’ Radius (as the level 2 cleric spell)
- Dust of Sleep (as the level 1 magic-user spell)
- Elixir of Diminution (as the potion)
- Elixir of ESP (as the potion)
- Elixir of Invisibility (as the level 2 magic-user spell)
- Elixir of Levitation (as the level 2 magic-user spell)
- Elixir of Speak with Animals (as the level 2 cleric spell)
- Oil of Continual Light (as the level 1 cleric spell)
- Oil of Knock (as the level 2 magic-user spell)
THIRD LEVEL FORMULAS:
- Dust of Dispel Magic (as the level 3 magic-user spell, 10’ radius)
- Dust of Invisibility 10’ Radius (as the level 3 magic-user spell)
- Dust of Web (as the level 2 magic-user spell, 5’ radius)
- Elixir of Charm Monster (as the level 4 magic-user spell, but the target must consume the elixir)
- Elixir of Clairaudience (as the potion)
- Elixir of Clairvoyance (as the potion)
- Elixir of Flying (as the level 3 magic-user spell)
- Elixir of Gaseous Form (as the potion)
- Elixir of Infravision (as the potion)
- Elixir of Speed (as the potion)
- Elixir of Water Breathing (as the level 3 magic-user spell)
- Oil of Striking (as the level 3 cleric spell)
FOURTH LEVEL FORMULAS:
- Dust of Confusion (as the level 4 magic-user spell; affects all creatures in a 20’ radius)
- Dust of Fire Ball (as the level 3 magic-user spell)
- Dust of Growth of Plants (as the level 4 magic-user spell, 30’ radius)
- Dust of Massmorph (as the level 4 magic-user spell; 60’ radius)
- Elixir vs Crystal Balls & ESP (as the amulet, duration 1 day)
- Elixir of Cure Disease (as the level 3 cleric spell)
- Elixir of Extra-Healing (as the level 4 cleric spell Cure Serious Wounds)
- Elixir of Giant Strength (as the potion)
- Elixir of Growth (as the potion)
- Elixir of Invulnerability (as the potion)
- Elixir of Neutralize Poison (as the level 4 cleric spell)
- Elixir of Polymorph Self (as the level 4 magic-user spell)
FIFTH LEVEL FORMULAS:
- Dust of Transmute Rock to Mud (as the level 5 magic-user spell)
- Elixir of Control Animal (as the potion)
- Elixir of Control Plant (as the potion)
- Elixir of Heroism (as the potion)
- Elixir of Giant Sttength (as the potion)
- Elixir of Nourishment (as the level 5 cleric spell Create Food, but nourishes recipients directly)
- Elixir of Speak with Plants (as the level 5 cleric spell)
- Oil of Pass-Wall (as the level 5 magic-user spell)
SIXTH LEVEL FORMULAS:
- Dust of Dispel Evil (as the level 5 cleric spell)
- Elixir of Control Dragon (as the potion)
- Elixir of Control Giant (as the potion)
- Elixir of Control Human (as the potion)
- Elixir of Control Undead (as the potion)
- Oil of Stone to Flesh (as the level 6 magic-user spell)
SAVING THROWS: As magic-users.
ATTACK PROGRESSION: As magic-users.
ADVANCEMENT: As per the magic-user advancement table.





The Thief, right? Nobody digs this class. Every blog and every forum has about 20 different variations on the Thief. Most of the complaints fall into three categories:

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