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The Alchemist

Alchemist

T
he frizzy haired human dashes past the orc, wonder if they have enough energy to deal with any magical
slapping him as she passes. Enraged, the orc attacks. All of them would enter with a reasonable degree of
starts to give chase but stops when he realizes caution. An alchemist however, if left unchecked, will walk
that something was wrong. The slap was straight into the cave just to see what would happen.
hurting too much to be just a slap. That was
when he noticed that there was acid melting The Seven Founders
his face off. It's cries of agony were echoed by The science of potion making, as well as some fusion tactics
it's companions as the human heads back to town to pick up have existed for millennia, however it was seven individuals
more acid and collect the bounty. who sheped the actual practice of alchemy. Each of the seven
Laughing maniacally to himself, the gnome threw the developed a certain part of the alchemical practice, and
vibrating vial over the rock into the hoard of goblins he knew taught it to the others. Each of them kept the most potent
were on the other side. Soon enough, a large explosion shook parts of their discoveries to themselves however, but they
the ground as the vial exploded into a fireball. The little passed them on to their successors, leading to the elemental
gnome finally couldn't hold it in any longer, and his laughter paths, or alchemical focuses.
grew to math the sound of his explosives going of as he threw Most alchemists can tell you that each of the elemental
them over the rock. paths follows the teachings of one of the seven founders by
Throwing his cloak aside, the elf stood defiantly in the way using the power of the correlating metal. More well versed
of the demon. The demon was confused, not because of the scholars can tell you that the metal actually has no bearing on
elf in its way, but because the elf had four arms, a pair of the powers, and the only reason that they are considered
wings, and a scorpion tail. The demon double checked to see related is because of the founders fondnesses for said metals.
whether its invisibility was somehow disabled, but it wasn't. What people don't know is that each of the seven founders
How was this elf seeing it. Humming to himself, the elf drank was a metal-core photolith, who each had one of the
a potion to make him faster, and charged the demon. 'fundamental metals' as their core.
Alchemists are mad scientists, and though they aren't
usually insane, their actions might seem so to others. Creating an Alchemist
Alchemists come in many different kinds, from scholars, to
warmongers, to apothecaries, but they all have one thing in When creating an alchemist character, think about your
common, a desire to find out what happens when they character's introduction to alchemy. How did your character
combine one thing with another. come to learn alchemy? Did you act as aprentice to another
alchemist who taught you his way of alchemy? Did you study
The Magic of Fusion at a school for alchemy, with different specialties taught as
different subjects? Or maybe you watched someone using
Alchemists have discovered through experimentation that alchemy, and studied on your own to replicate what you saw?
when certain things are fused, interesting results occur. They
learn different recipes for making things explode, burn, heal, Quick Build
and empower, as well as how to properly store them to keep You can make an alchemist quickly by following these
from bowing themselves up at every turn. More experienced suggestions. First, put your highest ability score in
alchemists are capable of mixing their deadly chemicals Intelligence, followed by Constitution or Dexterity. Second
faster and faster, until it only takes them a few minutes to choose the Guild Artisan background.
create a batch of their concoctions.
This alone would not make people question their sanity, Class Features
but the vast majority of alchemists like to take it one step
farther. After fusing chemicals, the next step is fusing items. As an Alchemist, you gain the following class features
More specifically fusing other creature's DNA with their own.
This is a taxing process, and an alchemist can only support a Hit Points
certain amount of foreign DNA in their system, but powerful Hit Dice: 1d8 per Alchemist level
alchemists can have as many as five of these so called Hit Points at 1st Level: 8 + your Constitution modifier
augmentations. Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
modifier per alchemist level after 1st
Driving Curiosity Proficiencies
Curiosity is a powerful motivator for alchemists, and they Armor: Light armor, medium armor, shields
hate being bored. It is this very curiosity that drives them to Weapons: Simple weapons, hand crossbows, heavy
clear out previously discovered recipes to discover new ones. crossbows, katars
The loss of the knowledge doesn't matter to them because Tools: Alchemist's supplies, herbalism kit
they don't care about knowledge. What an alchemist cares
about is the path to find the knowledge, and that is where Saving Throws: Constitution, Intelligence
their curiosity plays a big role. When there is a cave, a fighter Skills: Choose two from Arcana, History, Intimidation,
might wonder if there are dangerous creatures living in there, Investigation, Medicine, Nature, and Perception
a rogue might wonder if there are traps, and a wizard might
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The Alchemist
Level Proficiency Bonus Features Concoctions Known
1st +2 Mystical Concoctions 2
2nd +2 Augment Self 2
3rd +2 Alchemical Focus 2
4th +2 Ability Score Improvement 3
5th +3 Augment Self Improvement, Vial Slinger 3
6th +3 Alchemical Focus Feature 3
7th +3 ─ 4
8th +3 Ability Score Improvement 4
9th +4 Augment Self Improvement 5
10th +4 Alchemical Focus Feature 5
11th +4 ─ 6
12th +4 Ability Score Improvement 6
13th +5 Augment Self Improvement 7
14th +5 Mystical Resistance 7
15th +5 Alchemical Focus Feature 8
16th +5 Ability Score Improvement 8
17th +6 Augment Self Improvement 9
18th +6 Timeless Body 9
19th +6 Ability Score Improvement 9
20th +6 Philosopher's Stone 9

Equipment The first thing any alchemist learns is how to tinker with you k
You start with the following equipment, in addition to the chemicals to produce effects. You learn two concoctions from Wh
equipment granted by your background: the Mystical Concoctions section at the end of this class conco
description. As you reach higher levels in this class, you learn take t
(a) two katars or (b) any two simple weapons additional concoctions as shown in the Concoctions Known place
(a) scale mail or (b) leather armor, a hand crossbow, and column of the Alchemist table. Additionally, whenever you other
20 bolts finish a long rest, you may replace any number of concoctions hours
(a) a dungeoneer's pack or (b) a scholar's pack suppl
Alchemist's supplies and an herbalism kit So
to ma
savin
Starting Wealth
If you forgo this starting equipment, as well as the
items offered by your background, you start with R
5d4 × 10 gp to buy your equipment. A
fo
h
n
Mystical Concoctions b
c
w
u
w
c
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Concoction Save DC = 8 + your proficiency bonus + your change the chosen Prime Augmentation if you choose the
Intelligence modifier perfect body effect.
Additionally, as an action you may eject your philosopher's
Augment Self stone from your body, causing it to manifest in your hand.
By this point, an alchemist will begin experimenting with Doing so however means you lose the chosen effect until you
their own physiology. At 2nd level, you gain the augmentation reabsorb it. While in this form, your philosopher's stone can
of your choice. Your augmentation options are detailed at the only be absorbed by you, and it is indestructable. You are
end of this class description. You gain an additional always aware of the exact location of your philosopher's
augmentation when you reach 5th, 9th, 13th, and 17th level. stone.
Whenever you gain a level in this class, you may also replace Immortality. Your body ceases to age while your
one of your augmentations with another one from the list. philosopher's stone is within you. In addition, you are
Regardless of your total number of augmentations, your sustained by the magic of your philosopher's stone such that
DM has the final say as to whether or not two augmentations you no longer require food, drink, or sleep.
are mutually exclusive. It is encouraged however, that rather Chemical Affinity. While infused with your philosopher's
than disallow the combination that you work with your DM to stone, you may add half your constitution score to the
come up with a reason why you should have both number of concoctions you can create after a long rest, and
augmentations. you can learn 1 additional concoction. In addition, whenever
you finish a short rest, you may replace any number of your
Alchemical Focus remaining concoctions with other concoctions you know, up
to an amount equal to your Intelligence modifier.
When you reach 3rd level, you choose one of the fundamental Perfect Body. You gain the Prime Augmentation of your
elements to emulate in your fusionary journey: Copper, Iron, choice while filled with your philosopher's stone, which are
Gold, Silver, Lead, Mercury, or Tin, all detailed at the end of detailed at the end of this class description.
this class description. Your choice grants you features at 3rd
level, and again at 6th, 10th, and 15th level.
Alchemical Focus
Ability Score Improvement The creators of alchemy were seven different people who
When you reach 4th level, and again at 8th, 12th, 16th, and were each known for a specific metal in conjunction with a
19th level, you can increase one ability score of your choice specialized fusion. In time, these two distinctive pieces were
by 2, or you can increase two ability scores of your choice by thought to be related. Each alchemist follows in the footsteps
1. As normal, you can’t increase an ability score above 20 of one of the creators and focuses on one of the elements.
using this feature.
Copper ♀
Vial Slinger You have chosen to follow in the footsteps of Lady Venus
Starting at 5th level, when you take the attack action, or use 'Coppervial', and as such, you have a greater affinity for
an action to use one of your mystical concoctions, you can concoctions.
make a second attack or use a second concoction as part of Concoction Savant
the same action. When you choose this focus at 3rd level, you learn 1
Mystical Resistance additional concoction, and may create one additional
concoction when you finish a long rest.
By 14th level, you have been exposed to so many chemicals,
and unlocked their secrets that they pose little risk to you. Light Concoctions
You gain resistance to acid and poison damage, and you are Also at 3rd level, th distance you can throw your explosives
immune to the poisoned condition. and oils increases by 30 feet.
In addition, you have advantage on saving throws to avoid
the negative effects of explosives, oils, poisons, potions, and Widespread Concoctions
salves, and resistance to damage dealt by explosives, oils, When you reach 6th level, you can make your concoctions
poisons, potions, and salves. more compressed, resulting in wider areas of coverage. The
radius of your explosions and oils increases by 10 feet.
Timeless Body
Empowered Concoctions
Beginning at 18th level, the chemicals you regularly intake Beginning at 10th level, you may add your intelligence
have granted you a semblance of the immortality you strive modifier to the damage of one of your concoctions on your
for, causing you to age more slowly. For every 10 years that turn.
pass, your body ages only 1 year.
Ultimate Concoction
Philosopher's Stone Beginning at 14th level, when you roll damage for one of your
At 20th level, you create a masterpiece, your philosopher's concoctions, you may reroll any number of the dice, and you
stone. As an action, you can cause your philosopher's stone to must use the new rolls.
morph into a liquid state, and fuse into your body, granting Once you use this feature a number of times equal to your
you one of the effects below. You choose this effect when you Intelligence modifier, you must finish a long rest before using
create the stone, and you cannot change it, nor can you it again.
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Iron ♂ Perfect Body
By 14th level, you have reached a greater state of being. You
You have chosen to follow in the footsteps of Lord Mars gain proficiency in all saving throws.
'Ironfist', and augment your physical prowess with steroids. Additionally, whenever you make a saving throw and fail,
Colossus Slayer you may spend 1 perfection point to reroll it and take the
Starting at 3rd level, your tenacity can wear down the most second result.
potent foes. When you hit a creature with a weapon Attack, Silver ☾
you can deal an extra 1d8 damage to the creature if it’s below
its hit point maximum. You can deal this extra damage only You strive to alter the odds of life in your favor by following in
once per turn. the footsteps of Lady Luna 'Silvercharm'.
Improved critical Lucky Touch
Also starting at 3rd level, your weapon attacks score a critical Starting at 3rd level, you can grant minor luck to others with
hit on a roll of 19 or 20. a touch. You may cast the bless spell once at will, without
requiring any components, by touching the target creatures.
Magical Attacks Once you do so, you must finish a short or long rest before
Beginning at 6th level, you can channel some latent chemical doing so again.
powers to improve your attacks. Your unarmed strikes and In addition, when a creature you can see makes an ability
katar attacks count as magical for the purpose of overcoming check, you may add your proficiency bonus to the check. You
resistances and immunities to nonmagical attacks and can choose to do so after the roll is made, but before the
damage. result of the check is determined. Once you do so, you must
finish a short or long rest before doing so again.
Honed Instincts
By 10th level, your instincts are so honed that you have Lucky Self
advantage on initiative rolls, and you can't be surprised while By 6th level, you can occasionally alter fate in your favor.
you are conscious. When you make an ability check or a saving throw, you can
In addition, when you are hit with a weapon attack, you use this feature to add a d10 to your roll. You can do so after
may use your reaction to reduce the damage by an amount seeing the initial roll but before any of the roll's effects occur.
equal to your Constitution modifier. Once you use this feature, you can't use it again until you
finish a short or long rest.
Superior Critical
At 14th level, your weapon attacks score a critical hit on a roll Aura of Luck
of 18-20. Beginning at 10th level, whenever you or a friendly creature
within 20 feet of you must make a saving throw, the creature
Gold ⦿ gains a bonus to the saving throw equal to your Intelligence
You strive for perfection of body by following in the footsteps modifier (with a minimum bonus of +1). You must be
of Lord Helios 'Goldskin'. conscious to grant this bonus.
Improved Self Master of Fate
When you choose this focus at 3rd level, you gain 3 perfection At 14th level, whenever you make an ability check or a saving
points. Whenever you make an ability check, you may spend throw and fail, you may reroll it and take the second result.
1 perfection point to gain a bonus on the check equal to your Once you use this feature a number of times equal to your
proficiency bonus. You regain all expended perfectio0n points Intelligence modifier, you must finish a long rest before doing
when you finish a long rest. so again.
The maximum amount of perfection points you may have
increases to 5 at 6th level, 7 at 10th level, and 10 at 14th level. Lead ♄
You want to strike unseen from the shadows according to the
Chemical Fortitude teachings of Lord Saturn 'Leadcloak'.
Also at 3rd level, you gain immunity to disease, as the
chemicals and augmentations to your body give you a greater Shadow Initiate
tolerance to foreign substances. Starting when you choose this focus at 3rd level, you gain
proficiency in stealth, and you may double your proficiency
Greater Endurance bonus for stealth checks.
At 6th level, you gain the ability to heal yourself. As an action, In addition, while you are hidden, creatures have
you can regain hit points equal to your alchemists level by disadvantage on saving throws against your concoctions.
spending 1 perfection point.
Shadow Step
Perfect Will At 6th level, you gain the ability to step from one shadow into
Beginning at 10th level, you are immune to the frightened another. When you are in dim light or darkness, as a bonus
condition. action you can teleport up to 60 feet to an unoccupied space

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you can see that is also in dim light or darkness. You then can
take the hide action as part of the same bonus action.
Cloak of Shadows Alchemical
By 11th level, you have learned to become one with the Homonculus
shadows. When you are in an area of dim light or darkness, Tiny construct, Neutral
you can use your action to become invisible. You remain
invisible until you make an attack, cast a spell, throw a
concoction, or are in an area of bright light. Armor Class 13 (natural armor)
Hit Points equal to 5 times your level in this class +
Lord of Shadows your Intelligence modifier
When you reach 14th level, being unseen allows you to Speed 20 ft., fly 30 ft.
unleash massive destruction. If you are hidden, the first
melee weapon attack or damaging concoction you use on a STR DEX CON INT WIS CHA
turn deals maximum damage.
4 (-3) 15 (+2) 11 (+0) 10 (+0) 10 (+0) 7 (-2)
Mercury ☿
Skills Perception +4, Stealth +4
You want to preserve and create life according to the Damage Immunities acid, poison
teachings of Lady Mercury 'Quicksilver'. Condition Immunities charmed, exhaustion,
poisoned
Healing Salve Senses darkvision 60 ft., passive Perception 10
Starting at 3rd level, you can create a salve that can heal Languages understands the languages you speak
wounds. With this salve, you can restore a total number of hit
points equal to your alchemist level × 5. Might of the Master. When your proficiency bonus
As an action, you can touch a creature and apply some of increases by 1, your homunculus’s skill bonuses
the salve to restore a number of hit points to that creature, up also increase by 1.
to the maximum amount remaining for the salve.
Alternatively, you can expend 5 hit points from the salve to Actions
cure the target of one disease or neutralize one poison Heal. One target within 30 of the homonculus it can
affecting it. You can cure multiple diseases and neutralize see that you designate regains 1d6 + your
multiple poisons with a single use of Healing Salve, proficiency bonus hit points. Once the homonculus
expending hit points separately for each one. has used this ability a number of times equal to your
This feature has no effect on undead. intelligence modifier, it cannot do so again until you
complete a long rest.
Homonculus
Also at 3rd level, you create a homonculus. Whenever you Alchemical Salve (3/Day). The homunculus produces
finish a long rest and your alchemist’s supplies are with you, a salve and touches one creature you designate. The
you can form this homunculus in an unoccupied space within target receives one of the following magical benefits
of your choice:
5 feet of you. If you already have a homunculus from this
feature, you cannot create another one. Buoyancy. The target gains a flying speed of 10 feet
The homunculus is friendly to you and your companions, for 10 minutes.
and it obeys your commands. See this creature’s game Inspiration. The target feels giddy and effective,
statistics in the Alchemical Homunculus stat block. You gaining advantage on certain ability checks in the
determine the homonculus's appearance, which includes next hour. The target chooses the checks before or
wings and bits of alchemical equipment. Some alchemists after rolling. The magic runs out after the target has
prefer mechanical-looking birds, whereas others like winged used it on a number of checks equal to your
vials or miniature cauldrons. Intelligence modifier (minimum of 1).
In combat, the homunculus shares your initiative count, Resilience. The target gains a number of temporary
but it takes its turn immediately after yours. The only action it hit points equal to 2d6 + your Intelligence modifier.
takes on its turn is the Dodge action, unless you take a bonus
action on your turn to command it to take one of the actions
in its stat block or to take the Dash, Disengage, or Help the homonculus (rounded down), provided you are within 30
action. feet of the homonculus.
If the mending spell is cast on it, it regains 2d6 hit points. If
it dies, you may revive it at the end of your next long rest, Improved Homonculus
provided it is within 5 feet of you and you have your By 10th level, when your homonculus uses it's action to heal
alchemist's supplies with you. another creature, it can heal two creatures as part of the
Mutual Healer same action.
Beginning at 6th level, whenever your homonculus uses it's Mutual Potions
action to heal one or more creatures, you may regain hit At 14th level, when you cast a spell or use a concoction that
points equal to half the total number of hit points restored by targets you, you can also affect your homonculus with the
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spell or concoction if your homonculus is within 30 feet of
you.
Tin ♃ Tin Spellcasting
You augment your fusionary powers with magic like Lord Level Cantrips Known Spell Known 1st 2nd 3rd 4th
Jupiter 'Tinstaff'. 3rd 2 3 2 — — —
Spellcasting 4th 2 4 3 — — —
When you reach 3rd level, you learn the arts of arcane 5th 2 4 3 — — —
spellcasting. See chapter 10 of the phb for the general rules
of spellcasting and chapter 11 for the wizard spell list. 6th 2 4 3 — — —
Cantrips. You learn two cantrips of your choice from the 7th 2 5 4 2 — —
Wizard spell list. You learn an additional Wizard cantrip of
your choice at 10th level. 8th 2 6 4 2 — —
Spell Slots. The Tin Spellcasting table shows how many 9th 2 6 4 2 — —
spell slots you have to cast your spells of 1st level or higher.
To cast one of these spells, you must expend a spell slot of the 10th 3 7 4 3 — —
spell's level or higher. You regain all expended spell slots 11th 3 8 4 3 — —
when you finish a long rest. 12th 3 8 4 3 — —
For example, if you know the 1st level spell shield, and you
have a 1st-level and a 2nd-level spell slot available, you can 13th 3 9 4 3 2 —
cast shield using either slot. 14th 3 10 4 3 2 —
Spells known of 1st level and Higher. You know three
1st-level Wizard spells of your choice, two of which you must 15th 3 10 4 3 2 —
choose from the evocation and transmutation spells on the 16th 3 11 4 3 3 —
wizard spell list.
The Spells Known column of the Tin Spellcasting table 17th 3 11 4 3 3 —
shows when you learn more wizard spells of 1st level or 18th 3 11 4 3 3 —
higher. Each of these spells must be an evocation or
transmutation spell of your choice, and must be of a level you 19th 3 12 4 3 3 1
have the spell slots for. For instance, when you reach 7th level 20th 3 13 4 3 3 1
in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come
from any school of magic.
Whenever you gain a level in this class, you can replace one
of the wizard spells you know with another spell of your can cast the chosen cantrip as a bonus action with the
choice from the wizard spell list. The new spell must be of a following modification:
level for which you have spell slots, and must be an evocation
and transmutation spell, unless you're replacing the spell you Acid Splash. A creature damaged by this spell takes the acid
gained at 8th, 14th, or 20th level. damage again at the start of it's next turn.

Spellcasting Ability. Intelligence is your spellcasting Firebolt. When you cast the spell, the damage type becomes
ability for your wizard spells, since you learn your spells one of the following damage types of your choice: Acid, Cold,
through study and memorization. You use your Intelligence Fire, Lightning, or Poison.

whenever a spell refers to your spellcasting ability. In Poison Spray. A creature that fails the save also suffers the
addition, you use your Intelligence modifier when setting the poisoned condition for 1 minute.
saving throw DC for a wizard spell you cast and when making Spell-in-a-Bottle
an attack roll with one. At 6th level, when you use your action to cast a cantrip, you
can use one concoction as a bonus action.
Spell Save DC = 8 + your proficiency bonus +
your Intelligence modifier Distracting Throws
By 10th level, you can put something in your concoctions to
Spell attack modifier = your proficiency bonus + make affected creatures more susceptible to your magic.
your Intelligence modifier When a creature fails a saving throw against one of your
concoctions, that creature has disadvantage on the next
Elemental Savant saving throw it makes against a spell you cast before the end
When you gain this feature at 3rd level, choose one of the of your next turn.
following cantrips: acid splash, firebolt, or poison spray. You
learn that cantrip if you don't already know it, and it doesn't Improved Spell-in-a-Bottle
count against the number of wizard cantrips you know. You Starting at 14th level, when you use your action to cast a
spell, you can use one concoction as a bonus action.

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Breath in a Bottle
Mystical Concoctions potion, 1 bonus action
Concoctions are a staple of an alchemist's power set. The When you drink this potion, you gain the ability to expel the
concoction choices you may choose from are listed below in
alphabetical order. The action requirement of a concoction, liquid out of your mouth at a high velocity. Once within the
as well as its type (Explosive, Oil, Potion, or Salve) are listed next hour, you may use a bonus action to spray the liquid in a
in the description of the concoction. You can't learn a 30 foot cone. Each creature in the cone must make a
concoction more than once. dexterity saving throw, taking 5d8 damage on a failed save, of
half on a successful one. You choose the damage type when
Acid Bomb you create this concoction from the following list: acid, cold,
explosive, 1 action fire, lightning, piercing, and poison.
When you reach 12th level, the damage increases to 8d8.
You may throw this bomb up to 60 feet, where it explodes
with a corrosive liquid. Each creature within 20 feet of the Concussion Grenade
bomb must make a dexterity saving throw. A target takes explosive, 1 action
12d4 acid damage on a failed save, or half as much on a
success. You may throw this grenade up to 60 feet, where it explodes
When you reach 12th level, the damage increases to 18d4. with a concussive blast of sound. Each creature within 20 feet
of the bomb must make a constitution saving throw. On a
Aquashock Grenade failed save, a target takes 5d8 thunder damage and is
explosive, 1 action deafened for 1 minute. On a successful one, a creature takes
half damage, and isn't deafened.
You may throw this grenade up to 60 feet, where it explodes When you reach 12th level, the damage increases to 8d8.
with magically enhanced water. Each creature within 20 feet
of the bomb must succeed on a dexterity saving throw or Corrosive Puddle
become drenched. A drenched creature has disadvantage on oil, 1 action
saves against effects that deal cold damage, and has
vulnerability to lightning damage. In addition, drenched You may throw this disk up to 60 feet away, where it sprays
creatures gain exhaustion twice as fast from effects relating acid across the ground in a 30 foot radius. A creature that
to extreme cold, and half as fast from effects relating to enters the acid's area for the first time on a turn, or starts it's
extreme heat. turn there takes 3d6 acid damage.
A drenched creature can remove the condition by spending When you reach 12th level, the damage increases to 5d6.
at least 5 minutes by a fire, changing clothes, or taking at Deafening Paste
least 20 points of fire damage. salve, l action
When you reach 12th level, the radius increases by 20 feet.
Atrophy Paste
Make an unarmed strike using your Intelligence modifier
instead of your Strength modifier. On a hit, the target is
salve, l action deafened as it's ears cease to function for 1 minute, and the
Make an unarmed strike using your Intelligence modifier salve is expended. At the end of each of it's turns, the target
instead of your Strength modifier. On a hit, the target is can make a Constitution saving throw to end the effect on
knocked prone as it's muscles are rendered temporarily itself.
ineffective for 1 minute, and the salve is expended. At the end When you reach 12th level, a creature can only make the
of each of it's turns, the target can make a Constitution saving saving throw every other turn.
throw to end the effect on itself. Death Lotion
When you reach 12th level, a creature can only make the salve, l action
saving throw every other turn.
Blinding Paste
Make an unarmed strike using your Intelligence modifier
instead of your Strength modifier. On a hit, the target takes
salve, l action 1d4 acid damage at the start of each of it's turns for 1 minute,
Make an unarmed strike using your Intelligence modifier and the salve is expended. This effect ends if the creature
instead of your Strength modifier. On a hit, the target is moves through running water, or is doused in water.
blinded as it's eyes cease to function for 1 minute, and the When you reach 12th level, the damage increases to 2d4.
salve is expended. At the end of each of it's turns, the target Flashbang
can make a Constitution saving throw to end the effect on explosive, 1 action
itself.
When you reach 12th level, a creature can only make the You may throw this bomb up to 60 feet, where it causes an
saving throw every other turn. explosion of light. Each creature within 10 feet of the bomb
must make a constitution saving throw, or be blinded and
deafened as if by the Blindness/Deafness spell. A creature
can repeat the saving throw at the end of each of it's turns,
ending the effect on itself on a success.
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When you reach 12th level, the radius increases to 20 feet. liquids area for the first time on a turn, or starts it's turn there
Additionally, when a creature affected by this concoction takes 3d6 fire damage.
attempts to end the effects on itself, it must roll for the When you reach 12th level, the damage increases to 5d6.
blindness and the deafness effects separately.
Oil of Misdirection
Frag Grenade oil, 1 action
explosive, 1 action
You may throw this disk up to 60 feet away, where it sprays a
You may throw this grenade up to 80 feet, where it explodes, special oil across the ground in a 30 foot radius, and releases
flinging small, jagged pieces of metal everywhere. Each fumes 60 feet into the air. Any creature that starts it's turn in
creature within 30 feet of the bomb must make a dexterity the area must succeed on a wisdom saving throw, or become
saving throw. A target takes 4d8 piercing damage on a failed confused as if by the confusion spell with a few differences.
save, or half as much on a success. The creature is affected until they leave the area, and you use
When you reach 12th level, the damage increases to 5d8, the table below instead of the normal table.
and the radius increases by 10 feet.
d10 Behavior
Greek Fire 1-2 The creature doesn't move or take Actions this turn.
explosive, 1 action
The creature uses all its Movement to move in
You may throw this vial up to 60 feet, where it explodes in a 3-5
random directions. To determine the directions, roll a
massive flaming ball of gas. Each creature within 20 feet of d8 every 5 feet and assign a direction to each die
the explosion must make a dexterity saving throw. A target face. The creature doesn't take an action this turn.
takes 8d6 fire damage on a failed save, or half as much on a The creature uses its action to make a melee Attack
success. against a randomly determined creature within its
When you reach 12th level, the d6s become d8s, and the 6-8
reach. If there is no creature within its reach, the
radius increases by 5 feet. creature does nothing this turn.

Healing Salve Use the result of both 3-5 and 6-8. The creature that
9-
salve, l action 10
gets attacked is randomly chosen from any creatures
within range at any point during the turn.
Make an unarmed strike using your Intelligence modifier
instead of your Strength modifier. On a hit, the target regains When you reach 12th level, the radius increases by 10 feet.
2d8 + 2 hit points, ceases to be poisoned, is cured of any
disease, and the salve is expended. Oil of Slipping
When you reach 12th level, the creature instead regains oil, 1 action
4d8 + 4 hit points. You may throw this disk up to 60 feet away, where it sprays a
Instinct Potion slippery oil across the ground in a 30 foot radius. The area is
potion, 1 bonus action difficult terrain, and whenever a creature enters the area for
the first time on a turn, or uses more than half it's movement
When you drink this potion, your senses are enhanced, in the area must succeed on a Dexterity saving throw or fall
granting you blindsense out to 30 feet for 1 hour. If you prone. A dashing creature must make the saving throw every
already have blindsense, the radius of it increases by 30 feet 5 feet it moves in the area.
instead. When you reach 12th level, the radius increases by 10 feet.
When you reach 12th level, the radius of the blindsense
increases by 30 feet. Oil of the Wind
oil, 1 action
Life Eater
salve, l action You may throw this disk up to 60 feet away, where it sprays a
special oil across the ground in a 30 foot radius, which in
Make an unarmed strike using your Intelligence modifier turn blasts wind upward 60 feet into the air. The area is
instead of your Strength modifier. On a hit, the target takes difficult terrain, and a creature in the area ascends 10 feet
1d4 necrotic damage at the start of each of it's turns for 1 whenever they enter the area, and at the start of each of their
minute, and the salve is expended. This effect ends if the turns, to a maximum height equal to the height of the area.
creature moves through running water, or is doused in water. Additionally, while a creature without a flying speed is in the
When you reach 12th level, the damage increases to 2d4. area they gain a flying speed equal to half their walking
speed, but any creature that wishes to move down must
Napalm spend an additional foot of movement for every foot they wish
oil, 1 action to move down, on top of the added movement from difficult
terrain. Ranged attacks made against creatures within the
You may throw this disk up to 60 feet away, where it sprays a oil's area have disadvantage.
sticky, flammable liquid across the ground in a 30 foot radius, When you reach 12th level, the radius increases by 10 feet,
then sets it on fire for 1 minute. A creature that enters the and the height increases by 20 feet.

9
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Poisonous Mist Smoke Bomb
explosive, 1 action explosive, 1 action
You may throw this canister up to 60 feet, where it releases a You may throw this bomb up to 60 feet, where it expels a
toxic gas into the air in a 20 foot radius for 1 minute. Each thick, black cloud of smoke in a 20 foot radius. The area is
creature that enters the area of the gas for the first time, or heavily obscured, and remains for 1 hour. A moderate wind
starts it's turn there must make a constitution saving throw, (11 to 20 miles per hour) disperses the smoke after 1 minute,
taking 5d6 poison damage on a failed save, or half on a and a strong wind (21 or more miles per hour) does so after 1
success. A creature that doesn't need to breath is immune to round.
this concoction. A moderate wind (11 to 20 miles per hour) When you reach 12th level, the radius increases by 20 feet,
disperses the smoke after 1 minute, and a strong wind (21 or and the duration, including the time for wind to disperse it, is
more miles per hour) does so after 1 round. doubled.
When you reach 12th level, the d6s become d8s.
Sore-maker Paste
Potion of Agility salve, l action
potion, 1 bonus action
Make an unarmed strike using your Intelligence modifier
When you drink this potion, your muscles relax, granting you instead of your Strength modifier. On a hit, the target has
the grace of a cat, and increasing your Dexterity score by 2 disadvantage on all ability checks, and vulnerability to all
for 1 hour. damage as sores cover it's body for 1 minute, and the salve is
When you reach 12th level, your Dexterity score instead expended. At the end of each of it's turns, the target can make
increases by 4. a Constitution saving throw to end the effect on itself.
When you reach 12th level, a creature can only make the
Potion of Fortitude saving throw every other turn.
potion, 1 bonus action
Stinking Puddle
When you drink this potion, your pain tolerance skyrockets, oil, 1 action
granting you 30 temporary hit points for 1 hour.
When you reach 12th level, you instead gain 60 temporary You may throw this disk up to 60 feet away, where it sprays a
hit points. foul smelling liquid across the ground in a 30 foot radius. The
liquid causes toxic fumes to rise 30 feet in the air. Any
Potion of Life creature that starts it's turn in the area must succeed on a
potion, 1 bonus action constitution saving throw, or take 5d4 poison damage and
become poisoned. A poisoned creature has it's speed halved
When you drink this potion, your body's natural healing and must succeed on a constitution saving throw at the
factor is sped up, and you regain 5d4 + 10 hit points. beginning of each of it's turns or be knocked unconscious. A
When you reach 12th level, the amount of hit points you creature that doesn't need to breath is immune to this
regain becomes 10d4 + 20. concoction.
Potion of Power
When you reach 12th level, the radius increases by 10 feet.
potion, 1 bonus action Straight Up Genasi Blood
When you drink this potion, your adrenaline spikes, potion, 1 bonus action
increasing your Strength score by 2 for 1 hour. When you drink this potion, you gain resistance to one of the
When you reach 12th level, your Strength score instead following damage types for 1 hour, chosen when you create
increases by 4. this concoction: acid, cold, fire, force, lightning, necrotic,
poison, psychic, radiant, or thunder.
Potion of Swiftness When you reach 12th level, your can choose two damage
potion, 1 bonus action types when you create the potion.
When you drink this potion, your body speeds up, increasing Tar
your speed by 30 feet for 1 hour. oil, 1 action
When you reach 12th level, your speed instead increases by
60 feet. You may throw this disk up to 60 feet away, where it sprays a
sticky gunk across the ground in a 30 foot radius. The area is
Skin Rotter difficult terrain, and a creature that ends it's turn there must
salve, l action succeed on a Strength saving throw or be restrained. A
Make an unarmed strike using your Intelligence modifier restrained creature can use an action to make a Strength
instead of your Strength modifier. On a hit, the target takes check to break free. The tar hardens and loses it's properties
1d4 poison damage at the start of each of it's turns for 1 after 1 hour, however a creature restrained by the tar when it
minute, and the salve is expended. This effect ends if the hardens has a -10 penalty to all further Strength checks
creature moves through running water, or is doused in water. made to escape.
When you reach 12th level, the damage increases to 2d4. When you reach 12th level, the radius increases by 10 feet.
10
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Lizard Tail
Augmentations You have a lizard tail that helps you swim. You have a
All alchemists seek to improve themselves. These swimming speed of 60 feet, and advantage on checks made
improvements are represented by augmentations. The in relation to swimming. You may also make an unarmed
augmentations you may choose from are listed below in strikes with it, dealing 1d6 plus your Strength modifier
alphabetical order. You cannot choose an augmentation more bludgeoning damage.
than once.
Magical Saliva
Breath Weapon You saliva can produce a wonderful effect. Up to 3 times per
You can use your action to exhale destructive energy. It deals day, you can touch one creature with your saliva. The target
damage in an area according to the table. When you use your receives one of the following magical benefits of your choice:
breath weapon, all creatures in the area must make a saving Aquatic. The target can breath underwater for 10 minutes.
throw, the type of which is determined by the table. The DC Buoyancy. The target gains a flying speed of 10 feet for 10
of this saving throw is 8 + your Constitution modifier + your minutes.
proficiency bonus. A creature takes 2d6 damage on a failed Inspiration. The target feels giddy and effective, gaining
save, and half as much damage on a successful one. The advantage on certain ability checks in the next hour. The
damage increase to 3d6 at 6th level, 4d6 at 11th, and 5d6 at target chooses the checks before or after rolling. The magic
16th level. You may use your breath weapon a number of runs out after the target has used it on a number of checks
times equal to your Constitution modifier. You regain equal to your Intelligence modifier (minimum of 1).
expended uses on a short or long rest. Resilience. The target gains a number of temporary hit
Damage Type Area and Saving throw
points equal to 2d6 + your Intelligence modifier.
Acid 5' by 30' line (DEX save) Manticore Tail
You have the tail of a manticore, and can shoot your tail
Cold 15' cone (CON save) spikes from it. The tail is a ranged attack with range 100/200
Fire 15' cone (DEX save) feet, and on a hit, it deals 1d8 + your Dexterity modifier
piercing damage. You have twenty-four tail spikes. Used
Lightning 5' by 30' line (DEX save) spikes regrow when you finish a long rest.
Poison 15' cone (DEX save)
Protected Ears
Carapace You cannot be deafened.
You have a chitinous carapace that prevents you from Quickened Pace
wearing armor. Your constitution modifier is added to your You base walking speed increases by 30 feet.
ac.
Claws Scorpion Stinger
You have claws on your hands. Your unarmed strikes now You have a scorpion tail that you can use to attack with. Treat
deal a base of 1d6 slashing damage, and you have advantage the tail as an unarmed strike, and on a hit, a target takes 1d6
on ability checks related to climbing. + your Strength modifier piercing damage, and 1d6 poison
damage + your Intelligence modifier.
Crab Pincers Shaded Eyes
You have a pair of crab arms growing from your shoulders. You cannot be blinded.
You may make unarmed strikes with them, dealing 1d6 plus
your Strength modifier piercing damage, and grappling a Sixth Sense
creature on a hit if the creature is your size or smaller You gain blindsight out to 30 feet. If you already have
(escape DC 8 + your proficiency bonus + your Strength blindsight, the radius of it increases by 30 feet. You must be
modifier). able to hear for your blindsense to work.
Extra Arms Spider Legs
You have 1 extra pair of arms which give you these benefits. You have a set of spider legs growing out of your back. While
When you take the attack action, you may make another walking with the spider legs, you have a climbing speed of 60
attack as a bonus action, and you can benefit from two feet, and can ignore movement restrictions of webs.
shields at a time. You also count as one size larger when
determining your carrying capacity and the weight you can Supertraction
push, drag, or lift. Your feet are more like crane claws. You cannot wear normal
footwear, and while barefoot, you may ignore non-magical
Infrared Vision difficult terrain.
You gain darkvision out to 60 feet. If you already have
darkvision, the radius of it increases by 60 feet.

11
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Tentacles
You have a pair of tentacles growing from your shoulders. You
may make unarmed strikes with them, dealing 1d6 plus your
Strength modifier bludgeoning damage, and grappling a
creature on a hit if the creature is your size or smaller
(escape DC 8 + your proficiency bonus + your Strength
modifier).
Unbreathing
You no longer require air.
Vibration Sensitive
You gain tremorsense out to 30 feet. If you already have
tremorsense, the radius of it increases by 30 feet.
Web Shooter
You can shoot webs out of your hands and mouth. The webs
are a ranged attack with range 30/60 feet, and on a hit a
creature is restrained. As an action, the restrained target can
make a Strength check with a DC of 8 + your proficiency
bonus + your Intelligence modifier, bursting the webbing on a
success. The webbing can also be attacked and destroyed
(AC 10; hp 5; vulnerability to fire damage; immunity to
bludgeoning, poison, and psychic damage).
Wings
Wings sprout form between your shoulder blades, granting
you a flying speed of 60 feet. If you are of a race that can
already fly, your flying speed instead increases by 60 feet.
Prime Augmentations
One of the things an alchemist's philosopher's stone has the
potential to do is make their body near perfect in one aspect.
The different ways you can have this happen are listed below
in alphabetical order.
All-Seeing Eyes
You gain truesight out to 60 feet.
Elastic Skin
You can cast the Enlarge/Reduce spell at will, targeting
yourself. You do not need to concentrate on the spell, it lasts
until you die, and it isn't treated as a spell.
Face-Changer
You can cast the Alter Self spell at will. You do not need to
concentrate on the spell, it lasts until you die, and it isn't
treated as a spell.
Keen Mind
You gain a +6 to Intelligence, Wisdom, and Charisma.
Alternatively, you may choose to gain a +2 bonus to all three.
Top Shape
You gain a +6 to Strength, Dexterity, or Constitution.
Alternatively, you may choose to gain a +2 bonus to all three.

12
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Thanks
For
Reading
This class was inspired by multiple sources. The
alchemist specialty of the Eberron Artificer
inspired me to make this class in the first place
after I wanted more to an alchemist. The
subclasses were inspired in part by some of the
'mystical powers' of the seven planetary metals.
Other sources of inspirations came from other
various classes and subclasses.

Front Cover Art: TheDigitalArtist

Back Cover Art: MjolnirPants

Any and all feedback is appreciated, and can be


left in a comment here. There will probably be a
larger file at some point where I will put most of
my homebrew.

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