Waking the Dead; Reanimators for 5e Alchemists

The Reanimator is an archetype for the Alchemist class and is one of eight traditions, including Metamoporhs, Poisoners, Artificers, IrezumiPyromancers, Herbwardens, and more. You’ll need the core class presented in the original article and this to play the reanimator.

Reanimators

Alchemist are renowned for their understanding of the arcane sciences – chemistry, physics, geology, herbology, engineering, and, of course, biology. All alchemists have a basic understanding of healing, but reanimators use their knowledge to circumvent the capricious whims of the divine to hold the power of life and death in their hands.

Blowing up your Campaign: Pyromancers for 5e Alchemists

The Pyromancer is an archetype for the Alchemist class and is one of eight traditions, including Metamoporhs, Poisoners, Artificers, Reanimators, Herbwardens, and more. You’ll need the core class presented in the original article and this to play the pyromancer.

Pyromancer

Bonus Formula
Despite their nom de guerre, pyromancers are experts in fireworks, explosives, and energy manipulation beyond simple fire. Sought after by royalty and warbands alike, both for their ability to entertain as destroy enemies en masse, the skills of a skilled pyromancer go for a high price and their names reach farther and wider than many wizards. 

The majority of mixtures created by pyromancers take the form of bombs, rockets, explosive vials, and empowered ranged weapons and ammunition such as sling bullets and crossbows. Many pyromancers devise their mixtures in the form of primitive firearms and cannons.

As with other alchemical traditions, pyromancers can create simple mixtures outside of explosions. Skilled pyromancers not only create fireball-launching mortars and melf’s acid arrow firing crossbows, but healing mixtures and defensive devices such as potions of expeditious retreat, automated field defenses (shield), and force field projectors (mage armor).

5th edition Alchemists (Artificer, Metamorph, Poisoner)

[The Alchemist originally appeared at www.gameschangelives.com, and has been updated here to include new playtest information. Five (5) additional alchemical traditions will be posting here in Rich’s Gameroom over the next few months.]

About the Alchemist

The alchemist for 5th edition includes a wide range of archetypes that build, treat, or transform objects or creatures to create magical or semi-magical effects. The alchemist class uses the standard spells from the Player’s Handbook, though their special effects can be modified to represent the style and flavor of each alchemical tradition. Mordenkanin’s faithful hound used by an artificer alchemist is more likely a clockwork creature than a beast made of force, and his mage armor could be a force-field belt or strips of hard but ultra-light metal held together by magnetism. An enlarge mixture created by a metamorph alchemist could make the target more bestial looking, while a jump effect may give them cosmetic insect-like qualities. A poisoner alchemist’s circle of death is likely a cloud of lethal vapor that absorbs through the skin as well as the lungs, while their see invisibility may be the side-effect of a hallucinogenic berry that opens the mind to things the eyes can’t normally perceive.