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The Alchemist

Level Proficiency Bonus Features Research Point Reagent Point Max Reagent cost
1st +2 Alchemy, Ingredients gathering - 4 2
2nd +2 Alchemical Research, Homunculus crafting 3 4 2
3rd +2 Field of Research 6 6 3
4th +2 Ability Score Improvement 9 14 3
5th +3 Journeyman alchemist 12 14 5
6th +3 Field of Research feature 15 17 5
7th +3 Improvised Alchemy 18 27 6
8th +3 Ability Score Improvement 21 27 6
9th +4 - 24 32 7
10th +4 Field of Research feature 27 38 7
11th +4 Magnum Opus: Negredo traits 30 38 9
12th +4 Ability Score Improvement 33 44 9
13th +5 - 36 57 10
14th +5 Field of Research feature 39 57 10
15th +5 Magnum Opus: Albedo traits 42 64 11
16th +5 Ability Score Improvement 45 73 11
17th +6 - 48 73 13
18th +6 Magnum Opus: Citrinitas traits 51 73 13
19th +6 Ability Score Improvement 54 84 13
20th +6 Magnum Opus: Rubedo traits 57 84 13

The Alchemist Researcher and craftsmen of creation


A dwarf gleefully watches as his chimera tears though the To be an alchemist, is to understand the underlaying
pack of kobolds, before throwing his own explosive into forces and components that makes up the material plane
the pack, its content primed to flush them out of their and to use that understanding to manipulate and combine
tunnels. that to create new matter with wondrous effect, bound
A human carefully measure out the distilled droplets together with just a little bit of the alchemist own Viriditas.
that will be mixed into the token that her companions will The life force that alchemist believe reside in all things
use to cross the ocean, the small talisman fitting within her that's tied to the Anima Mundi, The living soul of all of
palm, turning into a great ship when it touches water. creation. To the layman then that is something that
A weakly orc proves that there is more than one path to happens in a lab and in a workshop, but even the most
strength, as he downs a concoction giving him the strength novice of alchemist can swiftly brew concoction and craft
to push over a tree to form a bridge over a canyon. talisman in the field with potent if not lasting power with
locally scrounged up ingredients.
Whether secreted away in a smoky basement laboratory
or gleefully experimenting in a well respected school of Soon the alchemist will learn that to understand
magic, the alchemist is first and foremost a scientist and a everything is simple too much and find an aspect that
craftsman who seeks to unravel the very nature of speaks to them or simple choice the most effective means
creation, dissecting it and then putting it together as of achieving their goals, and focuses their research and
talisman, potions or life itself from matter that makes up craft on a specific field.
everything and as they learn about the world, they learn Some focusing on the life force that resides within all
about themselves. living, other on the crafting of life and some on the very
The respective alchemist's field of research allowing the process of creation itself.
dedicated to express their soul, while the magnum opus
that they'll create as much a tool as it is an statement and
a work of art!

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Magnum Opus Equipment
You start with the following equipment, in addition to the
Research in alchemy for the vast majority of it's equipment granted by your background:
practitioner eventually stops or at least slows down, when
they master the art enough to make a living. The potion
(a) a simple weapon
peddler, court doctor and village wiseman of the world.
(a) five javelins or (b) any simple melee weapon
Alchemist's supplies
For the driven though, then their art allows them to unlock
deeper secrets of how aspects of the world work, allowing
(a) a dungeoneer's pack or (b) an explorer's pack
them to create a grand work, be it for the sake of science,
as a powerful means to a goal or to make a statement of Alchemy
what they believe is the ideal form. As a student of Alchemy, you have a Recipebook
They are the ones that are often found in dwelling into containing recipes for alchemical implements that you can
dungeons for ancient secrets, traveling the world to gather make, which documents your budding understanding of
unknown materials or thwarting invasions, before it can Alchemy. See Page 14, “The Law of Alchemy” for the
reach their lab and ruin their carefully set up experiment. general rules of using Alchemy and Page 15 "The Recipe
For some, that drive will allow them to set foot in the List" for how the individual recipes function.
garden of gods. Bringing true sentience to weapon,
crystallize their life philosophy into physical form and even Preparing and using Alchemy.
reforge their own body. As an alchemist, you have learned a number of recipes
listed in your recipe book, that you can use to prepare
Creating an Alchemist multiple alchemical implement such as potions, magical
items, and animated tools that produces a variety of
When creating an alchemist character, then consider why
effects when you activate them by spending reagent
you decided to study the art. If it's for the science or for
points.
the tool it provides or perhaps simple done to live up to
parental expectations. Talk to your DM about what role You prepare the list of alchemical implements that are
and place alchemy have in the campaigns society. If it's a available for you to use from the recipes in your
lost art or taught and exist side by side with wizards in recipebook.
academies and as an extension of that, how you learned to To do so, choose a number of implements equal to half
perform alchemy. In class, under an apprenticeship or self your alchemist level (rounded up) + your Intelligence
taught from old dusty books. What led you to then take up modifier (minimum of one recipe).
the adventuring life? Did you learn all you could where you The base reagent cost for each of the alchemical
came and sought to expand your knowledge through implement prepared in this way cannot exceed your Max
implementation? Was it simple a tool, something to be Reagent Cost as shown on the Alchemist table.
used to achieve your goal, the knowledge a means to an
end. Perhaps you risked failing your class and your teacher To activate a prepared alchemical implement, you must
decided that life would be a better teacher than books expend a number of reagent points equal to the
could be or you had stumbled upon rumours of hidden implement's reagent cost. Activating an alchemical
knowledge that you're now seeking out with little care for implement does not remove it from your list of prepared
why it became hidden in the first place. implements; you can activate a prepared implement any
number of times so long as you can pay the reagent cost.
Quickbuild The Alchemist table shows how many reagent points you
You can make an Alchemist quickly by following these have available to spend to activate your prepared
suggestions. First, put your highest ability score in alchemical implements. You regain all expended reagent
Intelligence, followed by Constitution. Second, choose the points when you finish a long rest.
Sage or Guild Artisan background.
For example, if you’re a 3rd-level alchemist, then the max

Class Features reagent cost of a prepared implements is 3. With an


Intelligence of 16, the number of implements you can have
As an alchemist, you gain the following class features prepared are five, made from any recipe chosen from your
recipe book, which could include a recipe with a base
Hit Points reagent cost of 3, and another recipe with a base reagent
Hit Dice: 1d6 per alchemist level cost of 2.
Hit Points at 1st Level: 6 + your Constitution modifier You also have a pool of 6 reagent points at level 3, and if
Hit Points at Higher Levels: 1d6 (or 4) + your you use an implement with a cost of 3, then you subtract
Constitution modifier per alchemist level after 1st that from your pool of reagent points.

Proficiencies
Armor: none
Weapons: light weapon
Tools: Alchemist's supplies
Saving Throws: Constitution, Intelligence.
Skills: Choose two from Investigation, Arcana, Medicine
and Nature.
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You can change your list of prepared implements when
you finish a long rest. Preparing a new set of alchemical Alchemical Research
implements requires time spent studying your recipebook Starting from level 2, You learn how to further improve on
and preparing the implements for use: at least 1 minute the basic recipes allowing you to tailor them to your
per reagent cost for each implement on your list. needs. You gain research point as you level as detailed in
the Research Point Column in the Alchemist Table. You can
Recipe book choose recipes you know when you level up and give them
At 1st level, you have a Recipe book containing 5 recipes
new traits, paying the corresponding research point.
for alchemical implements of your choice, with a max base
Researched traits are permanently known and the Spent
cost of 1. Your Recipe book is the repository of your
research points can not be recovered in any way.
alchemical knowledge.
A trait that have been researched for a recipe, can be
Alchemy Ability applied to an implements when you prepare it, increasing
Intelligence is your Alchemy ability for your implements's the reagent cost as listed in the trait description and
potency, since the power of your implements relies on adding the traits effect to the implement. The total reagent
your understanding of how to combine the ingredients. cost of a prepared implement with traits can not exceed
You use your Intelligence whenever an implement refers the value in the Max Reagent Cost column on the
to your Alchemy ability. In addition. you use your alchemist table. You can prepare more than one
Intelligence modifier when setting the saving throw DC for implement from the same recipe, with different or no trait
a recipe made by you. applied, each variant counting against your limit for how
Alchemy save DC = 8 + your proficiency bonus + your many implement you can prepare.
Intelligence modifier
Alchemy attack modifier = your proficiency bonus + Research points not spent during level up, can be spent
your Intelligence modifier during downtime, taking 1 week for each point cost of the
trait you wish to learn. You most spend at least 8 hours
Learning new Recipe after the first Level. each day that you spend on researching the trait. The work
Each time you gain a Alchemist level, you can add 1 recipe can be interrupted and resumed.
of your choice to your recipebook for free. The recipe must
not have a higher base reagent cost than the value in the Field of research
Max Reagent Cost column on the alchemist table. On your
adventures, you might find other recipe that you can add At 3rd level, you begins your path down the field within
to your recipebook (see the “Your recipebook” sidebar). alchemy that you will dedicate your research to, gaining
new knowledge of the field of your choice, chosen from
among the available subclasses detailed at the end of the
Ingredients gathering class description on page 10. Your choice grants you
The basis of alchemy, is to gather the right ingredients for features at 3rd level and again at 6th, 10th and at level 14.
your recipe. You can during a short rest, spend time
gathering ingredients to prepare reagents, allowing you to Ability Score Improvement
recover a number of reagents point equal to your
alchemist level. When you reach 4th level, and again at 8th, 12th, 16th and
19th level, you can increase one ability score of your
choice by 2, or you can increase two ability scores of your
Homunculus crafting choice by 1. As normal, you can't increase an ability score
At 2.nd level, your learn how to craft a simple lifeform to above 20 using this feature.
aid you in your studies, partly empowered by your own life
force. Your homunculus functions as a familiar summoned Journeyman Alchemist
by the find familiar spell, with several differences:
Starting from level 5, you learn how to give your
Your homunculus is a construct. implements lasting potency. Any implements that you can
You cannot dismiss your homunculus as you would a prepare, can now also be crafted as a single use magical
familiar. item, with a cost of 25 gp per reagent point cost and 2
You can give your homunculus the form you want, so days of work per reagent point. You most spend at least 8
long it have the same size as the chosen familiar and hours each day that you spend on crafting the implement.
the form have physical traits that matches the familiar, The work can be interrupted and resumed.
like wings for flying speed. Tokens and Charms made in this way, can also be used
Your homunculus cannot assume a different form, and activated by others, using a keyword you provide.
unless you use a ritual with the same cost and time as The cost does not include the cost, if any, to gain access
originally spent, at which point you can also choice the of an alchemy lab for the purpose and the workday
stats of another beasts. assumes a fully equipped lab as determined by the DMs'
When your homunculus dies, its body remains, and can discretion.
be reanimated as a ritual requiring 1 hour of work.

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Improvised Alchemy
Your Recipebook
At level 7, you learn how to mix in enhancing agents into
The Recipes that you add to your Recipebook as your prepared implements when you use them, in a swift,
you gain levels reflect the alchemical research you if inefficient process. You can use a bonus action to apply a
conduct on your own, as well as intellectual trait you know to a single use of a implement you have
breakthroughs you have had about the nature of prepared, and expend 2 reagent point, in addition to the
creation. You might find other Recipe during your reagent cost of the trait. Total reagent cost may not
exceed your normal limit. The chosen implement must be
adventures. You could discover a recipe recorded
used before the end of your next turn to gain the benefit
on a wall in an old alchemy lab, for example, or in a
of the trait.
dusty tome in an ancient library.

Copying a Recipe into the Book. When you find a


Magnum Opus, Stage Negredo
Recipe or an unlocked trait, you can add it to your Beginning at level 11, You start the process to craft your
Recipebook if it's off a base reagent cost that you magnum opus which starts it's existence in the chaotic
can prepare and if you can spare the time to Negredo state. An object of great power matching your
decipher and copy it. vision. Choice a Magnum Opus from the following options
and apply 2 Negredo Trait of your choice available to your
Copying that Recipe or the trait into your chosen Magnum Opus. You may remove a Negredo Trait
Recipebook involves reproducing the basic form of and replace it with another Negredo Trait each time you
level up.
the Recipe, then deciphering the unique system of
You always know the direction to your Magnum Opus if
notation used by the alchemist who wrote it. You
you're more than 100 feet away from it, and may craft a
must practice the Recipe until you understand the
new one if it is destroyed or you can not recover your
crafting method required, then transcribe it into current one, in a process that takes 1 week. You most
your Recipebook using your own notation. spend at least 8 hours each day that you spend on crafting
the implement. The work can be interrupted and resumed.
The process takes 1 hours and costs 25 gp for A lost Magnum Opus loses all power, upon the creation of
each base reagent cost of the recipe or each a replacement.
research cost of a trait. The cost represents
material components you expend as you Magnum Opus, Stage Albedo
experiment with the Recipe to master it, as well as
At level 15, Your magnum opus enters the purifying
the fine inks you need to record it. Once you have
Albedo State and grants you even greater power. Apply 1
spent this time and money, you can prepare the Albedo Trait of your choice available to your chosen
Recipe just like your other Recipes. Magnum Opus. You may remove a Albedo Trait and
replace it with another Albedo Trait each time you level up.
Replacing the Book. You can copy a Recipe from
your own Recipebook into another book—for Magnum Opus, Stage Citrinitas
example, if you want to make a backup copy of
your Recipebook. This is just like copying a new At level 18, Your magnum opus enters the transformative
Citrinitas State. Apply 1 Citrinitas Trait of your choice
Recipe into your Recipebook, but faster and easier,
available to your chosen Magnum Opus. You may remove
since you understand your own notation and
a Albedo Trait and replace it with another Albedo Trait
already know how to cast the spell. You need spend each time you level up.
only halv an hour and 10 gp for each base reagent
cost of the copied Recipe. Magnum Opus, Stage Rubedo
If you lose your Recipebook, you can use the When you reach level 20, Your magnum opus enters the
same procedure to transcribe the Recipes that you final Rubedo State. Apply 1 Rubedo Trait of your choice
have prepared into a new Recipebook and the available to your chosen Magnum Opus. You may remove
a Rubedo Trait and replace it with another Rubedo Trait
Recipes where you have unlocked traits. Filling out
each time you level up.
the remainder of your Recipebook requires you to
find new Recipes to do so, as normal. For this
reason, many alchemist keep backup Recipebook in
a safe place.

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Extended Alchemy: Reduce the Reagent cost of a
Magnum Opus prepared implement with 1, if the implement have had
the Long Lasting Trait applied more than 1 time.
Philosopher's Stone Empowered Alchemy: Reduce the Reagent cost of a
A choice is the transmutation of the self. prepared implement with 1, if the implement have had
It is an act that as much are defined by who you are the Empowered Trait applied more than 1 time.
As it is defined by who it makes you. Synergetic Alchemy: Reduce the Reagent cost of a
prepared implement with 1, if the implement have two
Philosopher's Stone is your belief on how alchemy should
different Traits applied, that increases reagent cost.
be approached and perhaps a reflection of how life itself
should be approached, crystallized into a physical shape, Rubedo Trait
aiding you in your craft. Perhaps you choice to have it
Prima Materia: You max Reagent points increases by
make you implement last for longer, representing a belief
a number of points equal to your alchemist level.
in steady progress or it could be that you choice to have it
Overcharged implement: The Max Reagent Cost of
make your implement more impact full, as your own
your implements increases with 1
forceful approach to problems or perhaps all that matters
Cogito, ergo id est: You may choice a recipe you know
is sheer optimization, which also speaks volume of who
with one or more traits that you have not unlocked and
you are.
treat one of it's trait as unlocked for the purpose of
Your Philosopher's Stone might resemble an uncut gem,
preparing implements, increasing the reagent cost as
be part of a valuable necklace, or the pommel stone of
usual. You may change your choice to a different recipe
your staff. It grants you the following benefits, so long it is
or a different trait, whenever you prepare implements.
in your possession.

You recover additional reagent points during a short


rest equal to your intelligence modifier (minimum of 1).
You may prepare an additional implement. If you lose
possession of your Philosopher's Stone, then remove
the implement with the highest reagent cost from your
prepared list.

Additionally, At certain levels, you get to choice traits for


your Philosopher's Stone, applying the chosen effect while
it is in your possession.

Negredo Trait
A coin a day: You can once a day turn rocks into silver,
with a worth of one silver piece. You regain the use at
the end of a long rest.
Illuminating: You may have your Philosopher's Stone
light up (taking no action), providing bright light in a 30
feet radius and dim light in an additional 30 feet radius.
Ageless: You no longer age, while the Philosopher's
Stone is in your possession
Water from a Stone: You may once a day squeeze 6
gallon of water from the stone, taking 1 minute. You
regain the use at the end of a long rest.

Albedo Trait
Stoicheion Element: Any Implement you can prepare
that have fire, lightning, acid, or cold element as part of
it's effect, may have it's element changed to one of the
4 mentioned, when it's being prepared.
Potion from a Stone: Decide on an Potion Type
implement that you can prepare with a max reagent
cost of 5. You gain one use of that implement without
expending Reagent points. You regain your use on a
short rest. You may change the implement in a process
that takes 1 week. You most spend at least 8 hours
each day that you spend on crafting the implement.
The work can be interrupted and resumed.
Lucky Charm: As a reaction, when you have to make a
saving throw, you may expend 7 reagent points to gain
advantage on the saving throw.

Citrinitas Trait

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Primordial Fire: Any grenade type implement
Fuel of the Fire of Creation.
prepared by you that deals fire damage ignores
"Prometheus they say brought god's fire down to man
resistance and immunity.
And we've caught it, tamed it, trained it since our history Purifying Flame: You may expend 9 reagent points to
began remove all debilitating effects that Greater Restoration
can remove, except exhaustion levels, from a willing
Now we're going back to Heaven just to look Him in the creature within 5 feet.
eye Standardized Formula*: Choice a grenade type
implement you can prepare with a max reagent cost of
And there's a thunder 'cross the land and a fire in the sky." two. It is now always prepared and you can use it
"Fire in the sky" by Jordin Kare. without expending reagent point.

In the beginning there was only darkness, and then came Citrinitas Trait
fire, scraping away at the edges and since then, man's Propellant: Extend the range of all grenade type
existence have been a continued struggle to spread the implement prepared by you with 60 feet.
first fire to banish all darkness. Off course, there are those Shock Waves: Any creature hit by a grenade type
alchemist who care little for philosophy and for them the implement thrown by you that requires an alchemy
attempt to create a fuel that can bring forth a resemblance attack roll, most make strength saving throw against
of the first great spark, is merely to get a powerful means your alchemy save to avoid being knocked prone.
to an end. Cool flame: Any potion type implements prepared by
you, also grants fire immunity against any of
The fuel a potent ingredients with a multitude of
implements used by you, during the potions duration. A
properties to burn away impurity, hold back the cold and
potion with the duration of instantaneous grants fire
light up in the dark. And in the hand of many alchemist a
immunity until the end of your next turn.
key ingredients to create very explosive concoction. The
fuel for your fire of creation might take the form of black
Rubedo Trait
powder kept in an animal horn that you with regularity
Big Bang: When ever you roll damage for a grenade
refill, a carefully padded bottle with a slow moving liquid
type implements prepared by you, treat all results of 1
that never seems to run dry, or a tree like substance that
and 2, as 3.
regrows when you whittle tinder from it. It grants you the
Inner Flame: Any potion implement you prepare also
following benefits, so long it is in your possession.
grant temporary hitpoints equal to your level, that last
You may add your intelligence to the damage of any for the potions duration or one hour, which ever is
grenade type implements you have prepared. greatest.
Any grenade type and Potion type Recipe you know that Phoenix's Flame: You may as a reaction, if you're
have an element, may have it's element changed to fire bloodied and takes fire damage from one of your
when you prepare an implement from it. implements, choice to accept the damage and change
the hp to the difference between your current hp and
Additionally, At certain levels, you get to choice traits for the fire damage the implement would had dealt. For
the fuel to your fire of Creation, applying the chosen effect example, if the implement deals 23 fire damage, and
while it is in your possession. you have 2 hp, then you'll be left with 21 hp.
Negredo Trait
Aromatic Smoke: You may during a short rest, have
up to 6 friendly creature regain an additional 2d6
hitpoint.
Hearth Fire: You may use the fuel for your Fire of
Creation to create a small portable heat source that fits
in your palm to keep you warm. The heat source takes
1 minute to create and keeps you at a comfortable
temperature for 24 hours, down to −80° F. You can
make additional heat sources for others to use, by
expending 1 reagent point.
Forge Fire: You gain advantage when you perform a
tool proficiency check using any artisan's tools that
requires a heat source, such as blacksmith's tool or
Baker's supplies and can spend 3 reagent points and 10
minutes working on a willing creature's tool, to grant
the creature the same advantage for 24 hours.
Cleansing Heat: You may during a short rest, purify
up to 6 gallon of water and make it drinkable, that
otherwise isn't drinkable, such as salt water, or the
water that's supernaturally fouled by a black dragon's
regional lair effect.

Albedo Trait
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Sentient Weapon Negredo Trait
"The time one is alive, is merely a part of ones entire
Chatty: The Sentient Weapon can speak and
existence."
understand up to 3 languages of your choice and
It is not the end that matters, but rather the struggle and grants the language proficiency to it's wielder and in
while an alchemist might find peace with themselves, addition to that, can speak and understand the
knowing that the struggle will not be over even after they languages of it's wielder. It also gain +2 charisma
are gone, then they might not be content with not leaving Knowledgeable: The Sentient Weapon gain
something behind for those who follows, in the form of a proficiency in two of the following: Knowledge (Arcana),
living weapon, who can guide and aid others. The Magnum Knowledge (Nature), Knowledge (Religion), Knowledge
Opus a means of continuing your vision even after you are (History) and can grant advantage to it's wielder in the
gone, and while you're still around, be a powerful skills it have proficiency in. It also gain +2 Intelligence
companion and weapon. Easy to use: The Sentient Weapon counts as a simple
weapon and in your hands, the reagent points to
The Sentient Weapon can take the shape of a simple animate it is reduced with 2 and can be done as a
anonymous sword that merely cuts very well, an bonus action. It also gain +1 to two of it's stats of your
elaborated staff covered in jewelries worth a duchy or a choice.
book from which daggers materialize to strike your foes. Alert: The Sentient Weapon gains proficiency in
To create your Sentient Weapon, First choice one of the Perception and Insight and it's senses now extend to
following weapon stat block to apply to it, and then choice 120 feet with dark vision. It also gain +2 Wisdom
either Piercing, Slashing or Bludgeon for damage type.
Albedo Trait
Type Damage Properties Alchemical Force: Choice a grenade implement you
Martial 2d6 Two-handed can prepare with a max reagent cost of 1. The Sentient
Martial 1d8 Weapon now also deal the grenades damage and
effects on a hit. The grenades deal damage as used by a
Martial Ranged 1d6 Range 150/600, Two-handed
level 1 alchemist.
Strengthening Weapon: Choice a potion implement
And then decide upon it's mental state, by assigning 15,
you can prepare with a duration and a max reagent
14 and 11 to Intelligence, Wisdom and Charisma and give
cost of 2. The wielder can as an action bestows the
it proficiency in one of the following: Persuasion,
implements effect upon themselves or a willing
Intimidation or Deception.
creature next to them. If the Sentient Weapon is
Lastly Choice it's alignment and Special Purpose.
animated, then it can bestow the implements effect
The Sentient Weapon can communicate by transmitting
upon a willing creature next to it.
emotion to you or it's wielder and can see and hear up to
Channelizing Force: Choice a charm implement you
30 feet and it have a proficiency bonus of +2 or equal to
can prepare with a max reagent cost of 2. The wielder
it's wielder, depending on which is highest. It counts as a
can as an action activate the effect of the charm
magical weapon for the purpose of overcoming resistance
implement. If the Sentient Weapon is animated, then
and immunity and as a +1 weapon when it have an Albedo
the effect is cast from it's location.
Trait, a +2 weapon when it have an Citrinitas Trait and a +3
weapon when it have an Rubedo Trait. You are considered
to have proficiency in the Sentient Weapon and can lend it
to others to use, for as long as you are willing. Other
creatures must attune to it, to gain it's benefits.
Additionally, you gain the following benefits while the
Sentient Weapon is in your possession

You gain advantage on your passive perception.


You can spend reagent points and an action to animate
it for 1 minute, giving it a flying speed of 30 feet and
allowing you to use a bonus action to make an Alchemy
Attack against a target within range. It cost 6 reagent
points if it have the two-handed property or the Range
property and 3 reagent point otherwise.

Additionally, At certain levels, you get to choice traits for


your Sentient Weapon, applying the chosen effect
immediately.

Part 2 | Magnum Opus


8
Citrinitas Trait
Alchemical Power: Choice a grenade implement you
can prepare with a max reagent cost of 5. The wielder
of then Sentient Weapon can as an action, launch a bolt
of energy, as if they had used the grenade implement
and may do so 2 times. All uses are regained on a short
rest.
Enhancing Weapon: Choice a potion implement you
can prepare with a duration and a max reagent cost of
5. The wielder can as a bonus action bestows the
implements effect upon themselves or a willing
creature next to them. If the Sentient Weapon is
animated, then it can bestow the implements effect
upon a willing creature next to it.
Channelizing power: Choice a charm implement you
can prepare with a max reagent cost of 5. The wielder
can as an action activate the effect of the charm
implement. If Sentient Weapon is animated, then the
effect is cast from it's location.

Rubedo Trait
Alchemical Might: Choice a grenade implement you
can prepare with a max reagent cost of 9. The wielder
of then sentient arm can as bonus action, launch a bolt
of energy, as if they had used the grenade implement
and may do so 1 time. All uses are regained on a short
rest.
Empowering Weapon: Choice a potion implement
you can prepare with a duration and a max reagent
cost of 9. The wielder can as a reaction after rolling
initiative, bestows the implements effect upon
themselves or a willing creature next to them. If the
Sentient Weapon is animated, then it can bestow the
implements effect upon a willing creature next to it. It
may do so 1 time. All uses are regained on a short rest.
Channelizing Might: Choice a charm implement you
can prepare with a max reagent cost of 9. The wielder
can as an action activate the effect of the Sentient
Weapon. If the Sentient Arm is animated, then the
effect is cast from it's location. It may do so 1 time. All
uses are regained on a short rest.

Part 2 | Magnum Opus


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Field of Animus Materia Living Potion
At level 14, You learn how to bestow a primordial life force
Focusing your studies on Animus Materia, allows you to to potions, ever ready to act upon your command. You
unlock the secret behind bestowing motion and learn the "Ooze" trait and can apply it to any Potion type
intelligence to matter. At first it manifest in minor objects recipes you know, increasing the reagent cost with 1. The
moving under their own power, soon living armaments for prepared implement can upon use be summoned as a tiny
offense and defense and culminating in your potions potion ooze in a space next to you, with a walking and a
resembling primordial life. climbing speed equal to your walking speed. The Ooze can
persist for 24 hours or until the end of your next long rest
Animated tools and takes no damage. The Potion ooze acts on your turn
Beginning at level 3, you gain the ability to animate a tool and can be commanded to share a space with you or a
during a long rest, chosen from the players handbook list friendly creature (taking no action) and apply it's effect on
of tool or item from the adventuring gear in your the creature at the end of it's movement as if it had been
possession, that will follow you around and do your consumed, destroying the potion Ooze in the process.
bidding. The tool have a fly movement equal to your land The amount of potion ooze you simultaneously can have
speed and most stay within 30 feet of you. It uses your summoned, is equal to half your proficiency bonus,
stats as if you were using it, if it attempts to perform an rounded down. All potion ooze acts at the same time. You
action or skills that is feasible for its form. The item stays may also give a potion ooze a condition, upon which it will
animated until the you end the effect, is knocked out or it apply it's effect to the target of the condition (taking no
strays more than 30 feet away from you. action), such as a Potion of Healing Ooze that will apply it's
effect to you, if you become bloodied.
Animated Token
Additionally at level 3, you learn the "Animated" trait and
can apply it to any token and Charm type recipes you
know that does not already have a movement speed upon
use, when you prepare implements. Applying the trait
increases the reagent cost with 1. An implement with the
Animated trait gain a fly movement equal to your land
speed and can move on the same turn it is used, before
it's effect activate at the end of it's movement.

Animated Arms
At level 6, You can during a long rest, choice to animate a
melee weapon or a shield that will follow you around and
do your bidding. The chosen weapon or shield have a fly
movement equal to your land speed and most stay within
30 feet of you. If it's a weapon, then it moves on you turn
and can perform one attack if you expend a bonus action,
using your alchemy attack modifier will always deal 1d8 +
int modifier damage regardless of the weapon type, either
slashing, piercing or bludgeon depending on which
weapon is animated. Its damage increases by 1d8 at level
9, 12, 15 and 17.
If it's a shield, then it will convey +2 AC to you or a
friendly creature it shares space with. It can automatically
move together with a friendly creature it shares a space
with (no action required), so long the creature doesn't
move further than 30 feet away from you. The weapon or
shield stays animated until you end the effect, is knocked
out or it strays more than 30 feet away from you. You can
have any combination of two at level 14, using both on the
same action.

Animated Vessel
From level 10,Your power grows to animate even greater
objects, and can now make a land-going or sea-going
vessel move under it's own power. You can during a long
rest animate an existing vessel that have room for no Art by takemiya
more than 12 medium sized creature and give it a land
speed of 40 feet if it's land vessel and a swim speed of 60
feet if it's a sea vessel. It moves according to your mental
command on your turn (costing no action), so long you're
within 60 feet of it.

Part 3 | Field of Research


10
The Alchemist by William Fettes Douglas
Field of Synthesis
Synthesis, along with the gathering of the right ingredients,
are the very foundation of beginning to perform alchemy
and those who focus on the basis gain subtle and
important understanding that can be applied widely. As an
Alchemist who focuses on the core, you'll learn how to
make the most of your alchemical implements, squeezing
out that little bit more power out of it, stabilizing their
potential and eventually leaving you in a position to go
down any path you wish.

Swift Synthesis
Beginning at level 3, your understanding of synthesis
allows you to quickly break down and remake implements
into a different shape. You may during a short rest, switch
a prepared implement out with another implement that
you can prepare.

Recycled Reagents
Additionally at level 3, you learn the "Recycled" trait and
can apply it to one of your prepared implement that cost
at least 3 reagent points. You regain one reagent point,
whenever you use that implement. You must have enough
reagent points to use the implement in the first place, to
gain the benefit from the trait. Applying the trait increases
the reagent cost with 0.

Stable synthesis
At level 6, You can apply "Stable" trait, to any implement
that requires a dice roll, allowing you to treat any 1 on a
die as a 2. Applying the trait increases the reagent cost
with 1.

Experimental Synthesis
At level 10, Your research into the potential of alchemy
grants you additional research point. You gain 10 research
point and an additional point at each following level.

Universal Implement.
At level 14, You learn how to craft an implement that stays
in an ever changing unstable state, whose true form are
not fixed until the last moment. You can prepare an
universal implement by first choosing it's type from
amount Grenade, Potion, Charm, Token or Oil. You can
spend an action to turn The universal implement into any
implement of it's type that you can prepare, with a reagent
cost of no higher than 5. The prepared Universal
Implement is now considered to be the implement you
have changed it into. You may only have one Universal
Implement of each type prepared at a time.

Part 3 | Field of Research


11
Field of Phlogiston Advance explosive
At level 14, your mastery of your art allows you to craft
"Noooo, Alchemy is an esoteric art and expression of self. complex explosives others dare not dream off. You reduce
You can't just solve everything with explosive!" the reagent cost of Grenade implements with 2, when you
"haha. problems go boom boom!" apply traits to them, making it possible for you to apply
more traits for the same reagent cost.
Demolition Expert This can not reduce the cost to less than the recipe's
Beginning at level 3, you learn how to create controlled base cost. For example, if a grenade type recipe have a
explosive to reshape your surrounding to your desire. base cost of 3 reagent points, and you apply a trait that
Your grenade implements deal double damage to objects increase the cost to 4 reagent points, then this feature will
and structures that you have investigated for 1 minute. only reduce the cost down to 3 reagent points.
Additionally, you can spend 3 reagent point and 10
minute to attach a explosive to the surface of objects and
structures next to you, that will create an explosion,
leaving a 5 feet diameter sphere crater on the surface,
centered on the point where the explosive have been
attached. The diameter of the sphere can be increased
with 1 foot for each additional reagent point spent. The
amount of reagent point spent this way on one explosion,
can not exceed your Max Reagent Cost as shown on the
Alchemist Table.
The explosion can be delayed with up to 1 minute,
chosen at the end of the 10 minutes it takes to attach the
explosive and the sound from the explosion can be heard
up to 200 feet away.
Everybody caught in the explosion rolls dexterity save,
taking 1d6 damage for each reagent point spent on it if
they fail and half if they succeed. The damage can be
either Fire, Cold, Lightning or Acid, chosen when you are
done attaching the explosive.

Shape charged explosive


Additionally at level 3, you learn the "shape charged" trait
and can apply it to any implements with a sphere or cone
Area of Effect and an instantaneous duration. When you
use an Implements with the "shape charged" trait, you can
choice (costing no action) to have a cone area that are not
included in the implements Area of Effect. The cone area
where the implements effects are excluded, most extends
from the point of impact for a sphere or from the tip if of a
cone and can be in any direction you choice and be as
wide or thin as you choice it to be.

Grenadier
At level 6, All grenades implement damage are increased
with an additional die.

Controlled explosion
From level 10, you gain even greater control over your The Discovery of Phosphorus by Joseph Wright
prepared explosives, wielding them as fiery scalpels. The
size of the explosion from you "Demolition Expert" feature,
can now be smaller than 5 feet diameter when you spend
3 reagent point, to a minimum if 1 inch diameter and can
be shaped into any geometric shape that does not go
below 1 inch in any dimension and above 5 feet diameter.
Additionally, you may double the reagent cost to reduce
the noise to 20 feet and the delay can now be extended for
up to 1 hour.

Part 3 | Field of Research


12
At level 14, your training in archery and alchemy allows
Field of Alchemical Archery you to provide unparalleled support from afar. You can at
One of the greatest challenge of practical implementation the beginning of another creatures turn, use a reaction to
of knowledge is that of distance. To get the potion to use an implement with the "robust container" trait and
where it's needed and in eons past, an alchemist realized launch the potion to land in their space, if they are within
that it's the same challenge faced by warriors and solved 80 feet of you. The Creature in the space may use a
with arrows. Focusing your studies in Alchemical Archery, reaction to consume the potion when it lands in their
allows you to learn how to craft your implements in the space.
form of arrows, allowing you to precisely and safely deliver
Additionally, you may now apply the warhead trait to any
harm and healing as needed over a distance.
grenade type recipe you know and if the recipe does not
requirer an alchemy attack roll, then you may designate a
Calculated trajectory point of impact that you can see within 120 feet of you.
At level 3, You gain proficiency in short bow, long bow and
cross bow and can make ranged attack with the weapons
you have proficiency in, as a ranged alchemy attack

Special delivery
Additionally at level 3, you learn the "robust container"
trait and can apply it to any potion type recipes you know,
when you prepare implements. Applying the trait
increases the reagent cost with 1. A potion with the robust
trait can be launched from your bow to any space you
choice within 40 feet during the same action you use the
recipe, including a space occupied by creatures, for any to
pick up and drink during their turn or with a readied
action.
At level 14, the range increases to 80 feet.

Alchemical warhead.
At level 6, you learn the "warhead" trait and can apply it to
any grenade type recipe you know, that requires a ranged
alchemy attack to use, when you prepare implements.
Applying the trait increases the reagent cost with 0. A
grenade with the warhead trait can be launched from your
bow as a ranged alchemy attack during the same action
you use the grenade and on hit deals the arrows damage
and the effect of the grenade on the target.

Handy arrows
From level 10, you craftmanships allows you to create
alchemical arrows with minor, useful effects as needed.
You can spend one minute to craft one of the following
arrows, and may only have one prepared at a time.

Flying rope: The arrow extends a rope behind itself


when fired, anchoring itself to where it hits. Choice a
surface within 120 feet when you use the arrow. A rope
becomes anchored to that spot and extends to your
position, persisting for 1 hour.
Signal Flare: The arrow can be shot straight up into
the air, releasing a loud sound and bright light at a
chosen height up to 300 feet. The sound can be heard
up to 300 feet away from your position and the light
may have a colour of your choosing.
Message Arrow: You can inscribe a message of up to
25 words in a language you know upon the arrow and
then launch it to a chosen spot you have already visited
within 3 miles of your location, traveling a half mile per
minutes. There must be an unobstructed path between
you and the chosen spot in a straight or a horizontal
Art from Atelier Lydie & Suelle by Gust
curving line, or else the arrow will be stopped at the
first obstruction.

Aid from afar.


Part 3 | Field of Research
13
The Law of Alchemy
What is a recipe and an Recipe Reagent Cost
implement? All recipe have a base reagent cost, which is how many
reagent points you must expend to use the implement
Recipes are the instruction for how to combine and prepared from it. The cost can be increased, by applying
transmute ingredients into potent magical items that can traits to the implement when you prepare it. Each trait list
be activated and then used. Implement is the catch-all how much it increases the cost to apply it. Implements
term for those magical items made by an alchemist. Using with a reagent cost of 0, can be used even if you have no
Alchemy consist of following the recipe to prepare the reagent points remaining.
inert implements with the intended effect, and then when
needed, add the activating reagent when you wish to use
it, using an action. It is assumed that you prepare enough
Recipe traits
Implements to last the day, based on your available Traits are extra effects that can be applied to an
Reagent. implement when it is being prepared, if the trait have been
made available for the recipe. A trait is made available, by

Recipe type paying the listed research cost upon leveling up, unless it
have no research cost, in which case the trait is known
Recipe are categorized into the following types of when the recipe is learned. Applying a trait to an
implement they create, that are used in different ways by implement, may adjust the Base Reagent cost and a
spending an action, unless stated otherwise. implement can have multiple traits assigned if they have
been unlocked. Traits always overwrite the base effect, in
Potions: Bottled liquid that gives it's effect to the one cases of conflicting effects. Traits than can be taken
who drinks it. When you use a potion implement, then multiple times stacks the effect and increases the cost as
you can choice to drink it during the same action, or detailed in the Stacking Reagent Cost Table.
give it to a willing creature within 5 feet to use. A potion
must be consumed before the beginning of your next Stacking Trait Reagent Cost increase.
turn after the implement is used, to gain it's effect. If Number of times taken Cost of Trait
you are under the effect of a potion with a duration and 1 1
drink another potion with a duration, then the new
2 3
effect overwrites the old one.
Grenade: Grenade covers all recipes that are thrown 3 4
as a ranged attack, which effect activates when it hits, 4 5
or lands on a chosen point of impact. When you use a 5 6
Grenade implement, then you can make a ranged
6 8
alchemy attack with it during the same action or
designate a point of impact within range if it does not 7 9
require an attack roll. A grenade must be thrown in the 8 11
same turn the recipe is used, to gain it's effect.
Token: Token covers all recipes, where the item itself is
what cause the effect and are obstructed by anything
that would obstruct a physical object. When you use a
Token implement, then you can activate it during the
same action. A Token must be activated in the same
turn the recipe is used, for it to work
Charms: Charms cover all implements, which produces
a magical effect. The effect follows all rules for spells as
detailed in the players handbook and can be affected
by anything that can affect spells and is considered to
be of a level equal to it's reagent cost converted to spell
level, as listed in the Spell Point Cost table in the DMG
for the purpose of effects like dispel magic. When you
use a Charm implement, then you can activate it during
the same action. A Charm must be activated in the
same turn the recipe is used, for it to work
Oil: Oil cover all implements, that applies it's effect by
rubbing it onto a creature or object. If you are under
the effect of an oil with a duration and apply another oil
with a duration, then the new effect overwrites the old
one. Oil implements can only be applied outside of
combat and takes 1 minute to apply before they work.
Part 4 | The Law of Alchemy
14
Fire Cracker Snow Globe
[Type:Grenade][Base Reagent cost: 0] [Type:Grenade][Base Reagent cost: 0]
Casting time: 1 action Casting time: 1 action
Range: 30 feet Range: 30 feet
Duration: Instantaneous Duration: Instantaneous
You can use an action to throw the grenade as a ranged You can use an action to throw the grenade as a ranged
Alchemy attack with a 30 feet range, dealing 1d10 fire Alchemy attack with a 30 feet range, dealing 1d10 Cold
damage on a hit. The damage increases by 1d10 at level 5, damage on a hit. The damage increases by 1d10 at level 5,
10 and 17. 10 and 17.

Applicable traits: Applicable traits:


Igniting. A flammable object hit by this spell ignites if it Flash freeze. A targeted water surface freezes in a 10
isn’t being worn or carried. feet radius and becomes solid difficult terrain for 1
minute.
Reagent Cost Increase: 0
Research cost to unlock: 1 Reagent Cost Increase: 0
Research cost to unlock: 1
Demolition. The recipe deals double damage against
building and objects. Freezing. A creature hit by the grenade, have its speed
is reduced by 10 feet until the start of your next turn.
Reagent Cost Increase: 0
Research cost to unlock: 1 Reagent Cost Increase: 0
Research cost to unlock: 1
Blasting. All creatures within 5 feet of a creature hit by
the recipe must make a dex save. They take half Slippery. The ground within the 5 feet radius of the
damage on a failed save and no damage if they succed. target becomes difficult terrain for 1 minute. Each
creature standing in its area when it appears must
Reagent Cost Increase: 1 succeed on a Dexterity saving throw or fall prone. A
Research cost to unlock: 2 creature that enters the area or ends its turn there
must also succeed on a Dexterity saving throw or fall
Lightning Rock prone.
[Type:Grenade][Base Reagent cost: 0] Reagent Cost Increase: 1
Casting time: 1 action Research cost to unlock: 1
Range: 30 feet
Duration: Instantaneous Potion of healing
You can use an action to throw the grenade as a ranged
Alchemy attack with a 30 feet range, dealing 1d10 [Type:Potion][Base Reagent cost: 2]
Lightning damage on a hit. The damage increases by 1d10 Casting time: 1 action
at level 5, 10 and 17. Range: Touch
Duration: Instantaneous
Applicable traits: You regain 2d4 + int modifier Hit Points when you drink
this potion.
well-balanced. The range increases to 60 feet.

Reagent Cost Increase: 0 Applicable traits:


Research cost to unlock: 1 Empowered. You regain an additional 2d4 Hit-Points
when you drink this potion. The trait can be taken
Magnetizing. Creatures wearing metal armor or made
multiple times.
of metal within a 5 feet radius of the creature hit by the
grenade, reduce their movement speed by 10 feet. Reagent Cost Increase: See "Stacking Trait Reagent
Cost increase" table.
Reagent Cost Increase: 0
Research cost to unlock: 0
Research cost to unlock: 1
Fortifying. If the amount of Hit Points you would
Flash-Bang. All creatures within 5 feet of a creature hit
regain from drinking this potion exceed your maximum
by the recipe must make a con save. They become
hitpoint, then you gain temporary Hit Points that last
blinded and deafened until the start of your next turn
for 1 minute equal to half of the excess healing.
on a failure.
Reagent Cost Increase: 2
Reagent Cost Increase: 1
Research cost to unlock: 3
Research cost to unlock: 1

Part 5 | Recipe List


15
Stable. The potion can be used for up to 4 hours after Taking one for you You can as a reaction, if you are
you have made it. targeted by an attack, and the bag is within 5 feet of
you, have it leap in between to impose disadvantage on
Reagent Cost Increase: 1
the attack. If the attack misses you but would had hit if
Research cost to unlock: 2 it wasn't for the disadvantage, the bag is destroyed,
spilling it's content.
Osmosis. You can make a ranged attack with the
potion as part of the action where you activate it, Reagent Cost Increase: 1
applying the potions effect if it hits a creature. You're Research cost to unlock: 1
considered proficient with the attack, which have a
range of 30 feet and are done with advantage against
AC 10 when targeting a willing creature.
Sleeping Gas
[Type:Grenade][Base Reagent cost: 2]
Reagent Cost Increase: 1
Casting time: 1 minute
Research cost to unlock: 1
Range: 30 feet
Regenerating. The potion heals an additional 1d4 hit Duration: 1 Minute
point at the beginning of your next turn after you have This grenade sends creatures into a magical slumber.
drunk it. The trait can be taken multiple times, Roll 5d8; the total is how many hit points of creatures this
extending the number of rounds where the effect is spell can affect. Creatures within 20 feet of a point you
applied. choose within range are affected in ascending order of
their current hit points (ignoring unconscious creatures).
Reagent Cost Increase: See "Stacking Trait Reagent Starting with the creature that has the lowest current hit
Cost increase" table. points, each creature affected by this spell falls
Research cost to unlock: 2 unconscious until the spell ends, the sleeper takes
damage, or someone uses an action to shake or slap the
Salve. Change the recipe type to [oil] that takes 1
sleeper awake. Subtract each creature’s hit points from the
minute to apply the recipe's effect. The Oil heals an
total before moving on to the creature with the next
additional 4d4+your int modifier hit points.
lowest hit points. A creature’s hit points must be equal to
Reagent Cost Increase: 0 or less than the remaining total for that creature to be
Research cost to unlock: 1 affected. Undead and creatures immune to being charmed
aren’t affected by this spell.
Walking Bag Applicable traits:
[Type:Token][Base Reagent cost: 2]
Empowered: Roll an additional 2d8 for the amount of
Casting time: 1 minute
Hit Points the grenade affects. The trait can be taken
Range: 30 feet multiple times.
Duration: 1 hour
This bag shaped token can hold up to 500 pounds when Reagent Cost Increase: See "Stacking Trait Reagent
used. If more weight is placed in it, the bag ruptures, Cost increase" table.
ending the duration, and everything in the bag spills out to Research cost to unlock: 0
the ground. The Bag is immobile while you are within 20
Long lasting. The recipe's effect last an additional 10
feet of it. If you move more than 20 feet away from it, the
minutes. The trait can be taken multiple times.
bag follows you so that it remains within 20 feet of you. It
can move across uneven terrain, up or down stairs, slopes Reagent Cost Increase: See "Stacking Trait Reagent
and the like, but it can’t cross any obstacles or elevation Cost increase" table.
change requiring hands. If you move more than 100 feet Research cost to unlock: 0
from the bag (typically because it can’t move around an
obstacle to follow you), it topples over and spills it content, Anguishing Nightmare Creatures put to sleep takes
ending it's duration. 1d4 psychic damage at the beginning of their turn. This
damage does not wake them up.
Applicable traits:
Reagent Cost Increase: 1
Empowered: The bag can hold an additional 100 Research cost to unlock: 1
pounds. The trait can be taken multiple times.
Dulling Creatures within 20 feet of the point of impact,
Reagent Cost Increase: See "Stacking Trait Reagent that are not put to sleep by the grenade has their
Cost increase" table. movement halved for their next turn and can not take
Research cost to unlock: 0 reaction actions.
With Hands. The Bag can now climb and cross any Reagent Cost Increase: 1
elevation you could. Research cost to unlock: 1
Reagent Cost Increase: 1
Research cost to unlock: 1

Part 5 | Recipe List


16
Nimbus Stone Water drop
[Type:Charm][Base Reagent cost: 2] [Type:Potion][Base Reagent cost: 2]
Casting time: 1 action Casting time: 1 action
Range: Self Range: Touch
Duration: 1 hour Duration: 1 hour
You can use an action to crack the nimbus stone, You can breath under water for the potions duration
causing a rain cloud to appear above you, covering a 60 after you drink this potion.
feet radius for an hour. The cloud will appear as close to
the roof as possible if used indoor. The cloud will extend Applicable traits:
10 feet down from under the roof and block sight like
Long lasting. The potion's effect last an additional
heavy fog for any creature tall enough to be within the
hour. The trait can be taken multiple times.
cloud, unless they can crouch or go prone under it.
Reagent Cost Increase: See "Stacking Trait Reagent
Applicable traits: Cost increase" table.
Long lasting. The recipe's effect last an additional Research cost to unlock: 1
hour. The trait can be taken multiple times.
Dolphin's grace. You also gain a swim speed of 30
Reagent Cost Increase: See "Stacking Trait Reagent feet for the duration of the potion.
Cost increase" table.
Reagent Cost Increase: 1
Research cost to unlock: 0
Research cost to unlock: 1
Enlarged. The clouds radius extend an additional 60
Low Impact. The effects of the potion is not
feet radius. The trait can be taken multiple times.
overwritten by the effect of other potions with a
Reagent Cost Increase: See "Stacking Trait Reagent duration.
Cost increase" table.
Reagent Cost Increase: 1
Research cost to unlock: 0
Research cost to unlock: 1
Torrential. The clouds unleash a torrential rain,
blocking sight like heavy fog for any creature below it. Potion of Alacrity
Reagent Cost Increase: 1 [Type:potion][Base Reagent cost: 2]
Research cost to unlock: 1 Casting time: 1 action
Range: Touch
Potion of Giants Might Duration: 1 minute
You gain double movement speed for the potions
[Type:Potion][Base Reagent cost: 2] duration after you drink this potion.
Casting time: 1 action
Range: Touch Applicable traits:
Duration: 1 minute
Lightning reflex. You gains a +2 bonus to AC, and has
You gain advantage on Strength Checks, and your
advantage on Dexterity saving throws for the potions
carrying Capacity doubles when you drink this potion.
duration.
Applicable traits: Reagent Cost Increase: 1
Enlarging. You also gain the benefits of the Enlarge Research cost to unlock: 1
effect of the "Enlarge / Reduce spell"
Lightning Speed. You also gains an additional action
Reagent Cost Increase: 1 on each of your turns for the potions duration. That
Research cost to unlock: 1 action can be used only to take the Attack (one weapon
attack only), Dash, Disengage, Hide, or Use an Object
Strengthening. Your Strength also becomes 21 for the action.
duration of the recipe.
Reagent Cost Increase: 3
Reagent Cost Increase: 8 Research cost to unlock: 3
Research cost to unlock: 3
Accelerated. You also deal an additional 2d6 damage,
Stable. The potion can be used for up to 4 hours after when you hit with a melee attack or a thrown ranged
you have made it. attack for the potions duration if you have moved at
least 10 feet in a straight line before performing the
Reagent Cost Increase: 1 attack.
Research cost to unlock: 2
Reagent Cost Increase: 2
Research cost to unlock: 2

Part 5 | Recipe List


17
Reagent Cost Increase: 11
Potion of Fire breathing Research cost to unlock: 1
[Type:Potion][Base Reagent cost: 2]
Casting time: 1 action Tree Feather Token
Range: Touch
[Type:Token][Base Reagent cost: 2]
Duration: 1 hour
Casting time: 1 action
After drinking this potion, you can use a bonus action to
Range: Touch
exhale fire at a target within 30 feet of you. The target
Duration: 1 hour
must make a Dexterity saving throw, taking 4d6 + int
You must be outdoors to use this token. You can use an
modifier fire damage on a failed save, or half as much
action to touch it to an unoccupied space on the ground.
damage on a successful one. The effect ends after you
The token disappears, and in its place a nonmagical oak
exhale the fire three times or when the duration have
tree springs into existence. The tree is 60 feet tall and has
ended.
a 5-foot-diameter trunk, and its branches at the top spread
Applicable traits: out in a 20-foot radius. The tree rots and harmless
collapse into sawdust when the duration ends.
Spicy You can exhale fire one additional time. The trait
can be taken multiple times. Applicable traits:
Reagent Cost Increase: See "Stacking Trait Reagent Rugged bark: The tree can be climbed as easily as a
Cost increase" table. ladder.
Research cost to unlock: 1
Reagent Cost Increase: 1
Blast furnace: The fire now affects everybody in a 5 Research cost to unlock: 1
feet wide and 30 feet long line.
Up sized: The tree trunk increases by 5 feet diameter,
Reagent Cost Increase: 1 it's height by 15 feet and it's branches by 5 feet in
Research cost to unlock: 1 radius. The trait can be taken multiple times.

Curving Flame.: You can target a creature, even if Reagent Cost Increase: See "Stacking Trait Reagent
other creatures are in between you and the target. If Cost increase" table.
the potion have the Blast Furnace trait, then you can Research cost to unlock: 1
choice which creatures in the line is affected.
Long lasting: The tree last an additional hour. The trait
Reagent Cost Increase: 1 can be taken multiple times.
Research cost to unlock: 1
Reagent Cost Increase: See "Stacking Trait Reagent
Low Impact. The effects of the potion is not Cost increase" table.
overwritten by the effect of other potions with a Research cost to unlock: 1
duration.
Animated: You can use a bonus action to move the
Reagent Cost Increase: 2 tree 20 feet and perform a melee attack with it using
Research cost to unlock: 2 your INT modifier and proficiency bonus, dealing 2d6 +
int modifier damage.
Turtle Oil Reagent Cost Increase: 2
[Type:Oil][Base Reagent cost: 2] Research cost to unlock: 2
Casting time: 1 minute
Range: touch
Duration: 1 hour
You apply the oil to a willing creature, hardening their
skin. The target’s base AC becomes 13 + its Dexterity
modifier.

Applicable traits:
Elemental Resistance For the duration, the willing
creature you apply the oil to also has resistance to one
damage type of your choice, chosen when you apply
the oil: acid, cold, fire, lightning, or thunder.

Reagent Cost Increase: 9


Research cost to unlock: 1

Dragon Scale For the duration, the willing creature


you apply the oil to also has resistance to nonmagical
bludgeoning, piercing, and slashing damage.

Part 5 | Recipe List


18
Grenade holder.: You can now spend an action and
Doll Servant pay the reagent cost of a prepared grenade implement
[Type:Token][Base Reagent cost: 2] to give it to the doll. The doll can now move 30 feet and
can with a bonus action be commanded to move
Casting time: 1 action
toward a location or a creature you can see, and it will
Range: self
then use the grenade (costing no action) when it is at at
Duration: 1 hour
the designated location or next to the target. The doll
The token takes the form of a small humanoid doll that
makes a ranged alchemy attack using your stats if the
otherwise can have any appearance you desire, that can
grenade must be thrown, otherwise the point of impact
perform simple task on your behalf. When activated, the
is centered on the doll. You can also spend 1 minute
doll springs to life with an AC 10, 1 hit point, and a
giving a doll detailed instructions for where to go or
Strength of 2, and it can’t attack. If it drops to 0 hit points,
who to seek out before it uses the grenade and it will
the spell ends. The doll can also be tiny in size, chosen
attempt to follow your instructions to the best of it's
when you prepare the implement.
ability.
Once on each of your turns as a bonus action, you can
mentally command the doll to move up to 15 feet and Reagent Cost Increase: 0
interact with an object. The doll can perform simple tasks Research cost to unlock: 2
that a human servant could do, such as fetching things,
cleaning, mending, folding clothes, lighting fires, serving Potion of Health
food, and pouring wine. Once you give the command, the
doll performs the task to the best of its ability until it [Type:Potion][Base Reagent cost: 3]
completes the task, then waits for your next command. If Casting time: 1 action
you command the doll to perform a task that would move Range: Touch
it more than 60 feet away from you, it falls inert. Duration: Instantaneous
The potion cures you of all diseases when you drink it
Applicable traits:
Applicable traits:
Empowered Increase the number of dolls by one, each
one can be giving a different task with the same bonus Specialized The potion's ability to remove diseases
action. The trait can be taken multiple times. when you drink it can be removed to reduce the
Reagent cost with 1.
Reagent Cost Increase: See "Stacking Trait Reagent
Cost increase" table. Reagent Cost Increase: -1
Research cost to unlock: 0 Research cost to unlock: 0

Long lasting. The recipe's effect last an additional Antidote: The potion also removes the poison
hour. The trait can be taken multiple times. condition when you drink it.
Reagent Cost Increase: See "Stacking Trait Reagent Reagent Cost Increase: 1
Cost increase" table. Research cost to unlock: 1
Research cost to unlock: 0
Sense restoring.: The potion also removes the
Semi-autonomous: The doll no longer falls inert when blinded and deafened condition.
it's more than 60 feet away from you, and you can now
give it a string of task that it to the best of it's ability will Reagent Cost Increase: 1
do, starting with the first task giving and moving on to Research cost to unlock: 1
the next when that is completed.
Cramps removal: The potion also removes the
Reagent Cost Increase: 2 paralyzed condition.
Research cost to unlock: 1
Reagent Cost Increase: 1
Research cost to unlock: 1

Part 5 | Recipe List


19
Roc Shape: The token can instead of being used to
Horn of Blasting deliver a message, be thrown 5 foot into the air, where
[Type:Charm][Base Reagent cost: 3] it turns into an enormous, multicolored bird. The bird
has the Statistics of a roc, but it obeys your simple
Casting time: 1 action
commands and can't Attack. It can carry up to 500
Range: 30-foot cone
pounds while flying at its maximum speed (16 miles an
Duration: Instantaneous
hour for a maximum of 144 miles per day, with a one-
You can use an action to blow the horn, which emits a
hour rest for every 3 hours of flying), or 1,000 pounds
thunderous blast in a 30-foot cone that is audible 600 feet
at half that speed. The bird disappears after flying its
away. Each creature in the cone must make a Constitution
maximum distance for a day or if it drops to 0 Hit
saving throw. On a failed save, a creature takes 5d6
Points. You can dismiss the bird as an action.
thunder damage and is Deafened for 1 minute. On a
successful save, a creature takes half as much damage and Reagent Cost Increase: 5
isn't Deafened. Creatures and Objects made of glass or Research cost to unlock: 3
Crystal have disadvantage on the saving throw and take
10d6 thunder damage instead of 5d6. Harassing.: The token can instead of being used to
deliver a message, turn into a small bird with the
Applicable traits: statistics of an owl that acts under your command on
your turn.
Empowered: The Charm deals an additional 1d6
damage unless it's Creatures and Objects made of Reagent Cost Increase: 0
glass, in which case it deals an additional 2d6 damage. Research cost to unlock: 1
The trait can be taken multiple times.

Reagent Cost Increase: See "Stacking Trait Reagent


Animated Weapon
Cost increase" table. [Type:Token][Base Reagent cost: 3]
Research cost to unlock: 0 Casting time: 1 action
Range: Touch
Sympathetic resonance.: The Charm deals double
damage to object and buildings. Duration: 1 min
You use a token in the shape of a weapon an embue it
Reagent Cost Increase: 1 with animation, turning it into a floating weapon that
Research cost to unlock: 1 appears within 5 feet of you under your command, dealing
either Slashing, Piercing or Bludgeon Damage, chosen
Focused: The Area of effect turns into a 30-foot line when you use it. You can spend a bonus action to move
and damage increases with 2d6. the weapon up to 30 feet and have it perform a Melee
Reagent Cost Increase: 0 Alchemy attack against a creature within 5 feet of it. On a
Research cost to unlock: 1 hit, the animated weapon deals physical damage equal to
1d8 + your Alchemy ability modifier of the chosen damage
ultrasound: The Charm can only be heard by type. The weapon can take whatever form you choose,
creatures with Blindsight that can nullified by being that fits the chosen damage type.
deafened.
Applicable traits:
Reagent Cost Increase: 1
Research cost to unlock: 2 Semi-autonomous. The blade automatically seeks out
the nearest hostile creature on the turn it appear to
make an attack and on each following turn repeats the
Ceramic Bird action on your turn (no action required). You can spend
[Type:Token][Base Reagent cost: 3] a bonus action to manually direct the blade.
Casting time: 1 action
Reagent Cost Increase: 2
Range: Touch
Research cost to unlock: 3
Duration: 24 hour
The token turns into a small bird that can be used to Embued. The animated weapon gains a +1 magical
deliver a message, like the Animal Messenger spell. bonus on damage and to-hit roll and count as magical
for the purpose of overcoming damage resistance and
Applicable traits: immunity.
Long Lasting The duration increases with 24 hour The Reagent Cost Increase: 1
trait can be taken multiple times. R Research cost to unlock: 2
Reagent Cost Increase: See "Stacking Trait Reagent
Cost increase" table.
Research cost to unlock: 1

Part 5 | Recipe List


20
Swarm. Summon an additional weapon dealing the
same type of damage. All weapons acts on the same North Wind's Fan
action. This trait can be taken multiple times. [Type:Charm][Base Reagent cost: 3]
Reagent Cost Increase: See "Stacking Trait Reagent Casting time: 1 action
Cost increase" table. Range: 60 feet
Research cost to unlock: 2 Duration: 1 minute
A line of strong wind 60 feet long and 10 feet wide blasts
Speedy. The summoned weapon can move up to 60 from you in a direction you choose when you use the Fan.
feet during your turn. Each creature that starts its turn in the line must succeed
on a Strength saving throw or be pushed 15 feet away
Reagent Cost Increase: 1
from you in a direction following the line. Any creature in
Research cost to unlock: 1
the line must spend 2 feet of movement for every 1 foot it
moves when moving closer to you. The gust disperses gas
Blade Oil or vapor, and it extinguishes candles, torches, and similar
[Type:Oil][Base Reagent cost: 3] unprotected flames in the area. It causes protected flames,
Casting time: 1 minute such as those of lanterns, to dance wildly and has a 50
percent chance to extinguish them. You must spend a
Range: Touch
bonus action on each of your turns to maintain the effect
Duration: 1 hour
for the charm's duration and can change the direction of
The oil can coat one slashing or piercing weapon,
the wind as part of the bonus action.
turning it into a +1 magical weapon for the duration
Applicable traits:
Applicable traits:
Self-maintained The implement can be released in
Empowered: The oil grants an additional +1 bonus to
the air and left floating in your space when you use it,
the weapon. The trait can be taken multiple times, to a
continuing to apply it's effect even if you move away
maximum of +3.
from the space. You must still spend a bonus action to
Reagent Cost Increase: See "Stacking Trait Reagent maintain the effect of the charm.
Cost increase" table.
Reagent Cost Increase: 1
Research cost to unlock: 0
Research cost to unlock: 1
Elemental enhanced: The oil grants the weapon an
Passage wind: You can use minute to attune the
additional +1d6 bonus damage during it's duration, of
charm to a ship and then toss the token up and
either fire, cold, acid or lightning element, chosen when
suspend it 10 feet in the air behind the ships sails,
applied.
where it will create a wind strong enough to fill the sails
Reagent Cost Increase: 2 of one ship, increasing its speed by 5 miles per hour for
Research cost to unlock: 1 8 hours.

Illuminating. The oil makes the weapon light up like a Reagent Cost Increase: 0
torch for the duration. The light can be suppressed by Research cost to unlock: 1
stoving away the weapon.

Reagent Cost Increase: 0


Research cost to unlock: 1

Water repelling. The oil removes the disadvantage for


fighting with a weapon underwater without swimming
speed.

Reagent Cost Increase: 1


Research cost to unlock: 1

Part 5 | Recipe List


21
Remote Triggered: You can as a reaction make the
Bottled lightning grenade explode, dealing it's effect, when a creature
[Type:Grenade][Base Reagent cost: 5] moves into or within 20 feet of where it's been thrown,
if the grenade have not yet blown up.
Casting time: 1 action
Range: 30 feet Reagent Cost Increase: 1
Duration: Instantaneous Research cost to unlock: 1

Bottled lightning sparks with energy when activated by Enlarged: The grenade's area of effect expands by an
reagents. You throw the grenade at a point within 30 feet additional 5 feet radius. The trait can be taken multiple
of you, releasing a burst of electricity. Each creature in a times.
20-foot-radius sphere centered on that point must make a
Dexterity saving throw or take 8d6 lightning damage on a Reagent Cost Increase: See "Stacking Trait Reagent
failed save, or half as much damage on a successful one. Cost increase" table.
The lightning spreads around corners Research cost to unlock: 1

Applicable traits: Noxious Fumes


Empowered: The grenade deals an additional 1d6 [Type:Grenade][Base Reagent cost: 5]
lightning damage. The trait can be taken multiple times. Casting time: 1 action
Reagent Cost Increase: See "Stacking Trait Reagent Range: 30 feet
Cost increase" table. Duration: 1 minute
Research cost to unlock: 0 You create a 20-foot-radius sphere of yellow, nauseating
gas centered on a point within range. The cloud spreads
Jumping Bolt: The lightning no longer affect all around corners, and its area is heavily obscured. The cloud
creatures in a 20-foot-radius sphere centered on the lingers in the air for the duration.
point of impact and instead hits up to 3 creatures Each creature that is completely within the cloud at the
nearest to the point of impact, which all must be within start of its turn must make a Constitution saving throw
20 foot of the point of impact. The number of affected against poison. On a failed save, the creature spends its
creatures are chosen when the grenade is thrown. action that turn retching and reeling. Creatures that don't
need to breathe or are immune to poison automatically
Reagent Cost Increase: 0
succeed on this saving throw.
Research cost to unlock: 1
A moderate wind (at least 10 miles per hour) disperses
Magnetizing: Creatures wearing metal armor that the cloud after 4 rounds. A strong wind (at least 20 miles
have taken damage from the grenade, reduces their per hour) disperses it after 1 round.
movement speed by 15 feet.
Applicable traits:
Reagent Cost Increase: 1
Poisonous Creatures that fails their constitution save
Research cost to unlock: 1
are also inflicted with the poison condition for 1 hour.

Bolt Storm Reagent Cost Increase: 1


Research cost to unlock: 1
[Type:Grenade][Base Reagent cost: 5]
Casting time: 1 minute Flammable: The can can be ignited by any open flame,
Range: 30 feet removing the cloud immediately. All creature within the
Duration: Instantaneous cloud when it ignites must make a Dexterity Saving
This grenade releases a flurry of metal spikes when it throw, taking 8d6 damage if they fail and half if they
explodes, impaling any caught in it's blast. You throw the succeed.
grenade at a point within 30 feet of you that it can land on
Reagent Cost Increase: 1
top and the grenade then explodes at the end of the turn
Research cost to unlock: 1
of a creature chosen when you use the grenade, but no
later than the end of your next turn. Each creature in a 20- Enlarged. The clouds radius extends an additional 10
foot-radius sphere centered on that point must make a feet radius. The trait can be taken multiple times.
Dexterity saving throw or take 8d6 magical piercing
damage on a failed save, or half as much damage on a Reagent Cost Increase: See "Stacking Trait Reagent
successful one. The spikes does not spread around corner. Cost increase" table.
Research cost to unlock: 0
Applicable traits:
Empowered: The grenade deals an additional 1d6
magical piercing damage. The trait can be taken
multiple times.

Reagent Cost Increase: See "Stacking Trait Reagent


Cost increase" table.
Research cost to unlock: 0

Part 5 | Recipe List


22
Enlarged The cone extends for an additional 10 feet.
Mint Breath The trait can be taken multiple times.
[Type:Potion][Base Reagent cost: 5] Reagent Cost Increase: See "Stacking Trait Reagent
Casting time: 1 action Cost increase" table.
Range: 60 feet cone Research cost to unlock: 0
Duration: Instantaneous
A blast of cold air erupts from your mouth. Each Water Jet: The cone is replaced with a 120 feet long
creature in a 60-foot cone must make a Constitution and 5 feet wide line and the damage on a failed save is
saving throw. A creature takes 8d6 cold damage on a failed now 8d6 and half on a success.
save, or half as much damage on a successful one. A
Reagent Cost Increase: 0
creature killed by this spell becomes a frozen statue until it
Research cost to unlock: 1
thaws.

Applicable traits: Builders Lyre


Empowered: The potion deals an additional 1d6 cold [Type:Charm][Base Reagent cost: 6]
damage. The trait can be taken multiple times. Casting time: 1 action
Range: 5 feet
Reagent Cost Increase: See "Stacking Trait Reagent
Duration: Instantaneous
Cost increase" table.
The charm takes the form small lyre that you play when
Research cost to unlock: 0
you activate it. You choice a stone object of Medium size
Slippery. The ground within the cone becomes difficult or smaller or a section of stone that fits within a cube no
terrain for 1 minute. Each creature standing in its area more than 5 feet in any dimension that's within range and
when it appears must succeed on a Dexterity saving form it into any shape that suits your purpose. So, for
throw or fall prone. A creature that enters the area or example, you could shape a large rock into a weapon, idol,
ends its turn there must also succeed on a Dexterity or coffer, or make a small passage through a wall, as long
saving throw or fall prone. as the wall is less than 5 feet thick. You could also shape a
stone door or its frame to seal the door shut. The object
Reagent Cost Increase: 1 you create can have up to two hinges and a latch, but finer
Research cost to unlock: 1 mechanical detail isn’t possible.

Enlarged. The Cone's range extends an additional 10 Applicable traits:


feet radius. The trait can be taken multiple times.
Enlarged Increase the number of cubes of a section of
Reagent Cost Increase: See "Stacking Trait Reagent stone that can be shaped increases with one. The trait
Cost increase" table. can be taken multiple times. Taking the trait 4 times,
Research cost to unlock: 0 also makes it possible to affect a Stone Object of size
Large.
Bottled Ocean Reagent Cost Increase: See "Stacking Trait Reagent
[Type:Grenade][Base Reagent cost: 5] Cost increase" table.
Casting time: 1 action Research cost to unlock: 1
Range: 30 feet
Precise: Finer Mechanical Details is now possible.
Duration: Instantaneous
Reagent Cost Increase: 1
Bottled Ocean splash around like a sea at storm when Research cost to unlock: 1
activated by reagents. You throw the grenade at a point
within 30 feet of you, releasing cone of water in a direction Distant: The range increases with 30 feet. The trait can
of your choice. Each creature in a 60-foot-cone centered be taken multiple times.
on that point must make a Strength saving throw. On a
failed save they take 6d6 magical bludgeon damage and Reagent Cost Increase: See "Stacking Trait Reagent
are pushed away from the point of impact to the edge of Cost increase" table.
the cone. On a success they only take half of the damage Research cost to unlock: 2
and are not pushed. The water does not spread around
corners and extinguishes all non-magical flames.

Applicable traits:
Empowered: The grenade deals an additional 1d6
bludgeon damage. The trait can be taken multiple
times.

Reagent Cost Increase: See "Stacking Trait Reagent


Cost increase" table.
Research cost to unlock: 0

Part 5 | Recipe List


23
Offensive shaping: The shaping can be done swiftly
allowing you to shape a form striking against a Transportable Atelier
creature. Perform an Alchemy Melee attack as part of [Type:Token][Base Reagent cost: 7]
using the charm, against a creature within 5 feet of the
Casting time: 10 minutes
targeted stone object or stone section. On a hit, the
Range: Touch
attack deals 12d6 piercing or bludgeon damage, chosen
Duration: 24 hour
when you use the charm. The enlarged trait increases
The token takes the form of a rolled up tent, that can be
the damage with an additional 1d6 each time it's taken
set up taking 10 minutes and when entered reveals a
for this recipe.
larger inside than outside. When you prepare the
Reagent Cost Increase: 1 implement, then decide on an interior floor plane. You can
Research cost to unlock: 1 create any floor plan you like, but the space can't exceed
50 cubes, each cube being 10 feet on each side and the
Iron Bands surface can feel and look like any material you desire.

[Type:Grenade][Base Reagent cost: 7] The Atmosphere is clean, fresh, and warm, but the interior
Casting time: 1 action is otherwise empty and any furniture must be brought in.
Range: 30 feet Any furniture that releases smoke, will be ventilated out of
Duration: 1 hour the top of the tent.
This rusty iron sphere measures 3 inches in diameter
The Tent can for the entirety of it's duration be packed
and weighs 1 pound. You can use an action to speak the
down again taking 10 minutes if no living creature is
command word and throw the sphere at a Huge or smaller
inside, and anything placed inside the tent appears on the
creature you can see within range. As the sphere moves
same spot, when it is set up again.
through the air, it opens into a tangle of metal bands.
At the end of it's duration anything inside the tent will be
Make a ranged Alchemy attack roll. On a hit, the target is
expelled to the nearest empty spot next to it, which can be
restrained until you take a bonus action to speak the
prevented by paying the tokens reagent cost at the end of
command word again to release it or until an hour have
a long rest to extend the duration by an additional, before
passed. Doing so, or missing with the attack, causes the
the 24 hours have passed. You do not need to have the
bands to contract and become a sphere once more. The
implement prepared when you do so, but must be inside
token can be picked up and reused of it misses. A creature,
or next to the tent when you do so.
including the one restrained, can use an action to make a
Strength check to break the iron bands. On a success, the Applicable traits:
item is destroyed, and the restrained creature is freed. If
the check fails, the creature can try again at the end of Enlarged Increase the number of cubes for the floor
each of its' turn. plane by an additional cube. The trait can be taken
multiple times.
Applicable traits:
Reagent Cost Increase: See "Stacking Trait Reagent
Expanding bands All medium sized or small creature Cost increase" table.
within 5 feet of the target must take a Dexterity save or Research cost to unlock: 1
be restrained too in the same manner.
Long lasting. The recipe's effect last an additional 24
Reagent Cost Increase: 2 hours.
Research cost to unlock: 1
Reagent Cost Increase: 0
Crushing Tightness: The token deals 5d6 bludgeon Research cost to unlock: 1
damage when it hits, and again at the beginning of the
restrained creatures turn for the tokens duration. Private: Sensors created by Divination Spells can't
appear inside the protected area or pass through the
Reagent Cost Increase: 2 exterior to look inside.
Research cost to unlock: 2
Reagent Cost Increase: 2
Spherical Hold: The outer ring of the iron bands form Research cost to unlock: 1
a sphere, causing the target to move 60 feet down
slope at the beginning of it's turn, if it is on one. The Secured.: Nothing can Teleport into or out of the
target can also be pushed with a athletic (Str) check by interior area and Planar Travel is blocked within the
anyone next to it, moving 5 feet it for each point the interior area.
result excess 8.
Reagent Cost Increase: 2
Reagent Cost Increase: 1 Research cost to unlock: 1
Research cost to unlock: 1

Part 5 | Recipe List

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