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