Link to the abilities

I kinda wanted to take my own shot at creating a fan-job for FF14, and the one my brain happened to gravitate towards was Chemist.

And since I thought of the mechanical stuff first, that’s what I’ll get into. I wanted the Chemist to be a “jack of all trades” when it came to the healers, being able to bring strong heals, utility, and decent damage.

How I want to make them unique is their ability to provide utility that is more support-based than damaged-based. Increasing healing, damage mitigation, restoring resources, something along those lines. I don’t really count shields as “utility”, and the buffs that Astrologian provides are more for offense capabilities.

Their main mechanic is the Chemical system. It functions like to the Mudra system for Ninjas, but the way it works is like this:
  1. You have 2 charges of 3 chemicals you can combine with the Mix action to create Compounds
    *A single charge of a chemical refills after 15s
  2. You select two chemicals to prepare for your Mix action
    *The selected chemicals do not expire nor have to be used immediately like Mudra do. So you can prepare a compound and hold onto it for when you need it.
    *The selected chemicals can be removed with the “Flush” action
    *I’m thinking that the chemicals wouldn’t get refunded
  3. You execute the Mix action which creates a Compound that you can use on your party.


The compounds were designed to be powerful and something you can use throughout the fight rather than something you have to prepare and use immediately. For example, if you had a tank that was taking a lot of damage, then you could prepare the Hardening Compound and use it when they’re fighting a lot of enemies. But if you need a boost in overall healing with your group, you can use the Invigoration Compound to help yourself and other healers.

Though because their compounds are more focused on utility rather than healing, that is why the numbers for the Chemists’ healing spells may seem a bit inflated. I tried to get them to be a little less powerful than the White Mage’s healing.

As for the lore, I’ve put only a little thought into it. Their practice would be formally called Aetherochemistry. And their weapon would be a pseudo grenade launcher with a backpack of chemical ammo. I’m thinking the device would either draw on the user’s aether like a Machinist’s converter, or they magically infuse their chemicals as they have that advantage being a non-Garlean.

Quest-wise, I definitely want them to have some association with Thavnair and the Allagans. I’m thinking your main teacher would be a Garlean defector hiding out in Eorzea. You’d probably meet in Ul’Dah, what with the Alchemist’s guild and all.

But please let me know what you think! I’d like to make a fancy art for this, but I want everything to be just right before I do so.