Alchemist

Alchemists are a new class coming to DDO in 2020 (in Update 45). It's a full spell-casting class based on Alchemist Savant prestige class from the Magic of Eberron PnP sourcebook with unique spell book; 90+ spells. They cast spells in a different manner than other classes. When not casting, they are a range-throwing hybrid, throwing darts, poison darts. Alchemists are elementalists + poison damage. Intelligence-based prepared casters are subject to arcane spell failure.


 * throwing flasks
 * poisoner - poison your weapons
 * one more tree (buffing and healing tree)
 * concoction they can mix and give to their friends; with powerful short-term effects
 * all new spells



Class Summary
Alignment: Any

Hit die: d4

BAB: 0.75

Saving Throws: Good Fortitude and Reflex, bad Will

Skills: Bluff, Balance, Concentration, Diplomacy, Haggle, Heal, Search, Spot, Spellcraft, Use Magic Device

Weapon and Armor Proficiencies



 * Feat simpleweaponproficiency.png‎
 * Simple weapons
 * }

Past Lives
TBD.

Passive: +1 Transmutation DC, +20 spell points

Active: +1 UMD and a 1/rest clickie that replenishes mana, based on level. At level 30, it's 160 (maybe 165?) mana.

Prestige Enhancements

 * Apothecary enhancements - buff, support, positive healing, and negative damage. Tier 5 (Heal admixture as AoE, instakill, sleep).
 * Bombardier enhancements - spell DPS, SLAs, bonuses with Pyrite reactions
 * Vile Chemist enhancements - poisons and debuffs: poison damage on weapon damage (like EK); weapon bonuses to simple weapons; cone spells with lingering poison damage. Tier 5: extra threat with Darts

Alchemist Class Feats
Alchemists get a bonus feat every 4th level.


 * Enlarge Spell
 * Eschew Materials
 * Extend Spell
 * Heighten Spell
 * Maximize Spell
 * Mental Toughness
 * Quicken Spell
 * Improved Mental Toughness
 * Precision
 * Precise Shot
 * Quick Draw
 * Rapid Shot
 * Shot on the Run
 * Dodge
 * Mobility
 * Point Blank Shot
 * Simple Thrown Expertise: You are skilled with the use of the Simple Throwing Weapons, and have a chance to throw an additional one per throw. (Percent chance to throw an additional projectile is equal to your Dexterity.) (REQ: Dex 13+) (Simple Thrown Expertise will also be available to non-Alchemists as a general/open Feat).
 * Alchemical Studies: Pyrite: +1 Caster level with spells that match either of the two colors in your study. (requires Alchemist 4)
 * Alchemical Studies: Verudite: +1 Caster level with spells that match either of the two colors in your study. (requires Alchemist 4)
 * Alchemical Studies: Orchidium: +1 Caster level with spells that match either of the two colors in your study. (requires Alchemist 4)
 * Battalion Brew: Int to hit and damage with Simple weapons. (requires Alchemist 4)
 * Liquid Courage: You can use INT for Will saves. (requires Alchemist 8) - mutually exclusive with Tough Tincture
 * Tough Tincture: You can use INT for Fort saves. (requires Alchemist 8) - mutually exclusive with Liquid Courage
 * Toxic Tonic: You are immune to Poison damage and get bonus saves versus poisons. (requires Alchemist 12)
 * Liquid Luck: You gain evasion. (requires Alchemist 12)
 * Alchemical Studies: Pyrite: +1 Max Caster level with spells that match either of the two colors in your study. (requires Alchemist 16 and the relevant Studies feat)
 * Alchemical Studies: Verudite: +1 Max Caster level with spells that match either of the two colors in your study. (requires Alchemist 16 and the relevant Studies feat)
 * Alchemical Studies: Orchidium: +1 Max Caster level with spells that match either of the two colors in your study. (requires Alchemist 16 and the relevant Studies feat)

Spells

 * An alchemist must choose and prepare their spells ahead of time (see below).
 * 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, an alchemist has a limited number of spell points and spell slots.
 * Their base daily allotments are given in the previous table.
 * Bonus Spell points are awarded for high Intelligence as detailed here.
 * Unlike a bard or sorcerer, an alchemist may know any number of spells. They must choose and prepare their spells ahead of time by resting at a rest shrine or being in a tavern. While resting, an alchemist should decide which spells to prepare.
 * Of particular note to players when developing an alchemist character is that certain spells may only be obtained through the Auction House; finding a scroll or choosing it upon leveling up.
 * See also spell usefulness.

Every Alchemist spell is part of one of three Primer Categories:
 * Cerulite: Defensive abilities and mitigation, buffs, and utility spells
 * Crimsonite: Elemental and Poison damage (fire cold acid electric and poison) and melee/ranged imbues
 * Gildleaf: Positive and negative healing/damage, crowd control, and debuffs

Using spells with different primers in succession causes a Reaction. When you enter a reaction state, you receive a short-term buff (12 seconds) and a long-term buff (permanent until you leave the reaction state). You remain in a reaction, as long as you only cast spells from the two triggering primers. You can increase the effects of a reaction by spending points in Alchemist's enhancement trees.