Alchemist

The Alchemist is a Premium class introduced in U45 (Feb 2020). It is a full spell-casting class, based on the Alchemist Savant prestige class from the Magic of Eberron PnP sourcebook.

The Alchemist casts spells in a different manner from other classes and has unique spell book with 90+ spells. As Intelligence-based prepared casters, Alchemist's spells are subject to Arcane Spell Failure. When not casting, the Alchemist is designed as a range-throwing hybrid. The Alchemist has the following key features:
 * Flask-Throwing
 * Elemental Damage
 * Poisoned Weapons
 * Healing
 * Party member buffs, with powerful short-term effects
 * Unique spells not available to other classes

The Alchemist is free to VIPs and can be purchased in the DDO Store for

Class Summary
Alignment: Any

Hit dice: d4

Weapon and Armor Proficiencies



 * Feat simpleweaponproficiency.png‎
 * Simple weapons
 * }

Prestige Enhancements

 * Apothecary enhancements - Buff, support, positive healing & negative damage; Tier 5 - Cure/Inflict Critical Wounds admixture as AoE SLA, no Max Caster Level for Curative Admixtures and Gildleaf spells
 * Bombardier enhancements - Spell DPS, elemental SLAs, bonuses with Pyrite reactions; Tier 5 - Make immune creatures vulnerable to elemental damage
 * Vile Chemist enhancements - Poisons & debuffs: Additional poison damage to weapons (scales with Alchemist level & Cores enhancements); Bonuses to hit/damage for simple weapons; AoE poison SLAs with lingering damage; Tier 5 - Extra Critical Threat with Darts

Alchemist Class Feats
Alchemists can select bonus feats at levels 4, 8, 12, 16 & 20 from the following list:
 * Accelerate Spell (requires Alchemist level 8)
 * Empower Healing Spell
 * Empower Spell
 * 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) (requires Dex 13+)
 * Alchemical Studies - Pyrite: +1 Caster level with spells that match either of the two colors in your study (1st Acquisition requires Alchemist 4; 2nd Acquisition requires Alchemist 16 and increases Max Caster Level by 1)
 * Alchemical Studies - Verudite: +1 Caster level with spells that match either of the two colors in your study (1st Acquisition requires Alchemist 4; 2nd Acquisition requires Alchemist 16 and increases Max Caster Level by 1)
 * Alchemical Studies - Orchidium: +1 Caster level with spells that match either of the two colors in your study (1st Acquisition requires Alchemist 4; 2nd Acquisition requires Alchemist 16 and increases Max Caster Level by 1)
 * Battalion Brew: INT to hit and damage with Simple weapons (requires Alchemist 4)
 * Insightful Courage: You can use INT for Will saves (requires Alchemist 8; mutually exclusive with Insightful Fortitude, Force of Personality)
 * Insightful Fortitude: You can use INT for Fort saves (requires Alchemist 8; mutually exclusive with Insightful Courage)
 * Tonic of Toxins: You absorb 50% of all Poison damage, and are immune to Natural and Supernatural poisons. (requires Alchemist 8)
 * Liquid Luck: You gain evasion (requires Alchemist 12)

Spells
Alchemists may know any number of spells from their list (unlike bards and sorcerers)
 * Alchemists can purchase Alchemical recipes from Auromir Palance, the arcane scroll vendor in the House of Wizardry in House Jorasco, and the Arcane scroll vendors in the Portable Hole (for characters who can Teleport there)
 * Healing recipes are also available from Taniera Grisvill, the Artificer scroll vendor in House Cannith

Alchemists must choose and prepare their spells ahead of time:
 * Spells can be selected after resting at a rest shrine or while in a tavern
 * Alchemists should decide which spells to prepare based on upcoming questing requirements

To inscribe, prepare or cast a spell, an 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, Alchemists have a limited number of spell points and spell slots
 * Base daily allotment is given in the Advancement table (above)
 * Bonus Spell points are awarded for high Intelligence, as detailed here.

All Alchemist spells have Somatic components and invoke Arcane Spell Failure. Some spells have Material components - Alchemists use their own component list, distinct from those of other classes

See also spell usefulness.

Alchemist Spell Primers & Reactions
Every Alchemist spell is part of one of three Primer Categories: Using spells with different Primers in succession causes one of the following Reactions: The game remembers the current Reaction as well as the Primer of the last spell cast. In short, the last two Alchemist spells you cast determine your Reaction, for example: Each Reaction provides a different effect and the Enhancement Trees hook into them significantly: On changing Reaction, the Alchemist receives a large bonus, for 12 seconds, corresponding to the Reaction they moved to: With some exceptions, the following applies: In summary, using spells with different Primers in succession causes a Reaction. Enter a reaction state, provides a short-term buff (12s) and a long-term buff (permanent until leaving the reaction state). An alchemist remains in a reaction state, as long as they only cast spells from the two triggering primers. The effects of a reaction can be increased by spending points in the Alchemist enhancement trees.
 * Crimsonite
 * Gildleaf
 * Cerulite
 * Verdanite
 * Orchidium
 * Pyrite
 * Using a Crimsonite spell then a Gildleaf spell will put the Alchemist into Pyrite</b> state (with a sub-state listing of Gildleaf</b>, for the last spell cast)
 * Casting Crimsonite</b> or Gildleaf</b> spells while in Pyrite</b> will keep the Alchemist in Pyrite</b> (but will change the sub-state to Gildleaf</b> or Crimsonite</b>)
 * Casting a Cerulite</b> spell would remove the Alchemist from Pyrite</b> state and change the Primer to Cerulite</b>.
 * Pyrite</b> Reaction: +2 Fire, Cold, Electric, Acid & Poison Spell Power per Alchemist Level. (+40 at Alchemist Level 20)
 * Verdanite</b> Reaction: +2 Positive & Negative Spell Power per Alchemist Level (+40 at Alchemist Level 20)
 * Orchidium</b> Reaction: +2 Physical Resistance Rating per Alchemist Level (+40 at Alchemist Level 20)
 * Pyrite</b> Reaction: Fire, Cold, Electric, Acid & Poison Spell Power equal to (10 + (Alchemist Level x 6)) and a -50% Enhancement Bonus to Spell Point Cost.
 * Verdanite</b> Reaction: Positive & Negative Spell Power equal to (10 + (Alchemist Level x 6)) and Transmutation & Conjuration DCs equal to (1 + 1 for every 5 Alchemist Levels).
 * <b style="color:purple">Orchidium</b> Reaction: Physical Resistance Rating and Elemental Resistance equal to (10 + (Alchemist Level x 4)).
 * <b style="color:red">Crimsonite</b> spells relate to Elemental & Poison damage (fire, cold, acid, electricity, poison) and melee/ranged imbues
 * <b style="color:#CCCC00">Gildleaf</b> spells relate to Positive & Negative healing/damage, Crowd Control and Debuffs
 * <b style="color:blue">Cerulite</b> spells relate to defensive abilities & mitigation, buffs and utility spells