Introduction Playing ELDRA Character Creation Game Mechanics Equipment Peoples of ELDRA Classes Skills Spells Spellcasting Stunts Bestiary

Alchemist

Alchemists are masters of potions, poisons, and transformative elixirs. In ELDRA, the Alchemist’s power comes not from a single dramatic moment but from preparation — the right concoction at the right time changes everything.

Root Node · 1 CLA

Alchemist

+1 to Crafts checks involving alchemy. Identify any potion, bomb, or poison by smell and look without a roll.

Path of the Brewer

T1 · 1 CLA

Alchemical Savant

Craft potions at half material cost and half workload. When crafting a basic potion (Crafting level 2 or below), craft 2 potions for the cost of one.

Potent Brew

Potions you craft grant +1 to any numeric value they provide (healing, defense bonus, etc.).

Quick Draught

Drawing and consuming one of your own potions costs 0 AP instead of the standard action cost.
T2 · 1 CLA

Transmuter's Brew

Once per session, spending 3 AP, create a Transmutation Elixir lasting 24 hours. Choose one effect: Ironflesh (+2 Physical Defense), Stoneskin (+2 Elemental Defense), Wraithform (phase through solid objects as difficult terrain), Vipersense (+2 Perception), or Enlarge/Reduce (size change).

Extended Duration

Potions and elixirs you craft last twice as long as their listed duration.

Combat Alchemist

Once per scene, throw a potion at an ally within 10m as a free action. The ally consumes it immediately.
T3 · 1 CLA

Grand Alchemist

Create two different Transmutation Elixirs per session. Ironflesh and Stoneskin now grant full Resistance. Wraithform allows full movement speed. Any elixir you create may be shared with one ally at no additional cost.

Master Stock

Once per long rest, craft any potion of Crafting level 3 or below at no material cost.

Explosive Flask

Once per scene, throw a flask at a point within 10m. All creatures within 3m make a Reflex defend roll against your Crafts or take damage equal to your Crafts skill.

Path of the Bombardier

T1 · 1 CLA

Volatile Mixtures

Craft bombs at half material cost and half workload. You can throw bombs using your Crafts skill instead of Shoot.

Flash Flask

Once per scene, throw a flash flask for 1 AP. Creatures that fails a Reflex defend roll against your Crafts are Blinded until the end of their next turn.

Caustic Ampoule

Once per scene, throw a caustic ampoule for 1 AP. The creature must succeed on a Reflex defend roll contested by your relevant throw skill. On a failure, the target takes Fire Elemental damage equal to your Crafts skill and loses 2 Physical Defense until the end of the scene.
T2 · 1 CLA

Battlefield Alchemy

Once per scene, spend 2 AP to create one active alchemical zone within 10m lasting 3 rounds. Choose smoke (heavily obscured 4m radius), fire (creatures entering or starting their turn there take Fire damage equal to half your Crafts, rounded up), or frost (the area counts as difficult terrain and creatures inside suffer -1 Reflex).

Quick Fuse

The first bomb thrown or zone you create each scene costs 1 less AP (minimum 0).

Chain Reaction

If a creature fails against one of your bombs or zones, one adjacent creature within 2m takes the same damage or suffers the same penalty.
T3 · 1 CLA

Master Demolitionist

Once per session, spend 3 AP to unleash a grand mixture at a point within 15m. All creatures in a 4m radius make a Reflex defend roll against your relevant throw skill. On a failure, they take damage equal to your Crafts skill plus 2d6 of a chosen elemental or physical type and suffer one matching effect: Blinded, Dazed, or Prone. On a success, they take half damage and suffer no condition.

Saturated Ground

The area of Master Demolitionist remains hazardous until the end of your next turn. Creatures entering it take 1d6 damage of the chosen type.

Prepared Charges

Once per long rest, create one bomb of your choice at no workload cost.

Solid required progression · Dashed optional node requires the one above it