No version of D&D included this class in the core rule-books (IIRC), but there is an official version for 5e (in the Eberron book) and innumerable other versions out there (notably on Pathfinder).
However, I have never tried one in my games. The Eberron version looks decent enough (eh...) but seems to be more about balance than fun and explosions.
Here is how I'd go about creating an alchemist class, especially for OSR games.
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In theory, an alchemist (and his group) could carry LOTS of potions and do unimaginable damage.
However, it seems to me that there is an easy (and fun) way to fix this.
For example, let's imagine we have a 5th level wizard that can cast a 5d6 fireball once a day.
How would a 5th level alchemist compare?
If he could prepare a 5d6 "fire potion" (something like a grenade) every day, he could in theory spend a month creating those and then conquer an entire dungeon by himself - or with a small group of henchmen.
The alchemist must then be limited somehow. Here is how:
A) Each potion has a duration, which varies according to the alchemist's level. It is hard to keep them for too long.
B) Each potion has a potency, which varies according to the alchemist's level. A high-level alchemist can create a powerful potion that weights only a couple of pounds.
C) Each potion has a chance of going wrong, which varies according to the alchemist's level.
D) Each potion has weight and cost, obviously, which limits the alchemist but only slightly (eventually, all PCs get lots of gold and henchmen). Some potions require special ingredients that cannot be easily bought; the hearth of a dragon, etc.
E) Potions are somewhat fragile, unless you're using special (heavy, costly) containers.
F) Potions are unstable. Now you see where I'm going with this, right?
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Consider that the potion can go wrong (C), and not only during production, but also during use.
So, anyone can light a potion, but the alchemist does it better.
What if you make a mistake when you're lighting a fire potion?
Remember that you were carrying lots of fire potions in your backpack?
Kaboom!
Of course, the same thing can happen if you're carrying these potions and get hit by a fireball. Better make the saving throw!
Same goes other potions:
Healing potions: Maybe you can produce enough to heal an entire village - but if you give 10 healing potions to the same person, you'll get diminishing returns very soon.
Oil of sharpness: makes swords very sharp... but will ruin them if used repeatedly. Unless the sword is magical etc. Which means you can benefit your adventurer friends, but not an entire arm of peasants.
Philter of love: after the love wears off, only hatred remains!
And so on.
Of course, you can use the idea to take the alchemist class to another direction. Maybe anyone can brew and drink potions, but the alchemist is great at resisting the side-effects - like the Witcher [of course, you could go for something more mundane - maybe the alchemist wears protective gear all the time, like the plague doctor from dark dungeons, pictured above].
In this case, the alchemist is no longer a careful scientist that spends lots of time in a lab.
Instead, he becomes some kind of mutant creature filled with magical steroids.
Sounds a lot more fun... wouldn't you agree?
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Since we're on the subject, I have a few ideas on how to generate magic items - including potions - in my book Dark Fantasy Magic Items. You can find it by clicking on the link above.
If you like this, you'll find more stuff like this on my Dark Fantasy line.
It is also a great way to support this blog!
Hope you enjoy it! Thanks!
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