Professional Documents
Culture Documents
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
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.
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.
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.
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
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