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 This symbol is used to denote new spells that (a) two daggers or (b) a quarterstaff

(a) a light crossbow and 20 bolts or (b) a sling


have been written for this supplement. (a) an explorer's pack or (b) a scholar's pack
Leather armor, 20 vials, a component pouch, and a set of
Lead Designer: Alex Tanner alchemist's supplies
Layout: Alex Tanner
Editor: Nicolo M. Dela Merced APOTHECARY
Created with: GM Binder As a student of potion-making, you are able to craft potent
draughts which have magical effects.

Alchemist TINCTURES
At 1st level, you know three tinctures of your choice from the
alchemist recipe list. Tinctures are recipes of cantrips that you
Class Features know how to brew. You learn additional tinctures of your
choice at higher levels, as shown in the Tinctures Known
As an alchemist, you gain the following class features. column of the Alchemist table.
HIT POINTS RECIPE BOOK
Hit Dice: 1d8 per alchemist level At 1st level, you have a recipe book containing six 1st-potency
Hit Points at 1st Level: 8 plus your Constitution modifier recipes of your choice. Your recipe book is the list of
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution ingredients and formulas for all of your potions, except your
modifier per alchemist level after 1st tinctures, which are fixed in your mind.
PROFICIENCIES In most cases, a recipe for a potion includes a spell whose
Armor: Light armor effects are mimicked by the potion.
Weapons: Daggers, handaxes, light hammers, quarterstaffs, CATALYST
darts, light crossbows, shortbows, slings In your studies, you have managed to create a catalyst, a
Tools: Alchemist's supplies source of magic which is used to brew most of your potions.
Saving Throws: Dexterity, Intelligence This catalyst is a stone the color of saffron, and its outer layer
Skills: Choose two from Arcana, Investigation, Medicine, can be scraped off into a fine powder. It is this powder that is
Nature, Perception, and Sleight of Hand added to your potions to give them power. The inner layer of
EQUIPMENT the catalyst is a dense core that cannot be ground down or
You start with the following equipment, in addition to the used in potion-making.
equipment granted by your background:
The Alchemist
Proficiency Tinctures Catalyst Potion Admixtures
Level Bonus Features Known Uses Potency Known
1st +2 Apothecary, Potion Expertise 3 1 1st —
2nd +2 Admixtures 3 2 1st 2
3rd +2 Alchemical Corpus 3 2 2nd 2
4th +2 Ability Score Improvement 4 2 2nd 2
5th +3 — 4 2 3rd 3
6th +3 Alchemical Corpus feature 4 2 3rd 3
7th +3 — 4 2 4th 4
8th +3 Ability Score Improvement 4 2 4th 4
9th +4 — 4 2 5th 5
10th +4 Alchemical Corpus feature 5 2 5th 5
11th +4 Magnum Opus (6th potency) 5 3 5th 5
12th +4 Ability Score Improvement 5 3 5th 6
13th +5 Magnum Opus (7th potency) 5 3 5th 6
14th +5 Alchemical Corpus feature 5 3 5th 6
15th +5 Magnum Opus (8th potency) 5 3 5th 7
16th +5 Ability Score Improvement 5 3 5th 7
17th +6 Magnum Opus (9th potency) 5 4 5th 7
18th +6 Signature Recipes 5 4 5th 8
19th +6 Ability Score Improvement 5 4 5th 8
20th +6 Philosopher's Stone 5 4 5th 8

The Alchemist 1
Your catalyst is a physical object and so can be destroyed, but POTION ABILITY
only by an attack that hits it; it ignores all other damage and Intelligence is your potion ability for your alchemist potions.
effects. It has an AC of 10 and a number of hit points equal to The power of your potions comes from learned study and
your alchemist level. If your catalyst is lost or destroyed, you carefully following recipes. You use your Intelligence
can create a new one by spending 8 hours working with whenever a potion refers to your potion ability. In addition,
various alchemical substances and expending 100 gp worth of you use your Intelligence modifier when setting the saving
raw materials. Once created, your catalyst draws its power throw DC for a potion you brew and when making an attack
from you, so you cannot have more than one catalyst at a time. roll with one.
To brew a potion of 1st-potency or higher, you must expend
one use of your catalyst. Your catalyst regains its outer shell Potion save DC = 8 + your proficiency bonus +
and all of its uses when you finish a short or long rest. your Intelligence modifier
BREWING POTIONS AND POTENCY Potion attack modifier = your proficiency bonus +
Each potion that you brew requires you to work with your
alchemist's supplies and various ingredients for 1 minute, at your Intelligence modifier
the end of which time the potion is brewed into an empty vial. RITUAL POTIONS
If the potion is of 1st-potency or higher, you must have your You can brew a potion that mimics the effects of a spell that
recipe book with you and expend a use of your catalyst to has the ritual tag by spending 10 minutes to create it, so long
brew the potion. A potion of 1st-potency or higher becomes as the potion's recipe is in your recipe book. This does not
inert when you finish a short or long rest, while your tinctures require a use of your catalyst.
remain potent until you finish a long rest.
Each potion you make of 1st-potency and higher is brewed LEARNING RECIPES OF 1ST POTENCY AND HIGHER
at your maximum potency, as shown in the Potion Potency Each time you gain an alchemist level, you can add two
column of the Alchemist table. To determine the effects of a recipes of your choice to your recipe book for free. Each of
potion that mimics the effects of a spell, the spell's level is these recipes must be of a potency which you can brew, as
considered to be equal to the potion's potency. shown in the Potion Potency column of the Alchemist table.
For example, if you are a 3rd-level alchemist, your potion On your adventures, you might find other recipes that you can
potency is 2nd potency. If you brew a potion of cure wounds, a add to your recipe book.
creature that drinks the potion would gain the benefit of the
spell as though it were cast at 2nd level.
If a potion mimics the effects of a spell that would require Your Recipe Book
you to make a choice (such as the sound or image generated The recipes that you add to your recipe book as you gain
by the minor illusion spell), you make that choice when you levels reflect the study and research you conduct in
brew the potion. brewing potions on your own. You might find other
If a potion mimics the effects of a spell that can target recipes during your adventures—such as in an evil
multiple creatures (such as the scorching ray spell), you brew alchemist's personal journals.
a separate potion for each creature that spell can target. Each Finding Recipes. For the purposes of brewing
of the potions you brew targets one creature. potions, written knowledge about spells (such as spell
If a potion mimics the effects of a spell that has a cost scrolls or a wizard's spellbook) can be used to record a
indicated for a component which is consumed by the spell recipe of that spell into your recipe book if that spell is on
(such as the revivify spell), you must add the component to the the alchemist recipe list. You can discern from the
potion when you brew it. If the potion becomes inert before instructions of how to cast the spell what ingredients
being used, the component reappears next to the potion, its would be necessary to brew a potion that mimics its
magic not having been spent. effects.
Copying a Recipe into the Book. When you find a
USING POTIONS recipe of 1st-potency or higher, you can add it to your
A potion is a vial (usually made of glass) which contains recipe book if it is of a potency which you can brew and if
powerful magic. A creature holding one of your potions can you can spare the time to understand and copy it.
use an action to throw the vial, to drink the potion, or to pour Copying a recipe into your recipe book involves
the contents of the potion into a willing creature's mouth. experimentation with ingredients in order to understand
If a potion is thrown, it acts as an improvised weapon. A what quantities are needed for brewing, and deciphering
creature hit with a thrown potion becomes the target or the the unique notation used by the author who wrote it. You
point of origin of its effect. If you throw a potion, you can make must practice brewing the potion until you understand
a potion attack instead of an improvised weapon attack. A the exact quantities of ingredients needed to create it,
creature can use its reaction to allow itself to be hit by a then transcribe the process into your recipe book using
thrown potion that targeted it but would otherwise miss. your own notation.
If a potion is drunk by a creature, that creature becomes the For each potency of the recipe, the process takes 2
target or the point of origin of the potion's effect. hours and costs 50 gp. The cost represents material
You know if one of your potions is used so long as you are components you expend as you experiment with the
on the same plane of existence. If the potion requires potion. Once you have spent this time and money, you
concentration, you must maintain concentration on it. can brew the potion just like your other potions.

2 The Alchemist
Replacing the Book. You can copy a recipe from your CORPUS RECIPES
own recipe book into another book—for example, if you Each corpus has a list of recipes—corpus recipes—that can be
want to make a backup copy of your recipe book. This is added to your recipe book for free at the alchemist levels
just like copying a new recipe into your book, but faster noted in the corpus description. These recipes count as
and easier, since you understand your own notation and alchemist recipes for you, and do not count against the
already know how to brew the potion. You need spend number of recipes you normally learn when you gain a level in
only 1 hour and 10 gp for each potency of the copied this class. If your recipe book is ever lost or destroyed, you can
recipe. always add these recipes to a new recipe book for free.
If you lose your recipe book, you can use the same
procedure to transcribe any recipes that you have brewed ABILITY SCORE IMPROVEMENT
within the last 24 hours into a new recipe book. Filling
out the remainder of your recipe book requires you to When you reach 4th level, and again at 8th, 12th, 16th, and
find new recipes to do so, as normal. For this reason, 19th level, you can increase one ability score of your choice by
many alchemists keep a backup recipe book in a safe 2, or you can increase two ability scores of your choice by 1. As
space. normal, you can't increase an ability score above 20 using this
The Book's Appearance. Your recipe book is a unique feature.
collection of notes and knowledge written in your hand. It
might be plain and functional, appearing as a simple MAGNUM OPUS
leather-bound tome, or it could be finely-bound and At 11th level, you can use just a bit of your innate magic to
ornate, filled with drawings of ingredients and quotes by create potions of incredible power. Choose one 6th-potency
people who have used them. recipe from the alchemist recipe list as this magnum opus.
You can brew your magnum opus once without expending a
POTION EXPERTISE use of your catalyst. You must finish a long rest before you can
At 1st level, your proficiency bonus is doubled for any ability do so again. This potion does not become inert until you finish
check you make that uses your alchemist's supplies. a long rest.
At higher levels, you can brew higher-potency potions in this
ADMIXTURES way: one 7th-potency potion at 13th level, one 8th-potency
potion at 15th level, and one 9th-potency potion at 17th level.
At 2nd level you learn two admixtures, special powers granted You regain all uses of your Magnum Opus when you finish a
to your potions by infusing them with a measure of your own long rest.
innate magical ability. Your admixture options are detailed at
the end of the class description. When you gain certain SIGNATURE RECIPES
alchemist levels, you gain additional admixtures of your
choice, as shown in the Admixtures Known column of the At 18th level, you have achieved mastery over certain recipes.
Alchemist table. Choose a 1st-potency recipe and a 2nd-potency recipe that are
Additionally, when you gain a level in this class, you can in your recipe book. You can brew these potions at their
choose one of the admixtures you know and replace it with lowest potency without expending a use of your catalyst. If you
another admixture. want to brew these potions at your normal potency, you must
When you brew a potion, you can choose it infuse it with an expend a use of your catalyst as normal.
admixture that you know. A potion can only be infused with a By spending 8 hours in study, you can exchange one or both
single admixture. The number of admixtures you can infuse of the recipes you chose for different recipes of the same
into your potions each day is equal to 1 + your Intelligence potency.
modifier (a minimum of one admixture). You regain expended
uses when you finish a long rest. PHILOSOPHER'S STONE
At 20th level, you have gained the ability to transform your
ALCHEMICAL CORPUS catalyst into a true philosopher's stone. Your philosopher's
When you reach 3rd level, you choose a corpus to which you stone can be used to create one of the following effects
dedicate yourself. An alchemical corpus is a collection of without expending a use of it. Once you create one of these
alchemists who pursue a common goal in alchemy, and share effects, you must finish a long rest before you can can create
secrets with one another. Choose one of the following any of these effects again.
corpora: Blast, Faunic, Mutation, Nightshade, Phantom, or You can spend 10 minutes working with nonmagical
Slime; all of which are detailed at the end of the admixture material which fits inside of a 5-foot cube. At the end of
descriptions. Your choice grants you features at 3rd level and this time, the material is transformed into a different
again at 6th, 10th, and 14th level. nonmagical material in the same size and mass.
Alternately, you can dissolve the material so that it liquifies
and disappears.

The Alchemist 3
You can spend 10 minutes with your alchemist's supplies LULLING
and your philosopher's stone to brew an elixir of life Prerequisite: A potion with a duration of 1 minute or longer
potion. A creature that drinks this elixir does not age for
the next 10 years, and can't be magically aged for the next While this potion affects you, you can use a bonus action to
8 hours. The elixir loses its power when you finish a long halt the effects of the potion. The potion is no longer active on
rest. you, and any duration remaining on the potion is suspended.
You can use an action to target a willing creature within At any time while the potion is halted, you can use an action to
reach, which is cured of all curses, poisons, and diseases, resume the potion's effect, where it plays out its remaining
and regains all of its hit points. duration. The potion can be suspended for a maximum of 1
hour total (even if you suspend it multiple times), after which it
Admixtures resumes the remainder of its duration normally.
Each admixture begins with its name and lists the type of POWERFUL
potion that the admixture can be mixed into, followed by a Prerequisite: A potion that deals damage or restores hit
description of the admixture's effects. points
Admixtures are given in alphabetical order.
When you roll dice for the potion, you can reroll a number of
ACIDIC the dice up to your Intelligence modifier (a minimum of one
Prerequisite: A potion that deals damage die). You must use the new rolls.
You can choose for the damage this potion deals to become PRECISE
acid damage, and a creature which takes acid damage from Prerequisite: A potion that forces a target to make a saving
this potion takes an additional 1d10 acid damage at the end of throw
its next turn.
You can choose a number of creatures affected by this potion
BURNING up to your Intelligence modifier (a minimum of one creature).
Prerequisite: A potion that deals damage A chosen creature automatically succeeds on its saving throw
against the potion.
You choose for the damage this potion deals to become fire
damage. A creature which has resistance to fire damage takes SEIGE
full fire damage from this potion, and a creature which has Prerequisite: A potion that deals damage
immunity to fire damage takes half fire damage from this
potion. This potion deals double damage to objects and structures.
DISTANT SHOCKING
Prerequisite: Any potion Prerequisite: A potion that deals damage
The range at which this potion can be thrown is doubled. You can choose for the damage this potion deals to become
lightning damage. You can choose one creature which takes
EXPLOSIVE lightning damage from this potion. The creature must succeed
Prerequisite: A potion that affects an area on a Constitution saving throw or be blinded until the end of
your next turn.
The area of the potion's effect increases by 10 feet.
THUNDERING
FREEZING Prerequisite: A potion that deals damage
Prerequisite: A potion that deals damage
You can choose for the damage this bomb deals to become
You choose for the damage this potion deals to become cold thunder damage, and a creature which takes thunder damage
damage, and a creature which takes cold damage from this from this bomb is deafened until the end of your next turn.
potion has its speed reduced by 10 feet until the end of your
next turn.
Alchemical Corpus
HAULTED The study of alchemy is ancient, and yet ongoing. Alchemical
Prerequisite: Any potion mysteries have been studied as far back as records have been
While you are within 60 feet of this potion, you can use an kept. Over time, groups of alchemists working on similar
action to cause it to burst as though it had been thrown. projects banded together, forming corpora. These corpora
represent research into specific areas of alchemy. Corpora are
HOMING generally forthcoming to alchemists in their corpus, sharing
Prerequisite: Any potion discoveries with one another.
You can throw this potion at any space within range so long as
there is a clear path to the space, even if that path is not a
straight line. This allows the potion to move around corners.

4 The Alchemist
Some alchemists work in colleges and academia, banding
together in close proximity with other alchemists so that Faunic Corpus Recipes
discoveries can be shared more quickly. Others work alone, Alchemist
but send letters or publish books to let others know of their Level Recipes
research. Some prefer to work in the field, looking for new 3rd animal messenger, locate animals or plants
ingredients to try in their recipes, trying to become the 5th conjure animals, phantom steed
discoverer for the next big breakthrough of their time. 7th conjure minor elementals, dominate beast
BLAST CORPUS 9th conjure elemental, insect plague

The corpus of blasters focuses their study on those potions BONUS RECIPE
which cause explosive effects. Blasters have a not-entirely- When you join this corpus at 3rd level, the speak with animals
undeserved reputation for being reckless and foolish in their recipe is added to your recipe book for free.
brewing, but the truth is that due to their volatility, blasting
potions require more care and finesse than other types of POCKET MONSTER
potions. Also at 3rd level, you learn the recipe for a special potion
Blast Corpus Recipes called the monster vial. The recipe for this potion remains
Alchemist fixed in your mind; you do not need to put it in your recipe
Level Recipes book to brew it. You do not need to expend a use of your
3rd flaming sphere, web
catalyst to create this potion.
The monster vial can only target a beast with a challenge
5th fireball, stinking cloud rating equal to your alchemist level divided by three (rounded
7th black tentacles, wall of fire down) or less. When you target such a beast, it must make a
9th flame strike, wall of stone Constitution saving throw. The creature can choose to fail the
saving throw if it is friendly toward you, but it automatically
BOMB DOCENT succeeds if it is bonded with another creature (such as being a
When you join this corpus at 3rd level, you gain an affinity beloved pet, having offspring to take care of, or other, similar
with potions that cause explosive effects. You can use an situations). On a successful saving throw, the potion is wasted.
action to create one potion from the blast corpus recipe list On a failed save, the monster vial potion draws the creature—
that is in your recipe book without the use of your alchemist's now called a pocket monster—inside of the vial.
supplies (you must expend a use of your catalyst as normal). A pocket monster remains in its vial until a creature holding
Once you have used this feature, you must finish a short or the vial releases the monster as a bonus action into an
long rest before you can use it again. unoccupied space within 30 feet. The pocket monster can see
outside of the vial and is aware of its surroundings, but cannot
EXPLOSIVE EXPERT take any actions to escape, and no actions can affect it. While
Starting at 6th level, when you create a potion from the blast in the vial, the creature does not need to eat, drink, or breathe.
corpus recipe list, you can expend one use of your admixture A monster that spends 8 uninterrupted hours in its vial gains
feature to grant the potion the effects of two different the benefits of a long rest. Your monster is magically
admixtures instead of one. transported back into its vial if you dismiss it as an action or
its hit points drop to 0 (the pocket monster is instantly
EVASION stabilized if it returns to its vial in this way). Alternately, you
Beginning at 10th level, you are able to nimbly dodge out of can dismiss it forever.
the way of harmful explosions. When you are subjected to an Add your Intelligence modifier (a minimum of +1) to the
effect that allows you to make a Dexterity saving throw to take pocket monster's AC, attack rolls, and damage rolls, as well as
only half damage, you instead take no damage if you succeed to any saving throws and skills it is proficient in. Its hit point
on the saving throw, and only half damage if you fail. maximum equals its normal hit point maximum or four times
your alchemist level, whichever is higher.
CLUSTER BOMB Your pocket monster is friendly toward you and obeys your
Starting at 14th level, when you use your action to throw a commands as best it can, taking its turn on your initiative. On
potion, you can use a bonus action to throw a tincture. your turn, you can verbally command your pocket monster
where to move (no action required by you). You can use your
FAUNIC CORPUS action to verbally command it to take any action it could
normally take. If you do not command your pocket monster, it
Faunists are alchemists who have studied a special kind of takes the Dodge action.
alchemical magic that traps a creature in a vial, ready to be You can have one pocket monster at a time. If you capture a
summoned at a moment's notice. These alchemists often new monster, your previous monster is released.
experiment and learn with small creatures, but as they gain
power, they learn to trap larger and more powerful beasts.

The Alchemist 5
ELEMENTAL MONSTER AERIAL UPPERCUT
Beginning at 6th level, you can alter the physical form of a evocation cantrip
pocket monster held in a monster vial, turning it into an Class: Alchemist, Druid, Erilaz, Sorcerer, Wizard
elemental creature. You can spend 1 minute with your Casting Time: 1 action
alchemist's supplies and a filled monster vial, and expend a Range: 30 feet
use of your catalyst to change the makeup of that creature into Components: V, S
an elemental form. The creature's type becomes elemental, Duration: Instantaneous
and it gains the following properties depending on the form
you choose: You cause a burst of upward wind beneath a creature on
Air. The pocket monster gains a flying speed of 30 feet. It the ground within range. Make a ranged spell attack
can enter a hostile creature's space and stop there, and can against the target. On a hit, the target is hurled 10 feet
move through a space as narrow as 1 inch wide without straight up into the air and then falls back to the ground,
squeezing. The monster can deal thunder damage with any of taking 1d6 bludgeoning damage from the fall. The target
its attacks instead of its normal damage. can use its reaction when it lands to stand up without
In addition, you can use an action to cause the pocket using any of its movement.
monster to cast the aerial uppercut  spell using your The distance a target is hurled into the air by this spell
statistics. and the subsequent damage it takes from the fall
Earth. The pocket monster gains a burrow speed of 30 feet, increases as you gain levels: 20 feet into the air and 2d6
and can burrow through nonmagical, unworked earth and bludgeoning damage at 5th level, 30 feet into the air and
stone. While doing so, the monster does not disturb the 3d6 bludgeoning damage at 11th level, and 40 feet into
material is moves through. The monster deals double damage the air and 4d6 bludgeoning damage at 17th level.
to objects and structures. The monster can deal acid damage HYDRO BLAST
with any of its attacks instead of its normal damage. evocation cantrip
In addition, you can use an action to cause the pocket
monster to cast the stoneguard  spell using your statistics. Class: Alchemist, Druid, Erilaz, Sorcerer, Warlock,
Fire. The pocket monster can use an action to begin or Wizard
cease shedding bright light in a 30-foot radius and dim light Casting Time: 1 action
for an additional 30 feet. A creature that touches the monster Range: 30 feet
or hits it with a melee attack while within 5 feet of it for the Components: V, S
first time on a turn takes 1d6 fire damage. The monster can Duration: Instantaneous
deal fire damage with any of its attacks instead of its normal You create a blast of water and hurl it at a creature within
damage. range. Make a ranged spell attack against the target. On
In addition, you can use an action to cause the pocket a hit, the target takes 1d6 cold damage and is pushed 5
monster to cast the fire bolt spell using your statistics. feet in a direction of your choice.
Water. The pocket monster gains a swimming speed of 30 This spell creates more than one blast when you reach
feet, and can breathe air and water. It can enter a hostile higher levels: two blasts at 5th level, three blasts at 11th
creature's space and stop there, and can move through a level, and four blasts at 17th level. You can direct the
space as narrow as 1 inch wide without squeezing. The blasts at the same target or at different ones. Make a
monster can deal cold damage with its attacks instead of its separate attack roll for each blast.
normal damage.
In addition, you can use an action to cause the pocket STONEGUARD
monster to cast the hydro blast  spell using your statistics. abjuration cantrip
Class: Druid, Erilaz, Sorcerer, Wizard
HEART OF A MASTER Casting Time: 1 action
Starting at 10th level, whenever your pocket monster is out of Range: Self
its vial and within 30 feet of you, you can use an action to Components: V, S
sacrifice your vitality to bolster its defenses. When you do so, Duration: Up to 1 minute
you can expend Hit Dice and roll them as though you had
finished a short rest, adding your Constitution modifier to You summon earth and stone over your body which you
each Hit Die rolled as normal. However, instead of you can fire at your enemies. You gain a number of temporary
regaining hit points, your pocket monster gains a number of hit points equal to 1d4 + your spellcasting ability
temporary hit points equal to the amount you rolled. modifier. The temporary hit points are lost when the spell
ends.
TRUSTED BOND When you cast this spell or on your subsequent turns
Beginning at 14th level, whenever your pocket monster is out as an action, you can make a ranged spell attack against
of its vial and within 30 feet of you, you each have advantage a target within 30 feet. On a hit, the target takes an
on saving throws against being charmed or frightened. amount of bludgeoning damage equal to the number of
temporary hit points you have remaining from this spell,
and the spell ends.
In addition to your spellcasting ability modifier, the
number of temporary hit points you gain from this spell
increases by 1d4 when you reach 5th level (2d4), 11th
level (3d4), and 17th level (4d4).

6 The Alchemist
MUTATION CORPUS POISON EXPERIMENTATION
When you join this corpus at 3rd level, you learn the recipe for
Alchemists which count themselves among the mutators are a special potion called deadly nightshade. The recipe for this
those which focus their attention on potions which cause a potion remains fixed in your mind; you do not need to put it in
creature to become more powerful. While most alchemists your recipe book to brew it. You must expend a use of your
use potions to hinder and harm their enemies, these catalyst to create this potion.
alchemists choose to instead grant themselves or their allies Deadly nightshade is a 1st-potency recipe, and has the
incredible powers. following properties:
Mutation Corpus Recipes
Alchemist Deadly Nightshade
Level Recipes 1st-potency potion
3rd enhance ability, enlarge/reduce
5th fly, haste Duration: 1 minute
7th fire shield, stoneskin A creature affected by this potion must make a
9th antilife shell, telekinesis
Constitution saving throw, becoming poisoned for the
duration on a failed save. On a successful save, the target
is not poisoned.
IMBIBE DOCENT A creature can repeat the saving throw at the end of
When you join this corpus at 3rd level, you gain an affinity each of its turns, ending the effect on itself on a success.
with potions that empower their targets. You can use an
action to create one potion from the mutation corpus recipe In addition to the above effect, you can increase the potency of
list that is in your recipe book without the use of your deadly nightshade with different effects. Choose from the
alchemist's supplies (you must expend a use of your catalyst options presented in the Nightshade Enhancements table to
as normal). increase the potency of the potion, to a maximum of your
Once you have used this feature, you must finish a short or maximum potion potency, as shown in the Potion Potency
long rest before you can use it again. column of the Alchemist table.
You can add an enhancement to deadly nightshade only
CHEMICAL MASTER once, unless the enhancement's description says otherwise.
Starting at 6th level, when you create a potion from the
mutation corpus recipe list, you can expend one use of your Nightshade Enhancements
admixture feature to grant the potion the effects of two Potency
different admixtures instead of one. Raised Effect
+1 The target affected by this potion is also blinded.
UNENDING TRANSFORMATION +1 The target affected by this potion is also deafened.
At 10th level, you learn the recipe for a potion which mimics
the effects of the alter self spell. The recipe for this potion +1 The target affected by this potion cannot move its
jaw or speak.
remains fixed in your mind; you do not need to put it in your
recipe book to brew it. Brewing this potion does not require The target affected by this potion takes 2d6 poison
you to expend a use of your catalyst. damage. At the beginning of each of its turns while it
+1 is affected, it takes an additional 1d6 poison damage.
MUTATIONS EXPERT You can select this effect multiple times. Each
Beginning at 14th level, when you use your action to drink a time you do so, the initial damage and the followup
damage increases by 1d6.
potion that only targets you, you can use a bonus action to +2 The target affected by this potion is also paralyzed.
drink another potion that only targets you.
+2 The target affected by this potion must use its action
NIGHTSHADE CORPUS each turn to run in a random direction.
Alchemists who join this corpus are those work most directly The target affected by this potion takes 4d10 acid
+2 damage.
with poisons. In addition to the creation of these deadly You can select this effect multiple times. Each
concoctions, nightshades typically look for ways to inject time you do so, the damage increases by 3d10.
these potions and study their effects in the field.
For example, if you are a 5th-level alchemist, your
Nightshade Corpus Recipes maximum potion potency is 3rd potency. You can expend one
Alchemist use of your catalyst to brew a deadly nightshade potion that
Level Recipes also forces the target to become blinded and deafened until it
3rd hold person, protection from poison saves against the potion (as each of those effects raise the
5th bestow curse, slow potion's potency by one), or you can expend one use of your
7th phantasmal killer, polymorph
catalyst to brew a deadly nightshade potion that paralyzes the
target until it saves against the potion (as that effect raises the
9th dominate person, hold monster potion's potency by two).

The Alchemist 7
DANGEROUS COAT ETERNAL MYSTERY
Also at 3rd level, you can use an action to apply a potion to a Starting at 10th level, any undead under your control have
piercing or slashing weapon or a piece of ammunition you are their maximum hit points raised by an amount equal to your
holding. The next time a creature takes damage from the alchemist level. Additionally, once on each of its turns when it
weapon or that piece of ammunition within 1 minute, they are hits with an attack, such a creature can deal extra necrotic
also affected by the potion. A weapon or piece of ammunition damage equal to your Intelligence modifier.
can only hold a coating of one potion at a time.
In addition, you gain proficiency with the blowgun and UNDEAD PALOR
poisoner's kit. Beginning at 14th level, you no longer need to eat, drink,
sleep, or breathe, and you are immune to disease and poison.
TOXIC SCRUTINY In addition, you have resistance to necrotic damage, and
Starting at 6th level, if you spend at least 1 minute observing magic can't reduce your maximum hit points or your ability
or interacting with another creature outside of combat, you scores.
can learn information about its resistances or immunities.
The GM tells you if the creature has resistance or immunity to SLIME CORPUS
acid or poison damage or immunity to the poisoned condition. The corpus of alchemists who study oozes may be the most
MITHRIDATIST misunderstood. Oozes are unlike any other creatures that
Beginning at 10th level, the minor amounts of poison you have exist; sentient slimes that seem to have a life cycle and feed,
been exposed to make you able to withstand their harmful and yet lack many of the properties one would normally
effects. You gain immunity to disease and poison. attribute to a creature being truly alive. Slimers seek to
understand these creatures and harness their power.
TOXIN MASTER Slime Corpus Recipes
Starting at 14th level, you can use your Dangerous Coat Alchemist
feature as a bonus action instead of an action. Level Recipes
PHANTOM CORPUS 3rd blur, invisibility

In contrast to its name, the Phantom Corpus of alchemists 5th mind the gap , protection from energy
seek to experiment on the barrier between life and death. 7th freedom of movement, greater invisiblity
These alchemists typically research ways to extend a 9th cloudkill, mislead
creature's life, as well as call back the souls of those who have
passed on. OOZE CRAFTER
Phantom Corpus Recipes When you join this corpus at 3rd level, you learn the recipe for
Alchemist
a special potion—called a slime vial—that creates a small
Level Recipes oozeling under your control. The recipe for this potion
remains fixed in your mind; you do not need to put it in your
3rd darkness, gentle repose recipe book to brew it. You must expend a use of your catalyst
5th revivify, speak with dead to create this potion. When you brew a slime vial, you can
7th banishment, blight grant the oozeling immunity to one of the following damage
9th dispel evil and good, raise dead
types: cold, fire, lightning, or thunder.
When this potion is used, an oozeling appears in that space.
Add your Intelligence modifier (a minimum of +1) to the
HAUNTED HELPER oozeling's AC, attack rolls, and damage rolls, as well as to any
When you join this corpus at 3rd level, you can cast the find saving throws and skills it is proficient in. Its hit point
familiar spell, but only as a ritual. Intelligence is your maximum equals its normal hit point maximum or five times
spellcasting ability for this spell. When you cast the spell, you your maximum potion potency, whichever is higher.
can choose one of the normal forms for your familiar or one of Your oozelings are friendly toward you and obey your
the following special forms: homunculus, skeleton, or zombie. commands, taking their turn on your initiative. On each of
You can also choose for your familiar to be undead. Unlike a your turns, you can choose where your oozeling will move (no
normal familiar, your familiar takes its turn on your initiative, action required by you), and you can use an action to verbally
and it can take the Attack action. command any active oozelings under your control within 60
CORPSE CONTROL
feet of you (if you control multiple oozelings, you can
Beginning at 6th level, you can brew a potion that mimics the command any or all of them at the same time, issuing the
effects of the animate dead spell without expending a use of same command to each one). You can command your
your catalyst. Once you brew this potion, you must finish a oozelings to take any action it could normally take. If you do
long rest before you can brew another. not issue a command, an oozeling does nothing.
An oozeling disappears if you dismiss it as an action, its hit
points drop to 0, or you finish a short or long rest.

8 The Alchemist
MIND THE GAP LEARNED BURNS
3rd-level transmutation Starting at 14th level, you've begun to take on some of the
Class: Alchemist, Bard, Sorcerer, Wizard more unusual properties of the oozes with which you've
Casting Time: 1 action worked so closely. You no longer need to eat, drink, or
Range: Touch breathe, and you gain blindsight to a range of 30 feet and
Components: V, S immunity to acid damage.
Duration: 1 hour
You touch a creature. The target can move through a Oozeling
space as narrow as 1 inch wide without squeezing until
the spell ends. Tiny ooze, unaligned
At Higher Levels. When you cast this spell using a Armor Class 8
spell slot of 4th level or higher, you can target one Hit Points 3 (1d4 + 1)
additional creature for each slot level above 3rd. Speed 15 ft., climb 15 ft.

SHIFTING FORM STR DEX CON INT WIS CHA


Starting at 6th level, when you brew a slime vial, you can
choose for the oozeling contained within it to be Large or a 12 (+1) 6 (-2) 12 (+1) 6 (-2) 6 (-2) 4 (-3)
smaller size, although it still fits into a normal vial until it is Damage Immunities acid, poison
released. For every size larger than Tiny the oozeling is, its Condition Immunities blinded, charmed, deafened,
Strength and Constitution increase by 2, and its pseudopod exhaustion, frightened, poisoned, prone
attack deals an additional 1d4 damage. When you brew a Senses blindsight 60 ft. (blind beyond this radius),
slime vial, your oozeling gains the following properties: passive Perception 8
Ooze Cube. Creatures engulfed by the oozeling can be seen Languages —
but have total cover. A creature within 5 feet of the oozeling Challenge 0 (10 XP)
can take an action to pull a creature or object out of it. Amorphous. The oozeling can move through a space as
Doing so requires a successful Strength check (DC equal to narrow as 1 inch wide without squeezing.
your potion save DC), and the creature making the attempt
takes 10 (3d6) acid damage. The oozeling can hold one Spider Climb. The oozeling can climb difficult surfaces,
creature of its size or four creatures that are smaller than it including upside down on ceilings, without needing to
inside of it at a time. make an ability check.
Engulf. As an action, the oozeling moves 5 feet into the space ACTIONS
of a creature that is its size or smaller. When the oozeling
enters a creature's space in this way, the creature must Pseudopod. Melee Weapon Attack: +3 to hit, reach 5 ft.,
make a Dexterity saving throw (DC equal to your potion one target. Hit: 3 (1d4 + 1) bludgeoning damage plus 3
save DC). (1d6) acid damage.
On a successful save, the creature can choose to be
pushed 5 feet back or to the side of the oozeling. A creature
that chooses not to be pushed suffers the consequences of a
failed saving throw. On a failed save, the oozeling enters the
creature's space, and the creature takes 10 (3d6) acid
damage and is engulfed. The engulfed creature can't
breathe, is restrained, and takes 21 (6d6) acid damage at
the start of each of the oozeling's turns. When the oozeling
moves, the engulfed creature moves with it.
An engulfed creatuer can try to escape by taking an
action to make a Strength check (DC equal to your potion
save DC). On a success, the creature escapes and enters a
space of its choice within 5 feet of the oozeling.
ALTERED STATE
Beginning at 10th level, you can touch a creature with your
catalyst and expend a use of it to cast the polymorph spell on
that creature. On a failed save, the target is turned into an
oozeling. When you cast this spell, you can choose for the
target to be Large size or smaller and have maximum hit
points equal to five times your maximum potion potency, you
can grant the target immunity to cold, fire, lightning, or
thunder damage, and you can grant the target the Ooze Cube
trait and Engulf action.
Once you use this feature, you can't use it again until you
finish a short or long rest.

The Alchemist 9
Alchemist Recipe List
TINCTURES 3RD POTENCY 6TH POTENCY
Acid splash (conjuration) Bestow curse (necromancy) Circle of death (necromancy)
Aerial uppercut  (evocation) Blink (transmutation) Disintegrate (transmutation)
Fire bolt (evocation) Daylight (evocation) Heal (evocation)
Guidance (divination) Remove curse (abjuration) True seeing (divination)
Hydro blast  (evocation) Revivify (necromancy)
Mending (transmutation) Speak with plants 7TH POTENCY
Message (transmutation) (transmutation) Fault line  (evocation)
Minor illusion (illusion) Tongues (divination) Finger of death (necromancy)
Poison spray (conjuration) Water breathing Fire storm (evocation)
Produce flame (conjuration) (transmutation) Plane shift (conjuration)
Ray of frost (evocation) Water walk (transmutation) Regenerate (transmutation)
Resistance (abjuration) Teleport (conjuration)
Rumbling earth 
4TH POTENCY
(transmutation) Confusion (enchantment) 8TH POTENCY
Shocking grasp (evocation) Ice storm (evocation)
Aerobatics  (transmutation)
Spare the dying (necromancy)
5TH POTENCY Feeblemind (enchantment)
Glibness (transmutation)
1ST POTENCY Greater restoration Sunburst (evocation)
Charm person (enchantment) (abjuration)
Comprehend languages Mass cure wounds (evocation) 9TH POTENCY
(divination) Power word kill
Cure wounds (evocation) (enchantment)
Disguise self (illusion) Shapechange (transmutation)
Grease (conjuration) Supernova  (evocation)
Heightened senses  Time stop (transmutation)
(transmutation)
Jump (transmutation)
Longstrider (transmutation)
Mage armor (abjuration)
Speak with animals
(divination)
Swift swim  (transmutation)
Thunderwave (evocation)

2ND POTENCY
Blindness/deafness
(necromancy)
Darkness (evocation)
Find traps (divination)
Lesser restoration (abjuration)
Mirror image (illusion)
Protection from poison
(abjuration)
Scorching ray (evocation)
See invisibility (divination)
Shatter (evocation)

10 The Alchemist
CANTRIPS 1ST LEVEL
AERIAL UPPERCUT HEIGHTENED SENSES
evocation cantrip 1st-level transmutation
Class: Alchemist, Druid, Erilaz, Sorcerer, Wizard Class: Alchemist, Bard, Druid, Warlock
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: Touch
Components: V, S Components: V, S
Duration: Instantaneous Duration: 1 hour
You cause a burst of upward wind beneath a creature on You touch a creature. The target has advantage on
the ground within range. Make a ranged spell attack Wisdom (Perception) checks that rely on hearing or
against the target. On a hit, the target is hurled 10 feet smell until the spell ends.
straight up into the air and then falls back to the ground,
taking 1d6 bludgeoning damage from the fall. The target SWIFT SWIM
can use its reaction when it lands to stand up without 1st-level transmutation
using any of its movement. Class: Alchemist, Bard, Druid, Erilaz, Ranger, Wizard
The distance a target is hurled into the air by this spell Casting Time: 1 action
and the subsequent damage it takes from the fall Range: Touch
increases as you gain levels: 20 feet into the air and 2d6 Components: V, S
bludgeoning damage at 5th level, 30 feet into the air and Duration: 1 hour
3d6 bludgeoning damage at 11th level, and 40 feet into
the air and 4d6 bludgeoning damage at 17th level. You touch a willing creature. The gains a swim speed
equal to its movement speed for the duration.
HYDRO BLAST At Higher Levels. When you cast this spell using a
evocation cantrip spell slot of 2nd level or higher, you can target one
Class: Alchemist, Druid, Erilaz, Sorcerer, Warlock, additional creature for each slot level above 1st.
Wizard 7TH LEVEL
Casting Time: 1 action
Range: 30 feet FAULT LINE
Components: V, S 7th-level transmutation
Duration: Instantaneous Class: Alchemist, Druid, Erilaz, Sorcerer, Wizard
You create a blast of water and hurl it at a creature within Casting Time: 1 action
range. Make a ranged spell attack against the target. On Range: 150 feet
a hit, the target takes 1d6 cold damage and is pushed 5 Components: V, S
feet in a direction of your choice. Duration: Instantaneous
This spell creates more than one blast when you reach A violent fault in the earth appears in a location you
higher levels: two blasts at 5th level, three blasts at 11th choose within range. The area of the fault consists of up
level, and four blasts at 17th level. You can direct the to ten 10-foot squares, which you can arrange as you
blasts at the same target or at different ones. Make a wish. Each square must have at least one face adjacent to
separate attack roll for each blast. the face of another square. Each creature in the area
RUMBLING EARTH must make a Constitution saving throw. It takes 7d10
transmutation cantrip bludgeoning damage on a failed save, or half as much
damage on a successful one.
Class: Alchemist, Druid, Erilaz, Wizard
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 hour
The ground begins to shift in a 5-foot radius centered on
a point you choose within range. Until the spell ends, the
area becomes difficult terrain, or it becomes normal
terrain if it is already difficult terrain.
If you cast this spell multiple times, you can have up to
two areas active at a time, and you can dismiss such an
effect as an action.
The radius of the area increases when you reach 5th
level (10-foot radius), 11th level (15-foot radius), and 17th
level (20-foot radius).

The Alchemist 11
8TH LEVEL
AEROBATICS
8th-level transmutation
Class: Alchemist, Druid, Erilaz, Sorcerer, Wizard
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a feather)
Duration: 1 hour
You and up to 10 willing creatures you can see within
range gain a flying speed of 100 feet for the duration.
Each affected creature does not provoke opportunity
attacks while it is affected by this spell.
If a creature is flying when the spell ends, the creature
descends 60 feet per round for 1 minute until it lands,
which it does safely. If it can't land after 1 minute, the
creature falls the remaining distance.
9TH LEVEL
SUPERNOVA
9th-level evocation
Class: Alchemist, Cleric, Erilaz, Sorcerer, Wizard
Casting Time: 1 action
Range: Self (60-foot sphere)
Components: V, S
Duration: Instantaneous
A violent explosion rips out from you in a 60-foot sphere
and throws creatures away. A creature in the area must
make a Constitution saving throw. On a failed save, a
creature takes 20d6 fire damage and 20d6 radiant
damage and is hurled to the edge of the spell's range. A
creature takes half as much damage and is not pushed
on a successful save.
The spell damages objects in the area and ignites
flammable objects that aren't being worn or carried.

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