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The Definitive Alchemist

Contents
Preface 3 Discoveries 15
Alchemist 4 Grand Discoveries 20
Class Features ................................................................... 4 Construct Upgrades 22
Alchemist Class Table .............................................................. 5
Alchemy .......................................................................................5 25
Alchemical Field Specialisation .............................................7 Alchemist Spells and Formulae
Specialised Formulae ...............................................................7
Discoveries ................................................................................. 7 Extras 26
Always Busy ................................................................................7 Alchemical Creations ............................................ 26
Complex Formulae ....................................................................8 Alchemical Items .....................................................................26
Grand Discovery ........................................................................8 Poisons ......................................................................................28
Alchemical Field Specialisations 8 Healing Items ...........................................................................30
Multiclass Rules ..........................................................30
Field of Blight-Breaking ......................................8 Requirements ...........................................................................30
Precise Treatment .....................................................................8 Proficiencies ............................................................................ 30
Healing Infusions ...................................................................... 8 Alchemy, Spellcasting and Pact Magic ...............................30
Breath of Life ............................................................................. 9
Touch Injection .......................................................................... 9 Preservationist Discovery Options ...........31
Potent Healing ........................................................................... 9 Credits and Legal ....................................................... 31
Field of Blight-Making .......................................... 9
Refined Poisons .........................................................................9
Plague-Seeker ............................................................................9
Virulent Sickness ....................................................................10
Necrotising Fasciitis ...............................................................10
Malady and Bedlam ................................................................10
Field of Destruction ............................................... 10
Destructive Force ....................................................................10
Explosive Infusions .................................................................10
Rapid Bombardment ..............................................................11
Assured Destruction ...............................................................11
Overwhelming Destruction ...................................................11
Field of Mechanism ................................................... 11
Construct Ally .......................................................................... 11
Constantly Improving .............................................................12
Shared Infusions .....................................................................12
Empowered Attacks ............................................................... 12
Combat Prowess .....................................................................12
More Machines ........................................................................12
Field of Mutagenics ..................................................13
Mutagens .................................................................................. 13
Localised Mutation .................................................................14
Cognisant Mutagens ...............................................................14
Adaptive Mutagens ................................................................. 14
Splitting Mutation ...................................................................14
Field of Reanimation ...............................................14
Deathwatch .............................................................................. 15
Compliant Subjects ................................................................ 15
Stilled Blows ............................................................................15
Familiar Veils ........................................................................... 15
Living Undeath ........................................................................ 15

CONTENTS
2
Preface

T
he alchemist is a class beloved by a broad
selection of people for an equally broad
number of reasons. Testament to this are the
many creative and interesting versions of the
class that others have made according to their
own visions for bringing the alchemist forward
from its earlier roots, into this 5th edition of
the world's greatest roleplaying game.
Others have produced a variety of interpretations on this
class, and I encourage any budding alchemists to look to
some of those as well.
Each has their own approach to the very large task of
converting such a complex and varied class to the 5th edition
rule set, and I'll do my best to note the other conversions that
I've looked at in the past few months in the credits at the end
of this document.
This project began as my own attempt to create a conversion
for my own specific character build, which used options I
couldn't find adequately represented in other conversions.
Once I started, however, I realised I couldn't leave it at just
that. I wanted to do it properly, and capture everything, even
the possibilities that I wouldn't be using.
What I hope now to present with this work is a full and
complete class that manages to offer the choices needed to
truly capture as much of the original flavour of the alchemist
as possible - to present as much freedom to make a unique
character with unusual abilities as the original - while still
bringing it into the simplified style and balance of 5th edition.
It won't be perfect, and there will be some things that I just
could not find a place to fit in... but I hope to have made a
very solid attempt.
Whatever flavour of alchemist you would like to create, this
conversion should be able to cater to your desires, without
forcing any elements you don't want.
If even a small handful of people find it ideal for their
needs, then I'll count my time well spent.
-Erica

PREFACE
3
They tend to be peculiar and eccentric, driven by a need to
Alchemist advance their own knowledge purely for the sake of
A raging monstrosity of aberrant limbs and rippling flesh understanding, and to reach the pinnacle of mastery in their
tears into a pack of advancing demons, unconcerned for the chosen fields.
spears that pierce it. When the battle subsides, the behemoth Some may content themselves to be instructors and
shudders and dissolves into the form of an exhausted halfling educators within organised guilds or societies, but it is
who begins applying potions and salves to tend the wounds of usually the desire to further their own studies and
her allies before her own. capabilities that drives even the most closeted or hermetic of
A mechanical beast dashes across the battlefield, weaving alchemists into the life of adventure where they can put their
through the orc forces as their crude weapons glance knowledge into stunning application.
ineffectively off its body. It skids to a halt, turning on the
attacking horde, and the grinning gnome at the controls pulls Creating an Alchemist
a pair of levers, bathing his enemies in streams of acid and As you create an alchemist character, consider how they
ice. came to pursue the sciences, as opposed to, say, seeking
An elven woman strides purposefully through a busy training as a wizard. Did they have a solitary mentor, or join
market. Behind her, one by one, then in clusters, citizens an established guild?
begin to retch and fall to the ground. Guards rush up, but a Consider your character's relationship and views on magic
noxious cloud billows out from the phials the woman and the arcane. Do they view it as just another field of study?
produces, driving them to their knees. Those that do reach Do they spurn it as ephemeral or unreliable in contrast to the
her recoil again, crying out in horror as their skin begins to true sciences? Are they aware that in preparing their own
blacken at the touch. Behind her, the commoners begin to formulae, they are also using hints of arcane energy, or are
rise once more, shambling after their new mistress in they oblivious to this?
mindless undeath as the elf smiles. What drew your alchemist from study into adventure? Was
Alchemists follow a broad array of studies and it the promise of more secrets and discoveries? Did they feel
specialisations, united as a class by their understanding of the need to put their learning to a more practical field test?
the hard sciences of the multiverse and how to manipulate Consider also what sorts of events led your alchemist to
them. Their formulae achieve primarily through chemical pick the fields of study they specialise in – more than most
science what others must rely upon the arcane for, from classes, the capabilities of different alchemists can be worlds
impressive self-augmentation to elixirs that can prolong, apart based on their fields of choice.
preserve or even restore life, while their knack for making
bombs and other explosives can usually make up the Quick Build
difference where potions might fail. Regardless of their field You can make an alchemist quickly by following these
of study, true alchemists all share a thirst for understanding, suggestions. First, Intelligence should be your highest ability
and the drive towards making that next major breakthrough, score, followed by Constitution. Second, choose the guild
or ground-breaking discovery to further their art. artisan or hermit background. Third choose the mending and
prestidigitation cantrips, along with the following 1st level
Not Exactly Magic formulae for your formula book: armour of agathys,
No matter their particular fields of study, most alchemists comprehend languages, cure wounds, feather fall, identify,
rely heavily on their complex and esoteric formulae, precise and shield.
in their concoction, to achieve effects upon themselves and
those around them that range from the subtle to the fantastic.
While primarily based in the raw science of alchemy, most
true alchemists weave a small amount of arcane influence
into their work, whether they are aware of doing so or not.
This allows them to achieve effects with their draughts that
other lesser potion-makers can only marvel at and struggle to
comprehend.
Alchemists who become adventurers also develop a more
direct deterrent to those that would harm them, in the form
of alchemically catalysed explosives – each alchemist's
process and style of bomb-making is unique to them, and few
ever divulge their personal method, even to other alchemists.
A Thirst for Understanding
Not every hedge-witch or salve-maker who brews draughts
for their village is a true alchemist and few alchemists who
claim the title could ever be described as mundane potion-
makers.

ALCHEMIST | INTRODUCTION
4
Alchemist
  Proficiency     Cantrips   —Spell  Slots  per  Spell  Level—
   Level    Bonus Features                                          Known 1st 2nd 3rd 4th 5th  Discoveries 
1st +2 Alchemy, Field Specialisation 2 2 — — — — —
2nd +2 Discoveries 2 3 — — — — 2
3rd +2 Always Busy 2 4 2 — — — 2
4th +2 Ability Score Improvement 3 4 3 — — — 2
5th +3 — 3 4 3 2 — — 3
6th +3 Field Specialisation Features 3 4 3 3 — — 3
7th +3 — 3 4 3 3 1 — 4
8th +3 Ability Score Improvement 3 4 3 3 2 — 4
9th +4 — 4 4 3 3 3 1 5
10th +4 Field Specialisation Features 4 4 3 3 3 2 5
11th +4 Complex Formula (6th) 4 4 3 3 3 2 5
12th +4 Ability Score Improvement 4 4 3 3 3 2 6
13th +5 Complex Formula (7th) 4 4 3 3 3 2 6
14th +5 Field Specialisation Features 4 4 3 3 3 2 6
15th +5 Complex Formula (8th) 4 4 3 3 3 2 7
16th +5 Ability Score Improvement 4 4 3 3 3 2 7
17th +6 Complex Formula (9th) 4 4 3 3 3 2 7
18th +6 — 4 4 3 3 3 3 8
19th +6 Ability Score Improvement 4 4 3 3 3 3 8
20th +6 Grand Discovery 4 4 3 3 3 3 8

Class Features Alchemy


As an alchemist, you gain the following class features. As an alchemist, you have a formula book containing the
initial alchemical concoctions you know how to make.
Hit Points The rules for your alchemy follow most of the same rules
Hit Dice: 1d8 per alchemist level for spellcasting as found in the chapter 10 of the Player's
Hit Points at 1st Level: 8 + your Constitution modifier Handbook, with a few noteworthy difference, described
Hit Points at higher Levels: 1d8 (or 5) + your Constitution below.
modifier per alchemist level after 1st
Formula Use
Proficiencies Alchemical principles are based first and foremost on
Armour: Light armour 'mundane' science, but true alchemists learn to weave
Weapons: Simple weapons together these founding principles with a certain amount of
Tools: Alchemist supplies, and your choice of either arcane practice, instilling their creations with power and
Herbalism kit or Poisoner's kit potency beyond the scope of simple chemical interactions.
Saving Throws: Intelligence, Constitution You keep the formulae used for creating these complicated
Skills: Choose three skills from Arcana, History, Insight, concoctions in a formula book, often recorded in a personal
Investigation, Medicine, Nature, and Perception code or cipher, with in-built pitfalls and misdirection to fool
and mislead those who attempt to read it without the proper
Equipment understanding.
You start with the following equipment, in addition to the Your formulae function much like the spells they emulate,
equipment granted by your background: enough that they are treated as spells for all other purposes.
Due to your method, however, your formulae are always
Leather armour and (a) a quarterstaff or (b) a dagger treated as having Somatic and Material components, and
A set of alchemist's supplies never have Verbal components, unless otherwise noted by a
(a) a scholar's pack or (b) an explorer's pack feature you later acquire.
A formula book
ALCHEMIST | CLASS FEATURES
5
Cantrips Alchemical Ability
At first level, you know two cantrips of your choice from the Intelligence is the ability you use for your alchemist formulae.
alchemist spell and formulae list. You learn additional You use your Intelligence whenever a formula refers to your
cantrips of your choice at higher levels, as shown in the spellcasting ability. In addition, you use your Intelligence
Cantrips Known column of the Alchemist table. modifier when setting the saving throw DC for an alchemist
Your cantrips are not formulae; they follow their normal formula you use, and when making an attack roll with one.
component requirements, and may have Verbal components, Alchemist save DC = 8 + your proficiency bonus + your
or lack Somatic or Material components, as listed in the spell. Intelligence modifier
These cantrips are not recorded in your formula book. Alchemist attack modifier = your proficiency bonus +
They might be primarily arcane in nature; spells in the your Intelligence modifier
traditional sense that are simply memorised well enough to
let you cast them regularly without expending any real Long-Process Formulae
energy, or you might use minor concoctions or small tinkered Some formulae can be executed using a longer process
devices to mimic the effects. which spares you the exertion of expending a formula slot.
In addition to these cantrips, you also know the methods of You can execute any formula you know as a long-process
quickly assembling alchemically catalysed explosives, and formula (using the rules for ritual casting, as found in chapter
can keep the simple components for doing so on your person 10 of the Player's Handbook) if it has the ritual tag, and you
at most times. You gain the alchemical bomb cantrip, which have the formula in you formula book. You don't need to have
does not count against your number of cantrips known. the formula prepared.
Additionally, you can execute a formula that you have in
Formula Book                                          your formula book but do not have
At 1st level, you have a formula book which                                          prepared, even if it does not have the
contains six 1st level formulae of your                                          ritual tag. To do this, you must spend
choice. This books serves as the repository                                        1 hour to execute the formula if it has a
of all of the formulae you know, but does                                        casting time of less than 1 hour, or
not contain your cantrips, which are fixed                                        double the listed casting time if the
in your mind, or your personal bomb-                                       formula has a casting time of 1 hour or
making methods, which few alchemists ever                                      longer. You expend a formula slot as
record or share with anyone.                                      normal when you complete a formula
                                     using this method.
Preparing and Executing                                       You must have your formula book to
Formulae                                        hand for reference throughout the
The Alchemist table shows how many                                            process in order to prepare and use
formula slots you have to use your                                             a formula in this manner.
formulae of 1st level and higher. To use
one of these formulae, you must expend                                Learning Formulae of 1st
a slot of the formula's level or higher.                                Level and Higher
You regain all expended slots when you                                           Each time you gain an alchemist
finish a long rest.                                           level, you can add two formulae of
You prepare the list of formulae that                                         your choice to your formula book for
are available for you to use.                                       free. Each formula must be of an
To do so, choose a number of formulae                                     appropriate level for you to prepare.
from your book equal to your Intelligence                                     You may also come across other
modifier + you alchemist level (minimum                                      previously unknown formulae in the
of one formula). The formula must be of                                       course of your adventures, or pick them
a level for which you have alchemist                                        up from other alchemists (see the
formula slots. You can change your list                                        "Your Formula Book" sidebar).
of prepared formulae when you finish
a long rest.
Necessary Tools
Rather than a mystical crystal or a
magic staff, an alchemist uses their
alchemist supplies as the focus for
combining their formulae. You may not
use a spell component pouch in place
of the material components for any of
your formulae, however, you can use a
set of alchemist supplies as a
spellcasting focus.

ALCHEMIST | CLASS FEATURES


6
Field Specialisation
At 1st level, you decide which areas of the broader field of
alchemy you will dedicate yourself to focusing in. Choose two
disciplines from the fields of Blight-Breaking, Blight-Making, Your Formula Book
Destruction, Mechanism, Mutagenics and Reanimation. This The formulae that you add to your formula book as you
decision will guide and shape the course of your career. Your gain levels reflect the research you do on your own, as well
choices grant you features for each of your disciplines at 1st as any intellectual breakthroughs you have about the
level, and again at 6th, 10th and 14th level. nature of the multiverse.
You may discover other formulae during your
adventures. You might decode the rambling jorunal
Specialised Formulae of a deranged and inspired wizard, for example, or
Your specialisation choices allow you to learn a small number uncover an ancient cache of alchemical lore,
of unusual formulae not available to alchemists of other recorded by a lost civilisation.
callings. They are added to the alchemist spell and formulae Copying a Formula into the Book. When you find an
list for you when you choose the appropriate specialisations. alchemist formula of 1st level or higher, you can add
it to your formula book if it is of a level that you are
These formulae may be learned when you gain a level in capable of executing.
the class or transcribed into your formula book if found The process is far from simple, and usually
through other means. Once learned, these specialised involves deciphering the unique transcribing method
formulae always count as being prepared for you without of the original author, understanding the formula for
counting against number of formulae you can prepare each yourself, and then re-coding it into your own formula
day. book using your own notation. This takes 2 hours
and 50 gp per level of the formula you are
Discoveries attempting to transcribe, after which it will be
recorded in your formula book, and you can prepare
In the course of your studies and experiments, you and use it just as any of your other formulae.
sometimes unravel especially interesting techniques or minor Replacing and copying your formula book follows
breakthroughs that further augment your capabilities in the the same rules that wizards must use for their
field. spellbooks.
At 2nd level, you gain two of these discoveries, of your You can copy spells from spell scrolls, or from
choice. Your discovery options are detailed at the end of the wizard spellbooks, as long as the spell is one you
class description. When you gain certain alchemist levels, you could potentially learn the formula for. Wizards may
gain additional discoveries of your choice, as shown in the also learn spells from your formula book in the same
Discoveries column of the Alchemist table. manner.
Additionally, when you gain a level in this class, you can This cross-discipline process is more challenging
choose to relinquish the use of one discovery you have and takes longer; the cost of transcribing a formula
from a spell or a spell from a formula remains
learned and replace it with a different discovery that you unchanged, however it requires double the time it
could learn at that level. would otherwise take.
The Book's Appearance. Your formula book is a
Always Busy unique complilation of completed formulae, notes,
Starting at 3rd level, you can craft alchemical items, potions reasearch and ideas, with its own distinct style and
and poisons quickly and more effectively than others, and can order. It might be well-orderd and perfectly laid out,
with neatly uniform script, or it might be a wild mess
easily turn your focus to doing so whenever you have time to of assorted paper scraps scribbled on at fervent
spare. angles amidst strikes of inspiration. It might be well-
The Alchemical Creations section at the end of the class kept and carefully protected, bound with high-quality
description provides tables, guidelines and suggestions for decoration, or it might be ragged and worn, proudly
some of the things you might create, and you may use this showing the weight of its travels for all to see.
feature to create other items at your DM's discretion. The
tables also list the cost of each item in raw materials, which
you expend at the end of a 1 hour crafting process. This
counts as light activity for you.
Creating alchemical items, poisons or healing items,
requires a DC15 skill check using the appropriate tools: Creating a poison or a healing item only ever yields a single
alchemist's supplies, poisoner's kit or herbalism kit, item on a success. On a failure you produce nothing of value
respectively. and some of the raw materials are ruined; you must still pay
When crafting alchemical items, you produce 2 of the item half of the crafting cost in the attempt.
if you exceed the DC by 5 or more, and 3 if you exceed it by In addition to this, you can brew potions of your known
10, at no additional material cost. Failing the check produces formulae. You can brew a potion of any formula of 3rd level or
nothing of value, but your skill with alchemy allows you to lower which has a range of touch or self. The process takes
avoid ruining any materials (You do not expend the listed one hour per level of the formula you are brewing, and counts
cost). as light activity for you.

ALCHEMIST | CLASS FEATURES


7
    You expend the appropriate formula slot when you finish Grand Discovery
brewing a potion in this way. If the formula has a material
component with a listed gold value, that component must be At 20th level, you make a breakthrough that represents an
used in the brewing of the potion; if the material components astounding and potentially world-changing discovery. Such a
are consumed then they are consumed when you finish breakthrough is the dream of many alchemists and the
brewing the potion. Any decisions about the formula's effect driving force of their entire career. This achievement firmly
(such as in protection from energy) are made when you brew marks you as one of the greatest alchemists of your era.
the potion. Grand Discovery options are detailed at the end of the class
A brewed potion retain its potency for up to 7 days. It takes description.
effect immediately when consumed, affects only the imbiber,
and last for the full duration without concentration Alchemical Field
requirements.
Specialisations
Complex Formulae Each alchemist comes to understand the basics of most
At 11th level, your probing into increasingly complicated and alchemical disciplines as they learn and progress, but
potent formulae results in the knowledge of a particularly different fields of expertise appeal to each individual
powerful, complex formula. Choose one 6th level formula alchemist, which in turn shapes their future studies.
from the alchemist spell and formula list as this The fields you chose to pursue will often have an impact on
breakthrough and add it to your formula book. how the rest of the world views you; some may see you
You do not prepare this formula in advance, however, sought after by the common people or viewed with reverence
utilising it is a focus-intensive task. You can execute this and respect, while other fields may lead to others treating you
formula once without expending a formula slot, and you must with fear or mistrust. Regardless of these stigmas, any
finish a long rest before you can do so again. alchemist may pursue any field of expertise, and none are
At higher levels, you learn more, increasingly powerful inherently good or bad. In the end, how you choose to wield
formulae that you can use in this way: one 7th level formula the knowledge you gain is what matters.
at 13th level, one 8th level formula at 15th level and one 9th
level formula at 17th level. You regain all uses of these Field of Blight-Breaking
complex formulae when you finish a long rest. The field of Blight-Breaking is the catch-all school used to
You may scribe additional complex formulae into your book denote those who dedicate themselves to the art of helping
          if you come across them during your adventures, if it and healing others. In taking this specialisation, you turn
              appears on the alchemist spell and formula list and it your alchemy towards cures and restoratives, as well as
               is of a level for which you can execute complex abjurative measures and preemptively bolstering those in
                 formulae. need.
               You can use any complex formulae you know,
                        however you may still only use one complex Blight-Breaking Specialisation Formulae
                            formula of each level before finishing a long Formula Level Formula
                                       rest.
1st bless
2nd prayer of healing
3rd beacon of hope
4th aura of life
5th raise dead

Precise Treatment
At 1st level, you gain proficiency in the Medicine skill, and you
may use your Intelligence modifier instead of your Wisdom
modifier whenever making checks with the skill, if it is higher.
In addition, whenever you make an Intelligence (Medicine)
check related to diagnosing the source of an ailment, or to
stabilise a dying creature, you can add double your
proficiency bonus to the roll.
Healing Infusions
Also at 1st level, you are able to quickly extend the effective
life of your curative formulae so that they may benefit others
without your direct attention. As an action, you can give an
infusion of one of your formulae to another creature,
expending a formula slot when you do. It must be a formula
that restores hit points, grants temporary hit points, removes
   or protects against negative conditions, or reduces or
        negates damage.
ALCHEMIST | SPECIALISATIONS |
BLIGHT-BREAKING
8
    A creature carrying one of your infusions can use it at a In taking this specialisation a large portion of your focus as
later time of their choosing. When they do so, they use the an alchemist turns not only toward understanding and using
formula's normal casting time (for example, an ally carrying all manner of poisons and diseases, but also to improving
one of your absorb elements infusions could use their upon the building blocks that nature has already provided.
reaction at the appropriate time to gain the formula's
benefits). Blight-Making Specialisation Formulae
Any choices that a formula might offer are made by the Formula Level Formula
user when they gain its benefits, and they must maintain any 1st inflict wounds
concentration requirements. Any formula that requires an
attack roll or a saving throw uses your attack bonus and save 2nd blindness/deafness
DC. An infusion remains potent until you finish a long rest. 3rd slow
4th sickening radiance
Breath of Life
At 6th level, you begin to unlock the secrets of life and death, 5th contagion
sometimes reclaiming the fallen from the far side of that
brink in the process. As an action on your turn you can touch Refined Poisons
a creature that is at 0 hit points, causing them to regain hit When you chose this specialisation at 1st level, your
points up to half of their hit point maximum. familiarity with poisons lets you subtly improve them, often
If you instead touch a creature that has died within the last making them more tenacious and harder to resist. Any
minute, they are returned to life with one hit point. The poisons you make use your alchemist DC in place of their
revival closes any immediately mortal wounds, but it cannot original DC, unless the original DC of the poison is higher. In
restore destroyed or severed body parts, and it cannot revive addition, you can improve a poison you didn't make
a target that died of old age. If the creature is lacking organs personally in the same way if you hold it for 1 minute.
or body parts integral to its survival, the ability simply fails.
This revival is rough and taxing, both upon the target, and Plague-Seeker
upon you. If you attempt to return a creature to life in this Also at 1st level, you can obtain samples of any disease you
manner, you are unable to use any further formulae, except by come into contact with. When you do so, make a DC 12
long-process rituals, until you finish a long rest. The revived medicine check to avoid being exposed to the
creature suffers a -2 penalty to all attack rolls, ability checks disease yourself in
and saving throws until it finishes a long rest. the process.
A creature returned to life by this feature cannot benefit
from it again for seven days. Once you use this feature, you
can't use it again until you finish a long rest.
Touch Injection
At 10th level, you streamline the delivery of your healing and
curative formulae by way of a quick-delivery aid of your own
devising. You can use any formula that counts for your
Healing Infusions feature and has a casting time of one
action, as a bonus action instead.
You can use this feature a number of times equal to your
Intelligence modifier (minimum of one), and you regain all
expended uses when you finish a long rest.
Potent Healing
By 14th level, your specialisation in the healing arts yields
stronger results than other practitioners. Whenever you or an
ally rolls dice to determine the number of hit points restored
or temporary hit points granted by one of your formulae or
healing infusions, you may reroll any die that results in a 1 or
a 2. You must use the new result, even if it is another 1 or 2.
Field of Blight-Making
The field of blight-making is for the alchemist fascinated by
the creeping destructive nature of poisons and diseases.
Alchemists who specialise in this field are sometimes
treated with suspicion, however their knowledge can often
be used to weaken or debilitate with more subtlety, and
may at times save the many lives that pitched battle
and bloodshed would cost, even if it is viewed as
less honourable.

ALCHEMIST | SPECIALISATIONS |
BLIGHT-MAKING
9
    Whether you are exposed or not, you acquire a control Field of Destruction
sample of the disease from which you learn the properties of
the disease and how to treat it, as well as the means and best The field of destruction is for alchemists who focus on the
conditions by which the disease spreads, and how victims destructive capabilities of their personal bomb-making
may become exposed to it. techniques, blending an otherwise simple science into an art
You can also use the sample to cultivate up to six preserved form of devastating results. In taking this specialisation, a
doses for later use, as though you were crafting doses of a large portion of your study turns towards the ways in which
poison. Any diseases you cultivate use your alchemist DC in you can improve your bombs, and your capacity for using
place of their original DC, unless the original DC is higher. them.
Carriers and other exposed victims cannot be used to acquire Destruction Specialisation Formulae
further samples, and a control sample only remains viable for Formula Level Formula
three days once taken from its source.
1st chaos bolt
Virulent Sickness 2nd shatter
Beginning at 6th level, any damage dealt by poisons you make
or improve, or by diseases you spread, ignore resistance. 3rd fireball
Creatures that are immune to the damage inflicted by your 4th vitriolic sphere
poisons or diseases are unaffected. 5th destructive wave
Necrotising Fasciitis
From 10th level, you are able to fine tune and manipulate the Destructive Force
ways in which your poisons attack their victims. If a poison At 1st level, your bomb-making process focuses less on flash
you make or improve would inflict poison damage, you may and more on physical destruction. Your alchemical bomb
choose any number of the damage dice to deal necrotic cantrip now deals force damage instead of fire damage. Any
damage instead of poison damage. You may change the damage that your bombs deal against objects is automatically
distribution of poison and necrotic damage at any time up treated as a critical hit.
until the poison is used or applied, or it otherwise leaves your
possession. Explosive Infusions
Also at 1st level, you can infuse the explosive catalysts and
Malady and Bedlam other necessary components of your bombs into a liquid
By 14th level, your ability to spread your poisons and diseases substance you have access to. As an action, you can create
endangers far more than a single target; they are merely such an infusion using a potion, one of your own brewed
patient zero for your plagues. Whenever a creature fails its formulae or any other suitable single drink (such as a mug of
initial save against any poison you make or improve, or any ale or glass of wine).
disease you spread, it becomes a contagious carrier until the When infused in this manner the explosive remains potent
affliction is removed, runs its course or they recover naturally. for up to 8 hours, after which it harmlessly falls inert. It does
Any creature that comes into direct contact with the victim not damage or adversely affect the liquid into which you
while they are a carrier must immediately succeed on a infuse it, however an identify spell will reveal that the drink
Constitution saving throw against your alchemist DC or be has been tampered with, and a dispel magic spell will
afflicted as though they were the original target. neutralise the explosive.
This saving throw is separate from any save that the poison If you infuse one of your brewed formulae using this
or disease may then require. If they succeed on the saving feature, the other effects of the formula last only for a single
throw, they are not afflicted and are immune to contracting round, regardless of the formula's original duration. If it is not
that particular dose of poison or disease for seven days. A used before the explosive catalyst falls inert, the original
creature that is afflicted but then recovers or is cured also formula is also rendered inert at that time.
gains this immunity. Anyone who drinks one of your infused explosives must
immediately make a Constitution saving throw, or take
damage as though from a critical hit with your alchemical
bomb cantrip, including any other effects that trigger on a
critical.

ALCHEMIST | SPECIALISATIONS |
DESTRUCTION
10
You can only keep one infused explosive active at a time; if Statistically, your construct has an Intelligence of 3, and
you infuse a second explosive, the first one immediately falls when you complete its construction you may allocate its other
inert. You can automatically neutralise your own infused ability scores as you choose, using scores of 18, 16, 12, 10
explosive as a bonus action when you are holding it; if you do and 6. It has proficiency in Constitution saving throws, and
so with one of your own brewed formulae, it returns to full two additional saving throws of your choice from Strength,
strength, and is undamaged. Dexterity, Wisdom and Charisma. It also gains proficiency in
three skills of your choice.
Rapid Bombardment If your construct's base Dexterity is 18 or more, it begins
Beginning at 6th level, your bomb-making finesse allows you with a speed of 40 feet. If its base Dexterity is less than 10 its
to make and use your bombs more rapidly than most. speed begins at 20 feet, otherwise its speed begins at 30 feet.
Immediately when you use your alchemical bomb cantrip as It benefits from the Constructed Nature feature, meaning
an action on your turn, you can use a bonus action to use an that it does not require air, food, drink or sleep. It also has
additional alchemical bomb. You can use this feature a damage immunity to poison, and resistance to bludgeoning,
number of times equal to your Intelligence modifier, and you piercing and slashing from nonmagical attacks that aren't
regain all expended uses when you finish a long rest. adamantine, as well as condition immunities to charmed,
exhaustion, frightened, paralysed, petrified and poisoned. In
Assured Destruction addition, it benefits from darkvision, out to a range of 120
Beginning at 10th level, the potency of your bombs is hard to feet.
resist. Whenever a creature succeeds on a saving throw It can understand one language that you know of your
against your alchemical bomb (including your Explosive choice, though it cannot speak. You do, however, share a mild
Infusions), the creature still takes half the cantrip's damage, emotive bond with your construct as long as it is within 100
but suffers no additional effects. feet of you, allowing it to convey impressions, emotions and
sensations to you at a primitive level.
Overwhelming Destruction Your construct starts with a d8 hit die, initial hit points
At 14th level, you are sometimes able to ensure that your equal to 8 + its Constitution modifier and a proficiency bonus
bombs attain their maximum destruction potential. Once on of 2. It grows and gains levels with you, increasing its
your turn when you hit a creature with your alchemical bomb, proficiency bonus and hit points in the normal manner
or cause a creature to make a saving throw with it, you can whenever you gain an alchemist level.
choose to have the bomb deal its maximum damage to all Whenever gaining an alchemist level would grant you an
affected targets. You can use this feature twice, and regain all Ability Score Improvement, your construct also gains one,
expended uses when you finish a short or long rest. though it cannot increase its Intelligence in this way. If you
use the optional Feats rule, it may choose to take a feat for
Field of Mechanism which it qualifies instead (again, this excludes taking feats
The field of Mechanism is for alchemists who seek to which would increase its Intelligence). Alternatively, it may
augment their capabilities with the creation of intricate forgo a statistical improvement or feat and instead select an
marvels of construction and engineering. Some mechanists upgrade from the list of construct upgrades, detailed at the
even manage to take this a step further, instilling a spark of end of the class descrition.
genuine sentience into their most advanced creations. In Your construct cannot wear armour, and instead has a
taking this specialisation, much of your focus turns towards natural AC equal to 11 + its Dexterity modifier + its
enhancing and improving your construct allies. You are still proficiency bonus. If it has humanoid hands it may be able to
an alchemist overall, but a large part of your study, research wield weapons, at your DM's discretion, though it cannot
and experimenting is channelled into this adjacent discipline. attune to magic items; otherwise its natural attack is melee,
has a reach of 5 feet, and deals your choice of bludgeoning,
Mechanism Specialisation Formulae piercing or slashing damage (decided upon creation) equal to
Formula Level Formula 1d6 + either its Strength or Dexterity modifier + its
proficiency bonus.
1st alarm Some of your constructs possible upgrades
2nd knock or features may compel creatures to make
3rd tiny servant
saving throws. Unless the feature denotes
a specific DC, it uses your alchemist DC
4th fabricate for these, representing the skill and
5th animate objects efficiency with which you have built your
construct and given it these abilities.
Your construct rolls initiative for itself
Construct Ally and acts on its own turn, though you
When you take this specialisation at 1st level, you understand determine its actions, behaviour and
the principles behind the creation of mechanical constructs, attitudes etc. If you are absent or
and you complete a construct of your own to serve and assist unconscious, your construct can continue
you as a loyal ally. to act on its own.
Your construct can be of any size large or smaller, and of
any functional configuration of your choosing. If it is of an
appropriate size and configuration to act as a mount,
it may serve as one.
ALCHEMIST | SPECIALISATIONS |
MECHANISM
11
    Most healing spells and formulae will have no effect on Combat Prowess
your construct, however, it may spend hit dice during short At 10th level, your construct grows more adept at assisting
rests, representing repair work that you carry out in that you in combat. You gain one of the following features, of your
time. It regains half of its maximum hit dice when you finish choice:
a long rest. Stalwart Defender: When a creature within 5 feet of your
Your construct regains all of its hit points when you finish a primary construct is the target of an attack, it can use its
long rest as long as you spend at least one hour of your rest reaction to interpose itself, redirecting the attack towards
performing repairs in a way that counts as light activity for itself instead.
you. Aggressive Assailant: When a hostile creature within your
If your construct is reduced to 0 hit points, it breaks down primary construct's reach makes an attack against you or any
and becomes unconscious. It does not make death saving of your allies, it can use its reaction to immediately make a
throws in this state but is damaged to the point that it will melee attack against them. On a hit, the target takes damage
require 8 hours of intensive work and the expenditure of 50 as normal, and a large or smaller creature must make a
gold to cover materials to repair to a functional condition. Strength saving throw, or be knocked prone.
Even if its body is destroyed or impossible to recover, you
can rebuild your construct from whatever elements you do More Machines
recover, or even from scratch through the same process. If By 14th level, you have further refined your construct-building
you wish to do so, you are able to capture whatever spark of artifice, and complete a secondary ally to assist and
sentience or personality your construct possessed when it accompany you. This second construct lacks the spark of true
fell, and instil it into the new body without complication. sentience that sets your main companion apart, but is more
specialised in function. It begins with the proficiency bonus
Constantly Improving of a 14th level creature (+5), and grows following all the same
When you complete your construct at 1st level, you may rules as your primary construct with the following
choose one upgrade that your construct qualifies for from the differences:
list of construct upgrades. You may choose additional
upgrades to add to your construct from the same list when Its size is Tiny
you reach 6th, 10th and 14th level. Unless otherwise noted, It has an Intelligence of 1, a Constitution of 10 and other
you cannot take a single upgrade more than once. ability scores of 18, 14, 8 and 6, to be allocated as you
choose when you complete its construction.
Optional Rule: Time and Money Its hit die is a d4, with its initial hit points equal to 36
As an optional rule, you may pursue further upgrades to your (13d4 +4)
construct during your down time if you have the time and It does not gain any additional Ability Score
resources to do so. You may select and add an additional Improvements when you gain alchemist levels.
upgrade, applying it to your construct after the expenditure of It may begin with either a flying speed or a swimming
1000 gp multiplied by the number of upgrades your construct speed equal to its walking speed.
already possesses from your class progression as an It gains skill expertise in one skill, instead of basic
alchemist, over a period of full working days equal to the proficiency in three.
same number. The maximum number of extra upgrades you It cannot attack, but may take other actions as normal.
can apply is equal to your contruct's level divided by 2 (round It can follow simple instructions, but lacks the intelligence
down). to adapt or extrapolate from them, or to interpret what it
This optional rule allows you to create a stronger sees or hears.
construct, and affects the balance of the class. Be sure to talk If it is destroyed, or if you wish to change its specialisation,
with your DM about this option before using it in your game. you can rebuild your smaller construct over the course of
one hour, at a cost of 20 gold.
Shared Infusions This secondary construct receives one construct upgrade
Beginning at 1st level, when you are within 5 feet of your when you complete it at 14th level, but it may not select any
primary construct, you can target it with formulae normally that grant it attacks of its own or increase its Intelligence. It
restricted to a range of self. gains a second when you reach 19th level.
You can only maintain one of these smaller constructs at a
Empowered Attacks time; if you later build one with a different specialisation, you
Starting at 6th level, your construct's attacks (excluding are presumed to cannibalise your existing one in the process.
attacks made with nonmagical wielded weapons) count as The new construct can have up to the same number of
magical for the purpose of overcoming resistance and construct upgrades as the construct it is replacing.
immunity to nonmagical attacks and damage.

ALCHEMIST | SPECIALISATIONS |
MECHANISM
12
Field of Mutagenics Your AC, speed, and ability scores change to match the
statistics of a creature you choose that has a challenge
The field of mutagenics is for alchemists who focus on rating of 1 or lower. Starting at 3rd level, you can choose a
modifying and augmenting their own bodies in a variety of creature that has a challenge rating as high as your
ways. It covers everything from adapting to unusual alchemist level divided by three. The referenced creature
environments, to growing new limbs or appendages, to may be of any type, excluding Fey, Fiend, Celestial,
turning themselves into terrible beasts of war and Construct or Undead. If any of your physical ability scores
destruction. In taking this specialisation, a large portion of (Strength, Dexterity or Constitution) are already higher
your focus as an alchemist is turned towards your unique than the referenced creature, you retain your own. Your
mutagenic concoctions. mental ability scores (Wisdom, Intelligence and
Mutagenics Specialisation Formulae
Charisma) are reduced to a maximum of 6, even if the
referenced creature's would be higher. You retain all of
Formula Level Formula your skill and saving throw proficiencies in addition to
1st cause fear gaining those of the referenced creature.
2nd enlarge/reduce You do not physically become the creature whose
3rd gaseous form statistics you take and so you do not gain any of its extra
movement types unless you already possess them, nor do
4th guardian of nature you gain any of its special abilities, extra senses, or
5th telekinesis legendary or lair actions. You do, however, gain all of the
creature's listed actions, including multi-attack if it has it.
Mutagens You use the referenced creature's attack bonus for these,
Beginning at 1st level, you understand the process of making unless your own bonus would be higher.
mutagenic concoctions, tailored specifically to interact with Your size changes to match the size of the referenced
your own physiology and ineffective or dangerous for anyone creature, to a maximum size of huge and a minimum size
else to use. You can use your action to take a mutagen, of tiny. You retain your original type, but you gain the
causing your body to change and mutate in aberrant and monstrosity type in addition, and may potentially be
often unsettling ways (of your own description if desired), affected by effects that target them.
growing stronger, swifter, or simply stranger. The process is
taxing on your body, and you can can only use this feature While under the effects of a mutagen, you assume the hit
twice, regaining expended uses when you finish a short or points, hit point maximum and hit die of the referenced
long rest. creature. When you revert to your normal form, except as
The transformation lasts for a number of hours equal to a result of dropping to 0 hit points, you return to the
half your alchemist level (rounded down, minimum of 1 hour). number of hit points you had before you mutated. If you
You lack the capacity to revert the mutation voluntarily, revert as a result of dropping to 0 hit points you remain at
however you automatically revert if you fall unconscious, drop 0 and fall unconscious.
to 0 hit points or die. While under the effects of a mutagen you cannot cast or
While under the effects of a mutagen, the following rules concentrate on spells, or use your formulae, and your
apply. ability to speak becomes faltering at best, if you retain it at
all (your choice).
You retain the benefits of any features from your class,
race or other sources and may use them if your mutated
form is capable of doing so. You may also choose to retain
or relinquish any special senses, such as darkvision, that
your original form may have.
You choose whether your equipment falls to the ground,
merges into your transformation, or continues to be worn.
If worn, equipment functions as normal, however your DM
will decide whether it is practical for your mutated form to
wear or use a piece of equipment, based on your new
shape and size. Your equipment doesn't change size or
shape to match your new form, and any equipment that
cannot be worn must either fall to the ground or merge
with you. Equipment that merges with your new shape
has no effect until you revert.

ALCHEMIST | SPECIALISATIONS |
MUTAGENICS
13
Localised Mutation
Also at 1st level, you can partake of a milder, more precise All of your weapons, items, gear and equipment is split
and less taxing mutagenic formula to enhance your between these two bodies as you choose, though only your
capabilities without invoking a full transformation. As an physical body is duplicated.
action, you gain the effects of the alter self spell, which last The two bodies are statistically identical and have access
for the duration without requiring concentration. You can to all of your features and abilities, excluding this feature, as
dismiss the mutation at any time, no action required. though they were functionally you. You perceive through both
You cannot use this feature while under the effects of a sets of senses simultaneously and take independent turns for
mutagen but you may choose to retain any extra abilities you both of them, on the same initiative.
have as a result of this feature, such as a swimming speed, if Each body has half of your current hit points at the time of
you use a mutagen while they are still in effect. If you do, it splitting, and your hit points become the sum of the
lasts for the full duration of the mutagen. remaining hit points of both bodies when the effect ends. You
You can use this feature a number of times equal to your remain in this state until the end of your next turn, at which
Constitution modifier, and regain all expended uses when you point you choose one body to become the persistent you,
finish a long rest. while the other collapses into a mass of loose biological
material and dissolves.
Cognisant Mutagens If one of your bodies is reduced to 0 hit points, it collapses
At 6th level, you improve your mutagenic concoction to allow and dissolves and the effect ends immediately. If both bodies
its physical transformations without hampering your mental are reduced to 0 hit points at the same time (such as both
acuity. You retain your own mental statistics when taking a being hit by a fireball spell), you choose which body dissolves
mutagen, and may choose to take on the mental ability scores and which one remains. When the effect ends, all belongings
of the referenced creature if they are higher. Your ability to that were on the dissolving body return to your remaining
talk is unimpaired so long as you retain the physical ability to body if it is within 100 feet.
do so. You can use this feature a number of times equal to your
You still cannot cast spells or use your formulae, but you Constitution modifier with no adverse effects. If you use this
may maintain concentration on on-going effects, and use any feature again before you finish a long rest, you must expend
actions that are a part of them while transformed. You also one of your alchemist hit dice immediately upon using it (you
retain the wherewithal needed to prepare a mixture to do not regain hit points), and you take 2d6 necrotic damage
immediately revert your form, which you can do as an action. when the effect ends. This damage ignores resistance and
In addition to these improvements, your attacks while immunity.
transformed count as magical for the purposes of overcoming
resistance and immunity to nonmagical attacks and damage. Field of Reanimation
Adaptive Mutagens The field of reanimation is one that suffers much malign from
Beginning at 10th level, in addition to its normal effects, the common people, arcane practitioners, the religious
when you use a mutagen, you take on the referenced devout and even sometimes from other alchemists.
creature's additional senses (such as darkvision) and Sometimes this is well justified, but often it is not. This field
movement types (such as a swimming speed) as well as its covers those alchemists who work with the animation of
damage resistances and vulnerabilities. If the referenced flesh, bone and other once-living material, those who seek to
creature has immunity to a damage type, you gain only mimic or replicate the qualities and benefits of death-like
resistance. If you already share a special sense with the states, and also those who study the darker aspects of true
referenced creature, you use the stronger version. necromancy.
In addition, if the referenced creature has any condition In taking this specialisation you understand that a good
immunities, you gain advantage on saves you make to resist deal of your focus will involve working with and around the
those conditions while you are transformed. dead, and that many you meet may find this objectionable.
Reanimation Specialisation Formulae
Splitting Mutation Formula Level Formula
At 14th level, the repeated exposure to your mutagenic
concoctions has left a lingering malleability to your form, 1st false life
leaving it ready to change and reshape itself in a moment, 2nd Nystul's magic aura
with quite unexpected results. 3rd life transference
As a reaction when you would take piercing or slashing
damage, you can avoid the damage by splitting your form in 4th blight
two, creating two identical duplicates of yourself which 5th negative energy flood
appear within 5 feet of your original position.
ALCHEMIST | SPECIALISATIONS |
MUTAGENICS
14
Deathwatch Stilled Blows
When you choose this specialisation at 1st level, you gain the Beginning at 6th level, your alchemical studies and your own
insight necessary to know how near to death the creatures mental discipline allow you to render localised areas of your
near you are. As an action, you can focus this awareness to body temporarily as though dead, reducing natural reactions
learn the condition of up to six creatures, bodies or other and minimising the trauma you suffer. As a reaction when
entities you are aware of within 30 feet of you. You learn you suffer a critical hit, you can turn that hit into a normal hit
whether each is alive, dead, undead, or none of these (such as instead. Any effects triggered by a critical hit are also
a construct, or an illusion). If a creature is alive, you know if it cancelled.
is close to death (at or below 1/5 of its maximum hit points). You can use this feature a number of times equal to your
This ability foils feign death, but fails to overcome other Intelligence modifier (minimum of once), and you regain all
spells or magic items that give false information about a expended uses when you finish a long rest.
target, or deceive others about its nature.
Familiar Veils
Compliant Subjects At 10th level, you are more cordially acquainted with the veil
Also at 1st level, your focus on the states of death allows you of death than most, and you can remain calm even upon the
to extend your alchemical pursuits to targets bereft of life. precipice of it. If you would drop to 0 hit points and don't die
You are able to devise formulae for any spell that would target outright, you can make a DC 15 Intelligence saving throw. If
a corpse, pile of bones or other formerly-living matter (such you succeed, you hang onto consciousness, and drop to 1 hit
as animate dead or gentle repose), but not those that deal point instead. This feature fails automatically if you are
with actual souls (such as raise dead or revivify). You may already on 1 hit point when you would drop to 0. In addition
learn or transcribe these formulae as normal and they count to this, you have advantage on any death saving throw you
as alchemist formulae for you. make if you already have one or more death saving throw
failures.
Living Undeath
At 14th level, your knowledge of death, undeath and
reanimation allow you to alter and improve your physiology,
granting you many of the benefits of undeath, while you still
remain among the living. You gain resistance to necrotic and
poison damage, as well as advantage on saves against
becoming poisoned or paralysed. You no longer need to sleep,
and can gain the benefits of a long rest by spending all 8
hours doing light activity. Finally, if you die, your body
undergoes the processes of death more slowly, doubling the
time limit for spells and abilities that would return you to life.

   Discoveries
       If a discovery has prerequisites, you must meet them to
          learn it. You can learn a discovery at the same time that
             you meet its prerequisites. A level prerequisite refers
                 to your levels in the alchemist class.
           If a discovery grants you access to new formulae or
                adds formulae to your alchemist spell and formula
                 list, they count as alchemist formulae for you. If you
                   later relinquish a discovery that grants you access
                   to new formulae, you lose the ability to learn or
                    execute them unless you can do so through other
                     means.
                Advanced Apparatuses
                     Prerequisite: Mechanism Field Specialisation
                      feature
                       You devise tools capable of emulating flashier
                        spells and their effects. Witch bolt, pyrotechnics
                         and storm sphere are added to the alchemist
                          spell and formula list for you. You immediately
                           learn the formulae for witch bolt and you can
                            use it once without expending a formula slot
                             using this feature. You must finish a long rest
                             before you can use witch bolt with this
                             feature again.
ALCHEMIST | SPECIALISATIONS
|REANIMATION
15
Alchemical Fortification Bone Puppet Bombs
Prerequisite: 6th level, Reanimation Field Specialisation Prerequisite: 9th level, Reanimation Field Specialisation
feature feature
The alchemical processes you use to animate the dead You know how to pack your bombs with shards of
further augment and fortify them. Any undead you create alchemically treated bone, primed to animate dead flesh at
using your alchemist formulae or features gain the benefits of the moment of expiration. When you use your alchemical
the false life spell (at base level) when first animated. In bomb cantrip you can designate it as a bone puppet bomb.
addition to this, they gain a bonus to their attack and damage Any medium or smaller creature that you kill with a bone
rolls equal to your spellcasting ability modifier if they do not puppet bomb rises under your control as an undead on its
already benefit from this, and their attacks count as magical next turn, as though by the animate dead spell, for 1 minute.
for the purpose of overcoming resistance and immunity to A bone puppet bomb cannot affect undead or constructs.
nonmagical attacks and damage.
Botanical Expertise
Alchemical Gastronomy Prerequisite: 5th level
You delve into the science of food and nourishment. Purify You gain a deeper understanding of botanical life forms and
food and drink, create food and water and hero's feast are your alchemy allows you to gain information from plants and
added to the alchemist spell and formula list for you. You influence their growth.
immediately learn the formulae for purify food and drink, and You learn the formulae for entangle, speak with plants and
can use it once without expending a formula slot using this plant growth. You can use entangle and speak with plants
feature. You must finish a short rest before you can use purify once each without expending an alchemist spell slot, and
food and drink with this feature again. must finish a long rest before you can do so using this feature
again.
Arcane Sight
You gain knowledge of the detect magic formula. It always Break Enchantments
counts as prepared for you without counting against the Prerequisite: 5th level
number of formula you can prepare each day and you can use You gain knowledge of the dispel magic and remove curse
it at will without expending a formula slot. formulae. You can use them once each without expending a
formula slot and must finish a long rest before you can do so
Bedlam Bombs again.
Prerequisite: 7th level Additionally, you can expend a formula slot of 3rd level or
You devise formulae for evoking delusion and disorientation higher when you use another formula or your alchemical
among those affected. You learn the formulae for confusion, bomb cantrip to empower it with one of these effects, in
and can execute it using your alchemist formula slots. addition to any other effects and applying before them. Dispel
Additionally, you are able to infuse this confusing agent into magic used in this way functions at the level of the slot
your bombs. Whenever you use your alchemical bomb expended to empower the formula or bomb.
cantrip as an action on your turn, you may expend an Chromatic Bombs
alchemist formula slot of 4th level or higher to forgo dealing
damage and have the bomb take on the effects of the When you use your alchemical bomb cantrip, you can choose
confusion spell instead. You must still concentrate to acid, cold, fire, lightning, thunder or poison as the type of
maintain the effect. damage it deals. You can make this choice each time you use
When used in this way, the confusion effect conforms to a bomb.
the range, coverage and targeting of your bomb, regardless of
the slot used to infuse the effect. Clockwork Intermediary
Prerequisites: 7th level, Mechanism Field Specialisation
Bedroll-side Manner feature
Prerequisite: Blight-Breaking Field Specialisation feature You fashion a small collection of tiny flying constructs that
You make a habit of tending to the injuries and ailments of can serve as intermediaries for your formulae, potions and
those around you whenever time permits. poisons. As an action on your turn, you can use a potion or
Whenever you or any friendly creature nearby regain hit one of your formulae on a willing creature you can see within
points at the end of a short rest by spending one or more hit 30 feet. In the case of a formula, you do this as part of the
die, each of those creatures regains an additional 1d6 hit same action used to execute the formula.
points, and they may treat any roll of 1 on any of the hit die A formula used with this feature affects only the
they spend as a 2 instead. targeted creature,
In addition to this, if you or any friendly
creature makes a save to fend off any
form of poison or disease at
the end of a short or long
rest, they may make
the save with
advantage.

ALCHEMIST | DISCOVERIES
16
even if it would otherwise be able to affect multiple targets. Destructive Bombs
You may not use a formula with this feature if the spell it Prerequisite: 5th level, Destruction Field Specialisation
emulates has a range of self (such as disguise self). feature
You can also use your intermediaries to deliver poisons, Any creature that takes damage from your alchemical bomb
and must hit with a melee spell attack to do so. Hit or miss, takes an additional 1d6 damage. When you roll damage for
the dose of poison is expended in the attempt. your alchemical bomb you can reroll any result of 1 on the
die, and you must use the new roll even if it is another 1.
Colloids and Vapours
You devise formulae for fog cloud, sleep and grease, and add Disorienting Bombs
them to your formula book. You can use each of them once Your bombs have a particularly concussive effect. Whenever
without expending an alchemist spell slot. You must finish a you deal damage to a creature with your alchemical bomb
long rest before you can use them again with this feature. cantrip as a result of a critical hit, that creature must make a
Constitution saving throw or be stunned until the end of its
Decoded Rituals next turn.
You are now able to better decode magical rituals and
simulate them with your alchemical processes. Diverse Studies
Choose one 1st level spell from any spell list that has the You gain proficiency in the Medicine and Nature skills.
ritual tag and add it to your formula book. You can perform
this spell as a long-process formula as long as you have your Efficient Resting
formula book to reference from.
You may add any other ritual spells you find to your formula You know how to get the most out of brief rest periods. You
book, using the normal rules for transcribing them. Once learn the formula for catnap and it counts as an alchemist
entered into your book, they are treated as alchemist formula for you. You can use the formula at will, without
formulae for you, however, you can't use these formulae expending a formula slot or needing to prepare it, if you
except as a long-process formula, unless they also appear on target only yourself.
the alchemist formula list, or you learn to cast them through
some other means. Enervating Methods
Prerequisites: Blight-Making Field Specialisation feature
Delayed Destruction Studies into the diverse ways of weakening your foes lets you
Prerequisite: 13th level, Destruction Field Specialisation add ray of sickness, ray of enfeeblement and elemental bane
feature to your alchemist spell and formula list. You immediately
Your work with increasingly complex formulae allow you to learn the formula for ray of sickness and can use it once
build delays into some of your destructive and harmful without expending a formula slot. You must finish a long rest
concoctions. Freezing sphere, delayed blast fireball and before you can use ray of sickness with this feature again.
symbol are added to the alchemist spell and formula list for
you. The first time you take this discovery, you can Feral Mutations
immediately learn one of these formulae, of your choice. Prerequisite: Mutagenics Field Specialisation feature
Your mutagens make you appear even more bestial,
abominable or aberrant, increasing the degree to which your
body reshapes and reforms itself during your mutations.
When you use a mutagen, you can choose to gain any of the
innate traits the referenced creature possesses, such as Pack
Tactics or Flyby, with the exception of the Innate
Spellcasting trait, or any trait that grants another form of
spellcasting capability.
This discovery does not allow you to gain legendary
actions, lair actions or legendary resistance.
Flicker Vertigo
Prerequisite: 5th level
Studies into the effects of light and sound on the perception
and psyche of others allow you to devise methods of
reproducing the effects of colour spray and fear. These
formulae are added to your formula book.
You can use colour spray three times without expending a
formula slot or needing to prepare it and you can use fear
once without expending a formula slot. You regain all
expended uses of this discovery when you finish a long rest.

ALCHEMIST | DISCOVERIES
17
Healing Bombs
Prerequisite: Blight-Breaking
Field Specialisation feature
When you use an action on your turn to
use your alchemical bomb, you can choose
to forgo damage and instead build the
bomb as a dispersal aid for one of your
formulae. When you do so, you expend a formula slot
to give the bomb the effect of the formula you use; it must be
a formula that is valid for your Healing Infusions feature,
must have the effect of restoring hit points or granting
temporary hit points and it must not have any effect that
deals damage.
On a hit, the bomb deals no damage. Instead, the primary
target gains the full benefit of the formula you used, while the
secondary targets receive hit points or temporary hit points
equal to the minimum possible result (For example, a target
hit with a cure wounds bomb, using a second level slot, would
receive hit points equal to 2d8 + your spellcasting ability
modifier, rolled as normal, while a creature in the splash
radius would gain hit points equal to 2 + your spellcasting Inured to Ailment
ability modifier). Prerequisite: 9th level, Blight-Making Field Specialisation
A willing creature targeted by a healing bomb is treated as feature
having an AC of 10, unless their AC is already lower. Constant exposure to the most virulent diseases and toxins
Helping Hands you can find or make have rendered you impervious to their
Prerequisite: Mutagenics Field Specialisation feature effects. You gain immunity poison damage, the poisoned
condition and all disease.
You permanently grow up to two additional limbs. These
extra appendages can be of any form or aesthetic appearance Levelling Bombs
you choose; they could be arms nearly identical to your
existing ones, or they might be gruesome tentacles. Any huge or smaller creature hit directly by your alchemical
Regardless of appearance the limbs retain the rough bomb must make a Strength saving throw, or be knocked
proportions of your existing limbs, though they may emerge prone by the blast. Any large or smaller secondary targets
from anywhere on the core of your body. must make a Strength saving throw, or be knocked prone as
The limbs do not grant you any extra attacks or abilities, well.
however they are prehensile and fully under your control, and
can be used to hold items, manipulate objects or even wield Martial Bomber
equipment. Prerequisites: 5th Level
If you choose, you can retain these limbs, or their You study to become more martially proficient than most
equivalent approximation, when you use one of your alchemists. You gain proficiency with medium armour, and
mutagens. The limbs may be difficult to hide under your one martial weapon of your choice that does not have the
existing clothing, and your equipment may need to be two-handed property.
specifically modified or tailored to accommodate them. When you use an action on your turn to use your
alchemical bomb cantrip, you can use a bonus action to make
Impressive Physique a weapon attack with a weapon you are holding.
Prerequisite: Mutagenics Field Specialisation feature
Your mutagens only ever improve upon your existing vigour Master Medic
and vitality. When you use a mutagen, you now add your own Prerequisite: 5th level, Blight-Breaking Field Specialisation
hit point maximum to the hit point maximum of the feature
referenced creature, and this total becomes your new hit More than just a battle medic, your dedication to the healing
point maximum while you are transformed. You also add your sciences and your alchemist training make you a one-person
current hit points to the hit points of the referenced creature field hospital and your ability to preserve life can at times pull
when calculating your mutation's new hit points. back even those supposedly in the hands of the gods.
Mass healing word, mass cure wounds and resurrection
Intermediary Eyes are added to the alchemist spell and formula list for you.
Prerequisite: 15th level You immediately learn the formula for mass healing word
You develop the means to create a silent, invisible sensor and it always counts as prepared for you without counting
which you can use to view remote locations. You add the against the number of formulae you can prepare each day.
formula for arcane eye to your formula book. It counts as an
alchemist formula for you and you can use it at will without
expending a formula slot or having it prepared.

ALCHEMIST | DISCOVERIES
18
Master of Creation The summoned creatures are friendly to you and your
Prerequisite: 15th level companions. Roll initiative for the summoned creatures as a
group, which has its own turns. They obey any verbal
Your work with increasingly complex formulae probes the commands that you issue to them (no action required by you).
boundaries of life and its creation. Create homunculus, If you don't issue any commands to them, they defend
simulacrum and clone are added to the alchemist spell and themselves from hostile creatures, but otherwise take no
formula list for you. actions.
The first time you take this discovery, you can immediately Your DM should have the creatures' statistics, though a
learn one of these formulae, of your choice. brief list of possible options is supplied at the end of the class
description, to assist. You can use this ability once, and must
Not Even the Sky finish a long rest before you can produce any more creatures.
Prerequisite: 14th level
You gain a set a of wings, or other flight-enabling equipment, Secure Measures
which grant you a flying speed equal to your current speed. You value your security, and devise methods to maintain it.
They may take any form or style that is suitable to your You learn the formulae for alarm and arcane lock. They are
chosen fields of study and personal dispositions, as added to the alchemist spell and formula list and you can use
appropriate: a mutagenics specialist may grow new limbs, each of these formulae once without expending a formula
while a mechanist might construct a compact mechanical slot. You must finish a long rest before you can do so using
apparatus. Aesthetically, they need not even be actual wings. this feature again.
Regardless of how the wings appear, they can be
manifested or dismissed as a bonus action. You can't Selective Bombs
manifest your wings while wearing armour that is not able to
accommodate them, and lighter clothing may be torn or You can exclude creatures that would otherwise be in range
damaged by their appearance if it is not. from the damage and effects of your alchemical bomb, up to a
number of targets equal to your Intelligence modifier.
Pervasive Fumes
Prerequisite: 5th level, Blight-Making or Destruction Field Spider Bombs
Specialisation feature Prerequisite: Mechanism Field Specialisation feature
You devise air and cloud-based dispersal methods for your You can build your bombs with the ability to sprout an array
harmful and destructive compounds. Stinking cloud, cloudkill of tiny mechanical limbs and send them scuttling towards
and incendiary cloud are added to the alchemist spell and their targets beyond the reach of your throwing arm.
formula list for you. Whenever you use your alchemical bomb cantrip to target
You immediately learn the formula for stinking cloud, and an unoccupied space, you can choose to have the bomb
may learn or transcribe the other two using normal methods. unfold and walk up to an additional 30 feet before exploding
on a different unoccupied space.
Pheromonal Enticement The bomb can travel in any direction and can fit through
gaps as small as half a foot across. It can climb walls, though
You gain proficiency in the Deception and Persuasion skills. it spends 2 feet of movement for every 1 foot of climbing. It
can also swim, though it does not have a swimming speed.
Preservationist
Prerequisite: 5th level, Reanimation Field Specialisation The Right Tools
feature
You refine your skill at crafting and preparing alchemical
Experiments with death, undeath and preservation have items. Any alchemical items you craft use your alchemist DC
furnished you with a variety of tiny creatures, well preserved in place of the item's original DC, unless the original DC of
and ready to spring to un-life upon release. the item is higher. In addition, you can improve an alchemical
As an action you can produce and open one or more item you didn't make personally in the same way if you hold it
preservation jars and release the creatures inside into for 1 minute.
unoccupied spaces within 30 feet of you. Each creature can
be of any type, excluding constructs, whose size is tiny. Toxic Bombs
Whatever type it may have been in life each creature Prerequisite: Blight-Making Field Specialisation feature
produced now also counts as undead.
Choose one of the following options for what you produce: You make your bombs with less focus on causing direct
harm, and more upon facilitating the dispersal of your toxins.
One tiny creature of challenge rating 2 or lower When you use an action on your turn to use your alchemical
Two tiny creatures of challenge rating 1 or lower bomb cantrip, you can choose to load it with a dose of a
Four tiny creatures of challenge rating 1/2 or lower poison or disease. When you do so,
Eight tiny creatures of challenge rating 1/4 or lower the bomb deals no damage.
You make the choice for how many creatures you wish to
produce, while your DM determines exactly what creatures
they are. The creatures remain animate for up to 1 hour, or
until they are reduced to 0 hit points.

ALCHEMIST | DISCOVERIES
19
    Instead, each creature within range of the bomb's explosion Dedicate of Life
must make a Constitution saving throw, or be afflicted as Prerequisite: Blight-Breaking Field Specialisation feature
though they were the primary target of the poison or disease Few can preserve or restore life as steadfastly as you, and
you used. This saving throw is separate from any save that your break throughs in the mastery of healing and medicine
the poison or disease may then require. If they succeed on let you close wounds, cure sickness and restore breath where
the saving throw, they avoid being properly exposed and are others might abandon hope. Whenever you would roll one or
not afflicted. more dice to restore hit points with one of your formulae, you
instead restore the highest number possible.
Wide Bombs In addition to this, you learn the formulae for mass heal
The radius of your alchemical bomb is increased to 10 feet, and true resurrection; they are added to your formula book
and you add your Intelligence modifier to the primary and count as alchemist formulae for you.
damage of the attack as well.
Dedicate of Unlife
Wide Spray Reactions Prerequisite: Reanimation Field Specialisation feature
Prerequisite: Destruction Field Specialisation feature Constant treading of the veil between life and death have
You devise improved delivery methods for exposing those awakened you to the realisation that the veil itself is less of a
before you to your harmful formulae. Burning hands, conjure line and more of a grey space. If you ever die, except as a
barrage, cone of cold and prismatic spray are added to the result of old age, your body revives as an undead on your next
alchemist spell and formula list for you. turn, with current hit points equal to half your hit point
You immediately learn the formula for burning hands and maximum.
can use it once without expending a formula slot using this You retain your memories, personality and sense of self, as
feature. You must finish a long rest before you can use well as your alignment and all of your skills, abilities and
burning hands with this feature again. class features.
You are undead, and are susceptible to turning and other
Grand Discoveries effects that target undead, and you gain immunity to
exhaustion as well as the frightened, paralysed and poisoned
You choose one grand discovery to make when you reach conditions. You also gain immunity to necrotic and poison
20th level. Some grand discoveries require specialisation in a damage, as well as resistance to bludgeoning, piercing and
particular field, representing pinnacles of those schools, slashing damage from nonmagical weapons.
while others do not fall under any specific school and could If you are reduced to 0 hit points while in this state, your
be discovered by any alchemist. body crumbles into dust and you cannot be returned to life by
any means other than a true resurrection or wish spell.
Agile Mind While you remain an undead, you can be returned to life by
Your ability to refresh and restore your mental energy, as well means of any other form of resurrection so long as your body
as order your vast learning to efficiently recall the knowledge is still within the prescribed time limit, and ignoring any
you need when you need it, reaches an unparalleled pinnacle. caveats against such spells targeting undead.
When you finish a short rest, you are able to recover up to
10 levels worth of expended formula slots (for example, you Eternal Youth
could recover a 4th level slot and two 3rd level slots, two 5th You unlock the secrets of youth and longevity, and you stop
level slots, or all of your 1st and 2nd level slots). ageing altogether. While you can still be killed, you will never
You can use this ability once, and must finish a long rest die of old age, or suffer its frailties. Over time, you can even
before you can use it again. reverse or accelerate the ageing process in yourself.
In addition to this, whenever you finish a long rest, you are Whenever you finish a long rest, you can add or subtract up
now able to relinquish the use of one discovery that you know to 10 years from your physical age and appearance, making
and replace it with another discovery for which                        yourself older or younger as you desire.
you qualify, just as you have been able                        You can push yourself as far as achieving a
to do previously upon gaining a level.                              physically aged and elderly appearance,
If you do this, you must wait 7 days                                   though you retain the mental faculties,
before you can change your                                       vigour and physical capabilities of a
discoveries again.                                         person in their prime. When reducing
                                         your age, you cannot make yourself
Bombing Expert                                           any younger than the threshold of
Your attain true perfection of your                                          puberty for your race.
bombing technique such that few
can ever hope to avoid your
unerringly calculated strikes.
Whenever you use your alchemical
bomb cantrip, you can add your
Intelligence modifier to the attack
roll and save DC of the bomb.

ALCHEMIST | GRAND DISCOVERIES


20
Gravitational Catalysts Soul of Mechanism
Prerequisite: Destruction Field Specialisation feature Prerequisite: Mechanism Field Specialisation feature
Your research into destructive agents allows you to finally You are more in tune with your construct allies than any other
realise understanding of the true nature of physical matter in that came before you, and your own essence begins subtly to
the multiverse, and you discover how to evoke a small-scale change in compliment to the creations you have surrounded
gravitational collapse through chemical means. yourself with.
As an action, you can unleash this catalyst on a point you Whenever you would take damage or suffer a hostile effect,
choose within 60 feet of you. A collapse occurs, creating a you can use your reaction to temporarily gain all of the
sphere 2 feet in diameter which devours all light and matter damage resistances, damage immunities and condition
at its centre and drags at everything around it. immunities of your primary construct until the beginning of
A creature caught in the centre of the collapse must make your next turn. Alternatively, if you are within 5 feet of your
a Constitution saving throw, taking 20d6+60 force damage on primary construct at the time, it can use its reaction to impart
a failure, or half as much on a success. these benefits to you instead.
The sphere then explodes violently. Any creature within 5
feet of the sphere, excluding creatures exposed to the initial Touch of Death
save, must make a Constitution saving throw, taking 10d6+30 Prerequisite: Blight-Making Field Specialisation feature
force damage on a failure, or half as much on a success. You become the ultimate vessel of pestilence, poison and
Objects and structures within range of the collapse and blight. You discover how to safely inoculate yourself with all
subsequent explosion take damage as though failing the save, manner of diseases and poisons, turning yourself into the
while artefacts and other particularly powerful magic items epicentre of your own epidemics.
remain unharmed. As an action, you can apply a dose of a poison or disease to
This ability is one of pure science and alchemy; it is yourself. You suffer no ill effects from it, and you become a
unaffected by antimagic zones and other forms of magical contagious carrier for it, as per your Malady and Bedlam
disruption. feature. This ability works even if you are already immune to
You can use this ability once, and must finish a long rest poison or disease.
before you can use it again. Any creature that risks contracting a poison or disease
from you as a result of this feature makes their initial save
Nothing to Hyde with disadvantage.
Prerequisite: Mutagenics Field Specialisation feature You may be a carrier of any number of diseases and
Consistent use of your mutagenic formulae has left a poisons, and each one remains active within you for its full
permanent mark on you, and a breakthrough in the duration, as though you were suffering its full effects.
refinement of your draughts lets you treat yourself to You can choose to end any or all poison and disease effects
permanently augment your body, even when not under their that you are currently carrying whenever you finish a short or
effects. long rest.
You gain resistance to bludgeoning, piercing and slashing
damage from nonmagical attacks, as well as resistance to
one other damage type of your choice from acid, cold, fire,
lightning, poison or thunder.
Overbearing Intelligence
You discover how to further heighten your own mental
faculties to levels that surpass those of any mere mortal. Your
Intelligence score increases by 4. Your maximum for score for
Intelligence also increases by 4.
Sight All-Seeing
You make a breakthrough that allows you to foil any and all
impediments to your vision; nothing fools your sight now.
You gain immunity to the blinded condition and
truesight out to a range of 60 feet.
In addition to this, you may add double your
proficiency bonus to any Wisdom (Perception)
or Intelligence (Investigation) checks you
make that rely on sight.

ALCHEMIST | GRAND DISCOVERIES


21
Other Upgrades
Construct Upgrades Unless otherwise noted, you can not select an upgrade more
If a construct upgrade has prerequisites, you must meet them than once. Some upgrades are only available to your primary
to select it. You can take a construct upgrade at the same construct, as mentioned in their prerequisites, but most are
time that you meet its prerequisites. A level prerequisite available to either you main or secondary construct.
refers to your level in this class.
All-Around Senses
Body Upgrades Prerequisite: 9th level
Body upgrades alter your construct's base form substantially, Improvements to your construct's sensory capabilities grant
changing its visual appearance and in most cases greatly it blindsight and tremorsense out to a range of 60 feet.
altering its weight or sturdiness. You can only have one body
upgrade at a time per construct. All-Terrain Upgrade
If you later take a different body upgrade, it replaces that You better equip your construct to more easily handle a
construct's current one, and you may reassign the previous variety of different terrain environments. When you take this
body upgrade to a new non-body upgrade choice the next upgrade, your construct gains a swimming, climbing or
time you finish a long rest. burrowing speed equal to its current speed.
If you take this upgrade at 7th level or higher, you may
Body: Adamantine Construction choose for it to gain a flying speed.
Your construct uses adamantine for the majority of its body You can select this upgrade multiple times, gaining a new
and framework. This drastically increases your construct's movement type each time you do so.
weight, making it more solid and sturdier, but less subtle.
Its strength is increased by 2, to a maximum of 20, but it Elemental Exoproofing
always has disadvantage on Dexterity (Stealth) checks, and You integrate elemental proofing into your construct's design.
its speed is reduced by 5 feet. Choose one of the following damage types: acid, cold, fire,
It gains immunity to bludgeoning, piercing and slashing lightning, or thunder. Your construct gains resistance to that
damage from nonmagical attacks that aren't adamantine, any damage type.
critical hit against your construct becomes a normal hit, and If you take this upgrade at 14th level or higher, you can
any damage it takes is reduced by 3. select a damage type to which it already has resistance, and
your construct gains immunity to that damage type instead.
Body: Bio-Organic Construction You can select this upgrade multiple times, gaining
Your construct is partially organic, becoming a fusion of resistance (or immunity) to a different damage type each time
mechanical science and alchemy. you do so.
Its natural instincts improve, increasing its Wisdom by 2, to
a maximum of 20. Emergency Systems
It loses its immunity to poison damage, and the poisoned Prerequisite: 8th level
condition, but it can now receive healing from spells and You devise a number of automatic sub-systems for your
other effects that restore hit points which would normally not construct that work rapidly to repair damage it has taken if it
affect constructs. should fall to a critical condition.
The first time your construct would be reduced to 0 hit
Body: Mithral Construction points, it can use its reaction to trigger this feature and
Your construct has a primarily mithral framework and body endure on 1 hit point instead.
structure. This decreases its weight significantly and helps Once activated, your construct is considered to be
improve its nimbleness and reaction times, though its raw concentrating on the effect, as though on a spell, and it can
strength suffers. maintain this for up to 1 minute. While concentrating, your
Increase its Dexterity by 2, to a maximum of 20, and reduce construct will not break down even if it is reduced to 0 hit
its Strength by 2. points, and it regenerates 10 hit points at the start of each of
In addition, your construct always has advantage on its turns.
Dexterity saving throws against effects it is aware of. It must still make Constitution saving throws to maintain
its concentration, such as when it takes damage,
Body: Spellwork Construction and it breaks down immediately if its concentration
Many small crystal prisms, set into precious metals treated to ends while it is on 0 hit points.
deflect and resist arcane energy give your construct a Once triggered, this
resplendent and alluring appearance and a sense of striking feature can't be used
presence. again until you
Its Charisma is increased by 2, to a maximum of 20. The finish a long
precious metals that make up the majority of its framework rest.
are not as physically sturdy as other materials: its AC is
reduced by 2 and it loses its resistance to bludgeoning,
piercing and slashing damage when you take this upgrade.
In exchange however, it gains resistance to damage from
spells and advantage on all saving throws against magic.
ALCHEMIST | CONSTRUCT UPGRADES
22
Extended Vaporiser
Prerequisite: 4th level
You fit your construct with an
advanced dispersal system, designed
to work with your bombs. As an action
on your turn, when you are within 5 feet
of your construct, you can load it with an
alchemical bomb rather than throwing it.
The bomb does not detonate, but is instead stored within
the construct. When your construct is carrying one of your
bombs, it can use its action to unleash it as a 15 foot cone, or
a 30 foot long, 5 foot wide line, which you must decide when
you load the bomb.
All targets in the area of effect must succeed on a Dexterity
saving throw, or take the full effects of the bomb as though
they were the primary target. If the bomb is not used before
the beginning of your next turn it falls inert and is harmlessly
ejected.
When you reach 12th level, or if you are at 12th level or
higher when you first take this upgrade, you automatically Improved Reach
improve the range of the dispersal system, to a 30 foot cone
or 60 foot long, 5 foot wide line. You enhance your construct's attacking capabilities,
Your construct can use this feature a number of times increasing the range of its melee attacks by 5 feet. If your
equal to your Intelligence modifier, and it regains all construct possesses a ranged attack option, attacking at long
expended uses when it finishes a short or long rest. range no longer imposes disadvantage on its ranged attack
rolls.
Extra Attack
Prerequisite: 5th level Internal Controls
Whether through extra attacking limbs, enhanced reflexes or Prerequisite: Your construct must be at least one size larger
some other means, you upgrade your construct to be capable than you
of attacking more frequently. Whenever it takes the Attack You modify your construct to contain a small internalised
action on its turn, your construct can attack twice instead of compartment which can serve as a cockpit, and can
once. comfortably (if compactly) hold a single creature of one size
You can take this upgrade multiple times: a second time smaller than the construct itself. The compartment is air and
once you reach 11th level, and a third once you reach 20th water-tight when sealed, but provides sufficient breathable air
level. Each time you take this upgrade, it adds one additional for 8 hours in hostile conditions. A creature in the cockpit
attack, to a maximum of four attacks. has total cover from attacks and effects outside the construct,
though they are also considered restrained.
Fly By Enhancement Only you know how to open and close the entry to the
Prerequisite: Dexterity 16 or higher, a flying speed cockpit, unless you instruct another, and in most
circumstances, unless otherwise instructed, you are the only
Your construct's nimbleness in the air is improved to the one whom your construct will allow to make use of this
point where it is difficult for foes to find an opportunity to feature. You can enter or exit the cockpit using a bonus action
strike at it. While flying, opportunity attacks provoked by your and five feet of movement.
construct are made at disadvantage, and it does not provoke While inside with the entrance sealed, you have access to
one at all if it enters and leaves a hostile creature's range on the controls necessary to take direct control of your
the same turn. construct's movements and actions. Its initiative changes to
match yours and you take your turns together. You can use an
Heavy Blows action on your turn to use any of your construct's available
Prerequisite: Strength 14 or higher actions in place of your own. It can still use its own actions
Your construct is capable of striking with enough force to without your direct input, taking its own turn as well.
repel foes or knock them down with ease. Whenever it hits a An unwilling or hostile creature restrained in the cockpit
creature no more than one size larger than it with a melee does not have access to these controls, nor can it release
attack, it can choose to impart one of the following effects on itself easily without knowledge of the method. As an action on
that target: its turn, it may make an opposed Strength (Athletics) check
It must succeed on a Dexterity saving throw or be against the construct in an attempt to burst free by force,
knocked prone. exiting prone into an unoccupied space within 5 feet of the
It must succeed on a Strength saving throw or be pushed construct on a success.
up to 15 feet away. If the cockpit is burst open in this way, it cannot be sealed
It must succeed on a Constitution saving throw or be properly again until you finish a long rest, during which time
unable to take reactions until the end of your construct's it can be repaired.
next turn.
ALCHEMIST | CONSTRUCT UPGRADES
23
Not So Artificial Ranged Targeting
Prerequisite: 14th level, only available to your primary You enhance and modify your construct's natural attacks to
construct include more options for attacking from range. Your
The spark of sentience instilled in your construct magnifies construct gains an additional attack option when attacking
and expands under your guidance and tutelage, into a fully without a wielded weapon. This attack is ranged, has a range
fledged intelligence. Your construct's Intelligence increases to of (80/320), and deals piercing damage equal to 1d6 + its
13 and it loses its immunity to the frightened and charmed Dexterity modifier + its proficiency bonus.
conditions, its mind now fully formed and capable. Though this attack may use some form of ammunition, you
In exchange, it gains proficiency in Intelligence saving are presumed to be able to produce it from excess materials
throws, and it gains the ability to attune to one magic item of as part of normal maintenance that you perform on your
its own. It also learns all of the languages you know and at construct.
your DM's discretion it may also learn to speak them.
Finally, choose one class other than alchemist for which it Skill Improvement
meets the multiclass requirements. Your construct gains the Your construct gains proficiency in one skill or tool of your
first level features of that class, making all necessary choices choice. If you choose a tool proficiency you are able to
and selections that entails, as though it had gained a level in integrate the tool into its construction at the same time if you
that class. have a set of the tools available to do so.
It does not gain any extra proficiencies or equipment from If you select a skill or tool with which it is already proficient
this (For example, choosing barbarian would grant it access it gains expertise instead and can add double its proficiency
to the Rage feature, and also Unarmoured Defence as an bonus to checks made with the skill or tool.
alternate option for calculating its AC, but it would not gain You can select this upgrade multiple times, gaining
proficiency with shields, or a d12 hit die). proficiency or expertise in a different skill or tool each time.
Speed Enhancement
You enhance your construct's motor functions to be more
efficient, with a higher response rate. Its speed increases by
10 feet, and it can now take the Dash action as a bonus
action.
Subversive Tactics
Prerequisite: 15th level
You fit your construct with the means to turn itself invisible.
As an action, your construct and anything it is wearing or
carrying turns invisible, as though by the invisibility spell and
following the spell's limitations, duration, break conditions
and concentration requirements. It can do this a number of
times equal to your Intelligence modifier, and regains
expended uses when it finishes a long rest.

ALCHEMIST | CONSTRUCT UPGRADES


24
Alchemist Spells Detect Thoughts Far Step Regenerate
and Formulae Dragon's Breath Greater Restoration Teleport
Enhance Abilities Legend Lore Plane Shift
Cantrips (0 Level) Flame Blade Mislead Sequester
Alchemical Bomb Gust of Wind Seeming
Blade Ward Invisibility Skill Empowerment 8th Level
Create Bonfire Lesser Restoration Animal Shapes
Friends Locate Animals or Plants 6th Level Antimagic Field
Frostbite Locate Object Contingency Antipathy/Sympathy
Guidance Mirror Image Eyebite Control Weather
Light Misty Step Globe of Invulnerability Glibness
Magic Stone Pass Without Trace Heal Holy Aura
Mending Protection From Poison Investiture of Flame Mind Blank
Poison Spray See Invisibility Investiture of Ice Telepathy
Prestidigitation Shadow Blade Investiture of Stone
Primal Savagery Skywrite Investiture of Wind 9th Level
Resistance Spider Climb Primordial Ward Astral Projection
Shocking Grasp Warding Wind Tenser's Transformation Foresight
Thunderclap True Seeing Invulnerability
True Strike 3rd Level Wind Walk Power Word Heal
Aura of Vitality Shapechange
1st Level Blink 7th Level Time Stop
Absorb Elements Feign Death Crown of Stars True Polymorph
Armour of Agathys Fly Etherealness
Comprehend Languages Haste
Cure Wounds Leomund's Tiny Hut
Detect Evil and Good Melf's Minute Meteors
Detect Magic Nondetection New Spell Descriptions
Detect Poison and Disease Protection from Energy The following new spell appears on the alchemist spell and
Disguise Self Sending formula list.
Divine Favour Spirit Guardians
Expeditious Retreat Tongues Alchemical Bomb
Feather Fall Vampiric Touch
Evocation cantrip
Goodberry Water Breathing Casting Time: 1 action
Range: 60 feet
Healing Word Water Walk Components: S, M (your bomb-making supplies)
Heroism Duration: Instantaneous
4th Level
Identify You rapidly assemble, prime and throw an alchemically
Jump Aura of Purity catalysed explosive, targeting either a creature or an
Longstrider Death Ward unoccupied space of your choice within range. If targeting a
Mage Armour Fire Shield creature, make a ranged spell attack against the target. On a
Protection from Freedom of Movement hit, the target takes 1d6 fire damage as the bomb explodes,
Greater Invisibility and all creatures within 5 feet of the target take fire damage
    Evil and Good equal to your spellcasting ability modifier.
Sanctuary Locate Creature If you target an unoccupied space, all creatures within 5
Shield Otiluke's Resilient Sphere feet of the space must make a Dexterity saving throw, or take
Shield of Faith Polymorph fire damage equal to your spellcasting ability modifier, as
Zephyr Strike Shadow of Moil though they were secondary targets of the bomb.
Stoneskin The bomb's potency increases when you reach higher
2nd Level
levels. At 5th level, the main target takes an extra 1d6 fire
5th Level
damage and the fire damage to the secondary targets
Aid increases to 1d6 + your spellcasting ability modifier. Both
Alter Self Antilife Shell damage rolls increase by 1d6 at 11th level and at 17th level.
Barkskin Circle of Power
Blur Dispel Evil and Good
Darkvision Dream

ALCHEMIST | SPELL AND FORMULAE


LIST
25
Climbing Draught. A draught that bears a faintly fruity
Alchemical Creations scent, but tastes quite bitter. Drinking this grants you a
The three tables below list some samples of alchemical climbing speed equal to your current speed for 1 hour, as well
items, potions and poisons that you may be able to make. as giving you advantage on any ability checks made to climb
Some, such as potions of healing, you will simply be able to or to maintain your grip or balance.
make more easily or more rapidly than non-alchemists, while Desiccation Powder. A small pot containing one unit of a
other items may require the knowledge and understanding fine brown powder. When sprinkled on a body of water, it can
only available to a practising alchemist. convert up to 15 cubic feet of water into a small pellet that fits
The making of alchemical items always requires the use of in the palm of your hand. It can be retained in this form
your alchemist supplies, while the making of potions of indefinitely, and returns to water again when the pellet is
healing, and other curatives in the Healing Items table deliberately crushed. As an action, you can scatter a unit of
require the use of a herbalism kit. desiccation powder on a creature made mostly of liquid, such
Making poisons requires the use of a poisoner's kit, and as a water elemental or an ooze, within 5 feet of you. The
some poisons may require access to rare or difficult to obtain creature must make a DC 13 Constitution saving throw,
substances as well. Your DM will determine how difficult to taking 10d6 necrotic damage on a failure, or half as much on
acquire various types of reagents are for your game: you may a success.
be able to acquire these from contacts or legitimate Elemental Proofing Draught. Drinking this draught
merchants, or it may require some more direct hunting. grants you resistance to one damage type for an hour. The
The tables below should serve as a useful and functional draught bears small motes of the elemental energy it protects
list of examples but creative alchemists may be able to create against, suspended in a cloudy, opalescent syrup. The
other items, potions, oils or poisons at your DM's discretion. damage type is decided when an alchemist produces the
Use the entries here as a guide, rather than an exhaustive list. draught, and they can choose from acid, cold, fire, lightning or
thunder.
Enlarging Draught. When you drink this draught, you gain
Alchemical Items the “enlarge” effect of the enlarge/reduce spell for 1 hour. The
Items in this category provide a variety of unusual effects, colour of the draught shifts on its own, filtering from blue to
some of which have special rules or require explanation. red rapidly, then slowly back to blue.
Acid. A simple phial of acid, as found in the Player's Fade Dust. A small pouch containing a faintly shimmering
Handbook. An alchemist using this is considered proficient dust. The pouch holds enough dust to apply to a single
with the attack roll. medium or smaller creature or object, who then benefits
Alchemist's Fire. A flask of alchemist's fire, as found in from invisibility as per the invisibility spell, for up to ten
the Player's Handbook. An alchemist using this is considered minutes.
proficient with the attack roll. Flash Freeze. A phial of freezing agent that fills a small
All-Purpose Lubricant. A phial of this substance looks area with numbing cold and rime upon shattering. As an
thick and dark in large quantities, but pours smoothly and is action you can throw the phial to a point within 20 feet,
clear when applied. In a process that takes 10 minutes, you shattering it against a hard surface or object in the process.
can cover a medium or smaller creature with a single phial of Any creature within 5 feet of the point must make a DC 12
the slippery substance, or half that time with the target or Constitution saving throw, of have their speed halved
another creature assisting. Larger creatures require an (minimum of 5 feet) for 2d4 rounds. The phial can also be
additional phial of lubricant for each size category above used to freeze a 5 foot cube of water, which remains frozen
medium to gain any benefit. A creature coated in this manner until it thaws naturally.
gains all the benefits of the freedom of movement spell for 1 Glitter Bomb. A small explosive that bursts into a wide-
hour. Alternatively, you can pour a phial of lubricant onto a 10 scattering, clinging spread of colourful, glittering motes. As
foot area of solid ground, where it will act as the grease spell an action, you can throw the bomb to a point you choose
(DC 13) for an hour. within 30 feet, where it detonates and acts at the faerie fire
Choking Powder. Resembling a fine sand, this dust spell (DC 12), with the exception that affected creatures do
scatters and vaporises when thrown, creating a suffocating not shed light. Affected creatures and objects are coated by
cloud that affects targeted creatures rapidly, but does not the glittery substance for up to 1 minute, no concentration
linger. You can use an action to throw the powder up to 30 required, but may use an action on their turn to attempt a DC
feet, where it immediately disperses. Any creatures within 10 12 Dexterity check to remove the glitter. Completely
feet must immediately make a DC 15 Constitution saving submerging in water will also remove the effect.
throw or become unable to breath, sneezing and coughing Holy Water. A flask of holy water, as found in the Player's
uncontrollably. A creature affected in this way is Handbook. An alchemist using this is considered proficient
incapacitated and suffocating. While it remains conscious, an with the attack roll.
affected creature can repeat the saving throw at the end of its Reducing Draught. When you drink this draught, you gain
turn, ending the effect on a success. Regardless of success or the “reduce” effect of the enlarge/reduce spell for 1 hour. The
failure, the effect ends after three rounds and any creatures colour of the draught shifts on its own, filtering from red to
rendered unconscious by the powder immediately stabilise at blue rapidly, then slowly back to red.
that time. Creatures that do not need to breath are unaffected
by the powder.

ALCHEMICAL CREATIONS | ALCHEMICAL


ITEMS
26
Alchemical Items
Item Save DC Cost
Acid None 25 gp
Alchemist's Fire Dexterity 10 25 gp
All-Purpose Lubricant Dexterity 13 50 gp
Choking Powder Constitution 15 100 gp
Climbing Draught None 25 gp
Dessication Powder Constitution 13 75 gp
Elemental Proofing Draught None 50 gp
Enlarging Draught None 50 gp
Fade Dust None 50 gp
Flash Freeze Constitution 12 75 gp
Glitter Bomb Dexterity 12 50 gp
Holy Water None 25 gp
Reducing Draught None 50 gp
Smoke-Stick None 50 gp
Sun Rod None 15 gp
Swimming Draught None 50 gp
Tanglefoot Bag Strength 15 100 gp
Thunderstone Constitution 13 50 gp

    Smoke-Stick. A short rod coated in an alchemical     Swimming Draught. A draught that has a strong, briny
substance, and a thin layer of wax which can be easily scent, but tastes like fresh water. Drinking this grants you a
removed. As an action you can remove the wax, exposing the swimming speed equal to your current speed for 1 hour, as
substance to air and causing the stick to generate profuse well as giving you the ability to breathe under water for the
amounts of smoke in a 10-foot-radius sphere centred on duration. This does not hinder your ability to breathe normal
itself. You can carry the stick with you, or throw it to a point air.
you choose within 30 feet as part of the same action. The Tanglefoot Bag. A thin cloth bag containing sticky, binding
smoke is breathable, but spreads around corners and the agents that expand rapidly when struck. As an action you can
area within it is heavily obscured. A moderate wind (at least throw the bag at a creature or object, treating it as an
10 miles per hour) will disperse the smoke, however the stick improvised thrown weapon. Make a ranged attack roll; an
will continue to generate smoke for up to 30 minutes unless alchemist is considered proficient with this attack. On a hit
it is submerged in a liquid or otherwise starved of air. Once the target must make a DC 15 Strength saving throw, or be
activated it cannot be resealed or preserved. restrained by the expanding substance for up to 1 minute. A
    Sunrod. A short rod with a small crystal at one end. Lightly restrained creature can use its action to make a Strength
tapping the crystal will cause it to begin shedding bright light check against the same DC, freeing itself on a success.
in a 20 foot radius and dim light for an additional 20 feet for Thunderstone. A reactive stone about the size and weight
up to one hour, or until you tap the crystal again. The light of a sling bullet, treated to respond to impacts with a
continues to function under water and in other hostile deafening sound burst. As an action you can throw the stone
environments usually unsuitable for torches. The rod has to a point within 20 feet, shattering it against a hard surface
seven charges. Tapping the crystal expends one charge, or object in the process. Any creature within 10 feet of the
regardless of how long it remains lit for, and the rod can point must make a DC 13 Constitution saving throw, or be
regain one charge for every two hours it spends exposed to deafened by the thunderous boom, which can be heard up to
natural sunlight. If you ever expend the rod's last charge, roll 300 feet away.
a d20. If you roll a 1, the internal reaction in the rod's crystal
shorts out and the rod loses its ability to recharge, ceasing to
function.

ALCHEMICAL CREATIONS | ALCHEMICAL


ITEMS
27
Ether's Essence (Inhaled). A creature subjected to this
Poisons poison must succeed on a DC 15 Constitution saving throw
Not all poisons deal direct harm to their victims. They can or become poisoned for 8 hours. The poisoned creature is
vary greatly in their duration and effects. The following unconscious. The creature wakes up if it takes damage or if
section contains a broad selection of poisons, and describes another creature takes an action to shake it awake.
their specific rules individually. Green Dragon's Sigh (Inhaled). The strength of this
Poisons vary in their delivery method, and most must be poison depends on the maturity of dragon from which it
administered as described to cause their intended effects. came. If the sample came from a young green dragon, a
As a general rule, ingestion poisons must be consumed creature subjected to this poison must succeed on a DC 14
fully, though your DM may allow reduced effects for partial Constitution saving throw or take 28 (8d6) poison damage or
doses. half as much on a success. If the sample came from an adult
Contact poisons require contact with the skin of the victim, green dragon, the DC is 17 and the damage increases to 42
but many can also be delivered via injury in a pinch. (12d6), while a sample from an ancient green dragon yields a
Inhaled poisons cover fume- and vapour-based poisons as poison with a DC of 19 and damage of 63 (18d6).
well, and just holding your breath is generally ineffective Lingering Rose (Contact). A creature subjected to this
against them, as they often directly affect nasal membranes, poison must succeed on a DC 16 Constitution saving throw
tear ducts and other parts of the body. or be poisoned for 24 hour. The affected area itches
For most poisons a single dose is intended for only a single incessantly, and most instinctive behaviours (such as rubbing
creature or use; the exception to this is injury poisons, for or scratching) only worsen the sensation. For the first 12
which a single does can be used to coat either a melee hours, the affected area spreads outwards to cover the rest of
slashing or piercing weapon, effective for one successful the victim's body, then recedes again for the remaining 12
strike, or up to three pieces of ammunition, each of which can hours unless removed sooner.
deliver their poison once with no decrease in potency. Coated Malice (Inhaled). A creature subjected to this poison must
weapons dry out after 1 minute if left exposed to air, but can succeed on a DC 15 Constitution saving throw or become
preserve their potency for up to 1 hour after coating if they poisoned for 1 hour. The poisoned creature is blinded.
are kept in a moderately well-sealed sheath or quiver. Midnight Tears (Ingested). A creature that ingests this
poison suffers no effect until the stroke of midnight. If the
    Assassin’s Blood (Ingested). A creature subjected to this poison has not been neutralised before then, the creature
poison must make a DC 10 Constitution saving throw. On a must succeed on a DC 17 Constitution saving throw, taking
failed save, it takes 6 (1d12) poison damage and is poisoned 31 (9d6) poison damage on a failed save, or half as much
for 24 hours. On a successful save, the creature takes half damage on a successful one.
damage and isn't poisoned. Othur Fume (Inhaled). A creature subjected to this poison
Black-hand Oil (Contact). A creature subjected to this must succeed on a DC 13 Constitution saving throw or take
poison must succeed on a DC 11 Constitution saving throw 10 (3d6) poison damage, and must repeat the saving throw at
or be poisoned for 1 hour. The poisoned creature has the start of each of its turns. On each successive failed save,
disadvantage on any Strength or Dexterity saving throws that the character takes 3 (1d6) poison damage. After three
involve the use of the affected area as the contact zone turns successful saves, the poison ends.
black and swells slightly, causing a persistent, nagging Pale Tincture (Ingested). A creature subjected to this
discomfort. poison must succeed on a DC 16 Constitution saving throw
Crawler Mucus (Contact). A creature subjected to this or take 3 (1d6) poison damage and become poisoned. The
poison must succeed on a DC 13 Constitution saving throw poisoned creature must repeat the saving throw every 24
or be poisoned for 1 minute. The poisoned creature is hours, taking 3 (1d6) poison damage on a failed save. Until
paralysed. The creature can repeat the saving throw at the this poison ends, the damage the poison deals can’t be healed
end of each of its turns, ending the effect on itself on a by any means. After seven successful saving throws, the
success. effect ends and the creature can heal normally.
Daydream Drops (Contact). A creature subjected to this Purple Worm Poison (Injury). A creature subjected to
poison must succeed on a DC 10 Constitution saving throw this poison must make a DC 19 Constitution saving throw,
or be poisoned for 1 minute. The poisoned creature has taking 42 (12d6) poison damage on a failed save, or half as
disadvantage on any saving throws to maintain much damage on a successful one.
concentration, and must make a DC 10 Constitution saving River Red (Injury). A creature subjected to this poison
throw to maintain their concentration at the beginning of must succeed on a DC 10 Constitution saving throw, or take
each turn if they are concentrating. 3 (1d6) poison damage and become poisoned for 1 minute.
Drow's Favourite (Injury). This poison is typically made The poisoned creature takes an extra 1d6 damage any time it
by the drow, and requires a complete lack of sunlight to be takes any piercing or slashing damage.
prepared properly. A creature subjected to this poison must Serpent Venom (Injury). A creature subjected to this
succeed on a DC 13 Constitution saving throw or be poison must succeed on a DC 11 Constitution saving throw,
poisoned for 1 hour. If the saving throw fails by 5 or more, the taking 10 (3d6) poison damage on a failed save, or half as
creature is also unconscious while poisoned in this way. The much damage on a successful one.
creature wakes up if it takes damage or if another creature
takes an action to shake it awake.

ALCHEMICAL CREATIONS | POISONS


28
Poisons
Item Delivery Save Additional
                                       Method          DC        Supplies                                                                                        Cost
Assassin's Blood Ingest 10 None 50 gp
Black-hand Oil Contact 11 Alchemist's supplies 50 gp
Crawler Mucus Contact 13 Sample from a Carrion Crawler 70 gp
Daydream Drops Contact 10 None 50 gp
Drow's Favourite Injury 13 Sample of assorted Underdark flora 70 gp
Ether's Essence Inhale 15 Alchemist's supplies 100 gp
Green Dragon's Sigh Inhale 14/17/20 Sample from a young or older Green Dragon 300/500/700 gp
Lingering Rose Contact 16 Sample of common broad-leaved plants 85 gp
Malice Inhale 15 Sample of herbs which grow in cold climates 85 gp
Midnight Tears Ingest 17 Sample from a rare plant that produces only one flower a 500 gp
year
Othur Fume Inhale 13 Samples from a variety of plants and animals that are not 160 gp
commonly sought, but are not rare in themselves
Pale Tincture Ingest 16 Sample of vampire dust 85 gp
Purple Worm Poison Injury 19 Sample from a Purple Worm 700 gp
River Red Injury 10 None 50 gp
Serpent Venom Injury 11 Sample from a common venomous snake 70 gp
Swift-Acting Poison Ingest 13 Herbalism Kit 70 gp
Taggit Oil Contact 13 Sample from an amphibian that dwells in hot climates 130 gp
Tension Inhale 10 None 50 gp
Torpor Ingest 15 Alchemist's supplies 200 gp
Truth Serum Ingest 11 Alchemist's supplies 50 gp
Wyvern Poison Injury 15 Sample from a Wyvern 400 gp

    Swift-Acting Poison (Ingested). This poison is made A creature immune to the frightened condition is still
specifically to resemble a standard potion of healing, or poisoned if it fails the save and it still experiences the
another beneficial potion, and stands up to any scrutiny short hallucinations, but it recognises them as false and ephemeral
of magical identification. A creature that drinks this poison and is otherwise unaffected.
immediately takes 10 (3d6) poison damage and must make a Torpor (Ingested). A creature subjected to this poison
DC 13 Constitution saving throw or be poisoned. The must succeed on a DC 15 Constitution saving throw or
poisoned creature takes 10 (3d6) poison damage at the start become poisoned for 4d6 hours. The poisoned creature is
of each of its turns. It can repeat the saving throw at the end incapacitated.
of each of its turns, reducing the damage taken on its Truth Serum (Ingested). A creature subjected to this
subsequent turns by 1d6 each time it succeeds. After 3 poison must succeed on a DC 11 Constitution saving throw
successes the poison ends. or become poisoned for 1 hour. The poisoned creature can’t
    Taggit Oil (Contact). A creature subjected to this poison knowingly speak a lie, as if under the effect of the zone of
must succeed on a DC 13 Constitution saving throw or truth spell.
become poisoned for 24 hours. The poisoned creature is Wyvern Poison (Injury). A creature subjected to this
unconscious. The creature wakes up if it takes damage. poison must make a DC 15 Constitution saving throw, taking
    Tension (Inhaled). A creature subjected to this poison 24 (7d6) poison damage on a failed save, or half as much
must succeed on a DC 10 Constitution saving throw or damage on a successful one.
become poisoned for 1 minute. The poisoned creature is also
frightened, and regards all creatures it can see as enemies,
and as sources of its fear. The poison creates brief but acute
paranoia, accompanied by mild hallucinations.

ALCHEMICAL CREATIONS | POISONS


29
Healing Items
Healing Items
Item                          Healing Other Effects           Cost
Antitoxin — Advantage against poison 40 gp
Curative Ointment 2d8+2 Advantage against ongoing poison and disease 180 gp
Immuno-Booster — Advantage against disease 40 gp
Potions of healing
  potion of healing 2d4+2 — 40 gp
  potion of greater healing 4d4+4 — 160 gp
  potion of superior healing 8d4+8 — 4400 gp
  potion of supreme healing 10d4+20 — 16000 gp
Troll Styptic 1d4 Regenerate for 3 rounds, Constitution save to avoid poisoning 100 gp

The items in this category generally restore hit points or Multiclassing


provide another beneficial effect. The following section provides the requirements, benefits
Antitoxin. A creature that drinks this phial of liquid gains and other important information for those wishing to
advantage on saving throws against poison for 1 hour. It multiclass as an alchemist.
confers no benefit to undead or constructs.
Curative Ointment. Applying this ointment to a creature Multiclass Prerequisites
and allowing them to inhale its vapours immediately restores Class Ability Score Minimum
2d8 +2 hit points, and grants them advantage on saves Alchemist Intelligence 13
against any ongoing poison or disease effects they may be
affected by for 8 hours. It confers no benefits to undead or Multiclass Proficiencies
constructs. Class Proficiencies Gained
Immuno-Booster. A creature that drinks this phial of
liquid gains advantage on saving throws against disease for 1 Alchemist         Light armour, alchemist supplies
hour. It confers no benefit to undead or constructs.
Potion of Healing. A creature that drinks this phial of red Spellcasting and Pact Magic
fluid regains hit points equal to an amount dictated by the
quality of the potion, listed in the Healing Items table. Though alchemists rely only partially on the arcane to
Regardless of the grade of potion, they have no effect on produce their formulae, they nevertheless are considered full
undead or constructs. spellcasters for multiclassing purposes. Add all of your levels
Troll Styptic. A rough and painful form of quick, battlefield in the alchemist class to any other spellcasting class levels
healing, useful when magical healing is unavailable. When you have when determining your available spell slots.
          this salve is applied to a creature's wounds, it Spells that you learn from other spellcasting classes can be
               immediately regains 1d4 hit points, and regenerates transcribed into your formulae book using the normal means,
                 1d4 hit points at the beginning of each of its turns if those spells also appear on the alchemist spell and formula
                        for the next 3 rounds. When the salve is applied, list. If you have levels in the wizard class, you may transcribe
                                     the creature must make a DC 12 between your formula book and spell book as well.
                                          Constitution saving throw or become If you have spell slots of 6th level or higher, you may use
                                               poisoned for 1 minute. Removing these to execute your alchemist formulae of 1st to 5th level,
                                                   the poisoned condition does not however these slots cannot grant you additional uses of your
                                                     interfere with the regeneration. complex formulae.
                                                         It has no effect on undead or If you have the Pact Magic class feature, you can use the
                                                           constructs. spell slots you gain from the Pact Magic feature to execute
alchemist formulae you have prepared and you can use spell
slots gained from the Alchemy feature to cast warlock spells
you know.

ALCHEMICAL CREATIONS | HEALING


ITEMS | MULTICLASSING
30
Preservationist Options
The following table provides a list of creatures suitable for
use with the preservationist discovery.
Preserved Creatures
CR          Creatures
CR 0 Badger (MM), Bat (MM), Cat (MM), Chwinga (ToA), Crab (MM), Cranium Rat (VGtM), Crawling Claw (MM), Frog
(MM), Hawk (MM), Lizard (MM), Owl (MM), Quipper (MM), Rat (MM), Raven (MM), Scorpion (MM), Sea Horse
(MM), Spider (MM), Tressym (SKT), Weasel (MM)
CR 1/8 Flying Snake (MM), Neogi Hatchling (VGtM), Poisonous Snake (MM), Slaad Tadpole (MM), Stirge (MM)
CR 1/4 Oblex Spawn (MToF), Pixie (MM), Pseudodragon (MM), Sprite (MM), Velociraptor (VGtM)
CR 1/2 Gazer (VGtM)
CR 1 Faerie Dragon (Red, Orange or Yellow)(MM), Imp (MM), Quasit (MM), Quickling (VGtM), Vargouille (VGtM)
CR 2 Faerie Dragon (Green, Blue, Indigo or Violet)(MM), Intellect Devourer (MM), Will-o'-Wisp (MM)

Credits
This document was produced using The Homebrewery, an excellent tool created by Scott Tolksdorf.
Most of my understanding of the tool came from the very helpful guides created by AeronDrake and QalarValar. The image
blending stains provided by each of these two were also immensely helpful.
In examining other alchemist options, I read alchemist and artificer classes and subclasses presented by Asa Wheatley, Alex
Bloor, Tribality and Cody Faulk. No parts of any of their works were explicitely used, but close similarities and similar inspirations
may exist.
All artwork and images used are licensed under Creative Commons Zero (CC0) or are otherwise Public Domain, are used in
good faith, and include works by Alexander Koval, Alfonso Cerezo, Clem Onojeghuo, Kees Koertshuis, Markéta Boušková, Nathan
Wright, Sebastian Ganso, Stefan Keller and Wolfgang Eckert, as well as other public domain works for whom the original creators
could not be sourced.
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica
and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA
and other countries.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission
under the Community Content Agreement for Dungeon Masters Guild.
All other original material in this work is copyright 2019 by Erica Heathrow and published under the Community Content
Agreement for Dungeon Masters Guild.

CREDITS | LEGAL
31

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