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Alchemist

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Dungeons & Dragons, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual,
Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are
trademarks of Wizards of the Coast in the USA and other countries.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission
under the Community Content Agreement for Dungeon Masters Guild.
©2019 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31,
2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
All other original material in this work is copyright 2022 by Taron Pounds.
Contents
Credits
Class Design: Taron “Indestructoboy” Pounds

Discord Patreon Twitch Twitter YouTube

Mechanical Consultants: heavyarms, Benjamin Huffman, Fil Kearney, Alchemist......................................................................................4


Ross Leiser
Class Features................................................................................5
Narrative Consultants: Spluff
Alchemical Practices.....................................................................7
First-Time User Experience: Amanda Davis
Line Editor: Jordan "Flutes Loot" Fultz Animator....................................................................................7
Apothecary................................................................................9
Graphic Design & Layout: Taron Pounds Fulminare.................................................................................10
Salbenist....................................................................................11

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Cover Illustration: Maxwell Polikoff, Adobe Stock Images
Interior Artwork: Maxwell Polikoff Toxicologist............................................................................. 12
Downtime................................................................................... 14
"Indestructoboy's Design-O-Sphere" Mod Team: Fil Kearney, Darrin Activities...................................................................................... 14
Scott, Mitchell "Awesome Soul" Turnbull
Crafting.................................................................................... 14

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Playtest Feedback: Akita Shinsei, Akuma, Ani, Beta Ray God,
Foraging................................................................................... 16
Biomancer, BlasticPox, Blue Thumbnail, Chronik_Sword, Dont
Panic, Dr. Drill, Draconics, Dragon King, DragonbornDoug, Darel Equipment.................................................................................. 16
"DrunkenYoda" Domínguez, Endarius_Termina, FallenPhoenixIV, Adventuring Gear....................................................................... 16
Jordan "Flutes" Fultz, Chris "Treantmonk" Honkala, Hornettecco, Alchemical Items........................................................................ 19
Jay Pea, Spencer Jackson, Itay Keren, Ricky "Zip" L., lipehique, Alchemical Item Descriptions............................................... 19
MetaCliff, NAC, Nitroserum, Ryan "Numbers1999" Miller, Joshua Appendices.................................................................................25
"Dungeoneer's Pack" Pacheco, Rane!!, RoboticRavenMage, Roísín, Appendix A: Design Notes.........................................................25
TinCan Whiplash, Titania, tomtheterrifying, Trekiros, Mitchell Appendix B: Material Components..........................................26
Turnbull, Windstrom, John Zambrano
Appendix C: Frequently Asked Questions................................27
Appendix D: Recommended Supplements..............................27
With material and inspiration from:

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Adams, Sydney, Judy Bauer, Jeremy Crawford, Makenzie De Armas, Dan
Dillon, Ari Levitch, Ben Petrisor, Taymoor Rehman. Mordenkainen
Presents: Monsters of the Multiverse. 2022, Wizards of the Coast.
Armstrong, Tom. Better Living Through Alchemy, Dragon #130. 1988,
Appendix E: Creature Statistics................................................ 28
Appendix F: Playtest Changelogs............................................. 30
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TSR Inc.
Bonner, Logan, Jason Bulmahn, Stephen Radney-MacFarland, and
Mark Seifter. Pathfinder 2nd Edition Core Rulebook. 2020, Paizo Inc.
Cagle, Eric, Jesse Decker, Jeff Quick, and James Wyatt. Arms and
Equipment Guide. 2004, Wizards of the Coast.
Crawford, Jeremy, Bruce R Cordel, Mike Mearls, Robert J Schwalb,
James Wyatt. Player's Handbook. 2014, Wizards of the Coast.
Crawford, Jeremy, Bruce R Cordel, Mike Mearls, Robert J Schwalb,
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James Wyatt. Dungeon Masters Guide. 2014, Wizards of the Coast.


Perkins, Chris. Waterdeep: Dungeon of the Mad Mage. 2019, Wizards of
the Coast.

... and the real-life alchemist featured on the cover art. My first
Dungeon Master; Tyler Thrasher.
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Alchemist e
A
s smoke clears from a candle-lit laboratory, a gnome
wipes the soot from his goggles. In front of him
lies a glowing mixture that fumes offensively
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after the sudden, but anticipated, reaction. His
excitement overcomes a curse the concoction
seems to be casting on his senses, as he rushes to seal the now
shaking flask with cork. Holding the vibrating flask in-hand, he
smiles as he drips a layer of resin over the cork, proudly prepar-
ing his bottle of bad day for the trip ahead.
Often found cooped-up with their experiments or scav-
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enging the wilds for ingredients, the alchemist is a student


of the metaphysical essence of things, and is as curious as
they are resourceful. They may be dedicated to the research
of medicinal applications, demolitionists fascinated with the Playing an Alchemist
kinetic potential of violent reactions, or researchers of the This class grants you features intended for a particular play-
hidden weakness of monsters that plague the land. style. The alchemist is a low defense, high damage and utility
Alchemy and Magic martial blaster. It's highly recommended that, in combat,
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you stay a safe distance away from the enemies to use your
The chemical creations of an alchemist can often blur the line alchemical items on them, but as far back as is safe.
between the natural and supernatural. Considering spells of-
Action: Use an Object
ten draw on power through material components, it's entirely
Bonus Action (Set-Up): Catalyze
reasonable to believe an alchemist exists somewhere in this
Movement: Maintain distance from the enemy but stay
blur, but unless the creation specifically makes mention of a
within range to attack with items. Salbenists are likely
spell, the item and its effects are not themselves magical. Al-
feeling more safe within the mid-to-frontline.
chemists are a great fit for low-magic campaigns, where spell-
Reaction: Some class features, or trigger for Ready action.
casting may be extremely rare for the standard adventurer.

4 The
| Alchemist
Alchemist
 Class - v0.5 Playtest
Creating an
Alchemist
To create an alchemist, consult the following subsections,
which give you hit points, proficiencies, and starting equip-
ment. Then look at the Alchemist table to see which features
you get at each level. The descriptions of those features appear
in the “Class Features” section.
Quick Build
You can make an alchemist quickly by following these sug-

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gestions. First, Intelligence should be your highest ability The Alchemist
score, followed by Constitution or Dexterity. Second, choose Prof.
Level Feature
the guild artisan background. Bonus
Hit Points 1st +2 Experimentalist Adept, Alchemy

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Hit Dice: 1d8 per alchemist level 2nd +2 Alchemical Practice
Hit Points at 1st Level: 8 + your Constitution modifier 3rd +2 Eureka, Methodical Efficiency
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
4th +2 Ability Score Improvement
modifier per level above 1st
5th +3 Dulcified Decoctions
Proficiencies
6th +3 Alchemical Practice feature
Armor: Light armor
Weapons: Simple weapons, blowguns 7th +3 Mix
Tools: Alchemist’s supplies, herbalism kit 8th +3 Ability Score Improvement
Saving Throws: Constitution, Intelligence 9th +4 Eureka (Uncommon), Mercurial Flux

Starting Equipment
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Skills: Choose two from Arcana, Investigation, Medicine,
Nature, Perception, Sleight of Hand, Survival

You start with the following equipment, in addition to the


10th
11th
12th
+4
+4
+4
Alchemical Practice feature
Volatile Potency
Ability Score Improvement
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equipment granted by your background: 13th +5 Eureka (Rare), Mind Over Matter

• Two alchemical items that you know the formula for and 14th +5 Alchemical Practice feature
25 gp worth of raw materials 15th +5 Philsopher's Stone
• (a) a light crossbow and 20 bolts or (b) any simple weapon 16th +5 Ability Score Improvement
• (a) a demolitioner's pack, (b) a dungeoneer's pack, or (c) a
17th +6 Volatile Potency Enhancement
mediciner's pack
• Leather armor, a dagger, 5 flasks, and alchemist's supplies 18th +6 Lightning in a Bottle
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19th +6 Ability Score Improvement


If you forgo this starting equipment, as well as the items of-
fered by your background, you start with 5d4 × 10 gp to buy 20th +6 Big Bang
your equipment.

Multiclassing and the Alchemist


If your group uses the optional rule on multiclassing in the Player’s
Class Features
As an alchemist, you gain the following class features, which
Handbook, here’s what you need to know if you choose alchemist as are summarized in the Alchemist table.
one of your classes.
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Ability Score Minimum. As a multiclass character, you must have Experimentalist Adept
at least an Intelligence score of 13 to take a level in this class, or to
take a level in another class if you are already an alchemist. 1st-level alchemist feature
Proficiencies Gained. If alchemist isn’t your initial class, here Choose one of your skill proficiencies. Your proficiency bonus
are the proficiencies you gain when you take your first level as an
is doubled for any ability check you make that uses alchemist's
alchemist: simple weapons, blowguns, alchemist's supplies, and
herbalism kits.
supplies and the chosen proficiency.
Additionally, you only need to provide 5 gp worth of raw
materials to craft any alchemical item you know the formula
for worth 50 gp or less. When you craft alchemical items
during a long rest, the maximum number of alchemical items
you can create during the long rest is equal to your alchemist
level + your Intelligence modifier (minimum of 1).1
1
This enhances a crafting rule in Xanathar's Guide to Everything p. 79, which has
also been reprinted here in the Equipment chapter under alchemist's supplies.

 Alchemist | Creating an Alchemist 5


Alchemy Alchemical Practice
1st-level alchemist feature 2nd-level alchemist feature
Class Features

Your practition of alchemical research has trained you in You choose your Alchemical Practice, a subclass which grants
the implementation and creation of devastating chemical you features at 2nd, 6th, 10th, and 14th levels.
concoctions of incredible power. See the Alchemical Items
section at the end of this class for the effects and items you Eureka
can create with this feature. 3rd-level alchemist feature
Formulae You can use the bonus action granted by Catalyze to create a
You know the formula for basic acid, alchemist’s fire, anti- potion with a rarity of common that you know the formula for,
toxin, basic oil, perfume, soap, and two other alchemical items providing required raw materials. The potion lasts for the same

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of your choice. Each time you gain an alchemist level, you duration as any alchemical item you create with Catalyze.
learn the formula for another alchemical item of your choice. Once you use this feature, you cannot do so again until you
You might find and discover other formulae during your ad- finish a long rest. The rarity of the potion you can create in-
ventures.2 You could find the formula for a tanglefoot bag sold creases as you gain levels in this class, starting at 9th level (un-

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by a potion seller in a market, for example, or shuffled among common) and again at 13th level (rare).
the notes of an elder alchemist's laboratory. Alternatively, if
you find a potion or alchemical item, you can research its com- Methodical Efficiency
ponents to learn its formula. The process of learning a formula 3rd-level alchemist feature
takes 2 hours experimenting with your alchemist's supplies.
You can use a bonus action on your turn to make a Wisdom
If you experimented on an alchemical item or potion to do so,
(Medicine) check or take the Use an Object action.
the item is destroyed in this process. If the item has a rarity of
Further, when you draw an item from your inventory during
common, the time required is doubled, and doubles again for
your free interaction on your turn, you can draw or store two
each rank of rarity above common.
items, rather than one.
Catalyze

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As a bonus action on your turn, you can quickly create an al-
chemical item. To use this ability, you must have your hands
free and the raw materials and container required in your
inventory.3 Raw materials you use with this feature are con-
Ability Score Improvement
4th-level alchemist feature
When you reach 4th, 8th, 12th, 16th, and 19th level, you can
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sumed by the process, and any item you create with this bonus increase one ability score of your choice by 2, or you can in-
action loses its potency if not used within 1 minute.4 crease two ability scores of your choice by 1. As normal, you
can’t increase an ability score above 20 using this feature.
Potency
You have trained in the use of alchemical items in combat, Dulcified Decoctions
granting you the following benefits: 5th-level alchemist feature
• The range you can throw any alchemical item is doubled, Any items you create through the bonus action granted by
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and being within 5 feet of the target of a ranged attack you Catalyze now last for 10 minutes before losing their potency.
make with an alchemical item does not impose disadvan-
tage on the attack roll. Mix
• You can use your Intelligence modifier, instead of Strength
7th-level alchemist feature
or Dexterity, when making an attack roll with alchemical
items. If the item calls for a saving throw, you can use your While you have two alchemical items or potions in hand and
alchemy save DC instead of the DC listed in the item’s de- neither is the same item, you can use the bonus action granted
scription, as shown below: by Catalyze to swiftly, and safely, combine them.5 When the
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new combined item is used, both effects occur simultaneously.


Alchemy save DC = 8 + your proficiency bonus + your Intelligence The combined item loses its potency if it is not used within 10
modifier minutes, and attempting to use this feature with a previously
combined item results in both of the items losing their potency.

Mercurial Flux
9th-level alchemist feature
2
This operates on the assumption that your table uses the sidebar rule "Magic When you create an alchemical item, you can replace the raw
Item Formulas" in the Dungeon Master's Guide, p. 141.
3
materials required with valuables (such as gold pieces) of a
The cost of raw materials is reduced by Experimentalist Adept. If you feel
starved for raw materials, see the Foraging Raw Materials variant rule in the
value equivalent to or greater than the cost of the raw materials.
Downtime chapter.
4 5
Alchemical items that you craft as a downtime activity are assumed to be If your table uses the Mixing Potions variant rule from the Dungeon Master's
crafted with patience and care in a controlled environment. However, those Guide, the term "safely" has been used in this feature to indicate that you do
that you create with Catalyze are made swiftly and lack stability. this in a way that does not subject the potion to this variant rule.

6 Class Features | Alchemist 


Volatile Potency
11th-level alchemist feature
When a damage or healing roll is made with an alchemical
item or potion you created, you can roll one additional die of
the same size and add it to the damage or healing of the item.
If the item uses multiple damage dice sizes, the die you roll
an additional time is the largest size used.
You can roll a second additional die with this feature when
you reach 17th level.

Mind Over Matter

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13th-level alchemist feature
You can apply your quick wit and analysis to any situation.
When you make a Strength or Dexterity ability check or saving

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throw, you can use your reaction to give yourself a bonus to
the roll equal to your Intelligence modifier (minimum of +1).
Whenever you are subjected to an effect that allows you to
make a Strength or Dexterity saving throw to take only half Alchemical Practices
damage, you instead take no damage if you succeed on the Alchemists dedicate themselves to a Practice, a specialization
saving throw, and only half damage if you fail. that describes their passion for alchemy. The following practice
options are available for you to choose from at 2nd level.
Philosopher’s Stone
Animator
15th-level alchemist feature
Stirring from the theories of a primordial soup that spawned

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Your studies have revealed to you the mystic formula for the
legendary philosopher's stone, which you can create over the
course of 7 days. If you create a new philosopher's stone while
one you have created already exists, the previous stone is de-
stroyed and returns to nothing. Your philosopher's stone grants
all life as we know it, Animators are alchemists seeking to
synthesize life. They are creators of alchemical constructs,
known as homunculus, that are often found with the anima-
tor serving as an assistant in their research.
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you the following benefits: Animator Features
Alchemist
• While you are within 1 mile of your philosopher's stone, you Level
Feature
are immune to disease and cannot be aged by natural or 2nd Homunculus Companion, Zoetic Theory
magical means.
• You can use the Use an Object action to manifest a non- 6th Anima Profane
magical item that can fit in your hand that has a value of 10th A Life for a Life
50 gp or less. Once you use this action, you cannot do so
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14th Contemptable Chimera


again until you finish a long rest.
• You can allow the philosopher's stone to replace any of the Homunculus Companion
material components called for by a spell. If you do, the 2nd-level Animator feature
stone is consumed by the spell.
You can conduct a ritual over the course of an hour, shaping a
Lightning in a Bottle mixture of 25 gp worth of clay, ash, mandrake root, and blood.
After the ritual, you gain the service of a homunculus.
18th-level alchemist feature
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Your homunculus is a faithful companion, and it dies if you


When you create a potion with your Eureka feature, you can die. You determine the homunculus’s appearance. See this crea-
create a potion with a rarity of very rare. Once you create a ture’s game statistics in the Alchemical Homunculus stat block,
very rare potion this way, you can't do so again for 7 days. which uses your proficiency bonus (PB) in several places.
Big Bang In combat, the homunculus shares your initiative count,
but it takes its turn immediately after yours. The homuncu-
20th-level alchemist feature lus is friendly to you and your companions, and it obeys your
When you roll for initiative, you can use the Use an Object telepathic commands (no action required by you). If you don't
action once (no action required). Once you use this feature, issue any, it takes the Dodge action, and uses its move to avoid
you cannot do so again until you finish a short or long rest. danger. If you are incapacitated, the homunculus can take any
action of its choice, not just Dodge.
You can't have more than one homunculus at a time. If you
attempt to create another while you have a homunculus, the
creation fails.

 Alchemist | Alchemical Practices 7


Alchemical Homunculus
Tiny construct, shares your alignment
Class Features

Armor Class 13 (natural armor)


Hit Points 1 + your Intelligence modifier + your alchemist level
(the homunculus has a number of Hit Dice [d4s] equal to your
alchemist level)
Speed 20 ft., fly 30 ft.

STR DEX CON INT WIS CHA


4 (-3) 15 (+2) 12 (+1) 10 (+0) 10 (+0) 7 (-2)

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Saving Throws DEX +2 plus PB
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 10

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Languages understands the languages you speak
Challenge — Proficiency Bonus (PB) equals your bonus

Evasion. If the homunculus is subjected to an effect that allows


it to make a Dexterity saving throw to take only half damage, it
instead takes no damage if it succeeds on the saving throw, and
only half damage if it fails. It can’t use this trait if it’s incapacitated.
Telepathic Bond. While the homunculus is on the same plane of
existence as you, it can magically convey what it senses to you,
and you can communicate telepathically with each other.

Actions
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Bite. Melee Weapon Attack: +2 plus PB to hit, reach 5 ft., one
creature. Hit: 1 piercing damage, and the target must succeed
on a Constitution saving throw against your alchemy save DC or
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be poisoned for 1 minute. If the saving throw fails by 5 or more,
Anima Profane
the target falls unconscious, or until it takes damage or another
creature uses an action to shake it awake.
6th-level Animator feature
Animators are shared within a secret ritual, one they helped
Zoetic Theory to found with ancient necromancers. You gain the ability to
2nd-level Animator feature cast the animate dead spell, but only as a ritual. The perfor-
You can give your homunculus materials to absorb into its mance of this ritual is treated as if you are crafting an al-
chemical item for the purposes of your class features.
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body during a short or long rest. The material must have a


value of at least 5 gp and for each additional component you You must provide a drop of blood, a piece of flesh, and a
use, the homunculus gains the corresponding feature. pinch of bone dust as raw materials, which are consumed
Adder's Stomach. The homunculus can spit acid as a when you finish the ritual. The skeleton or zombie created
ranged weapon attack with a range of 30 feet that deals 1d6 + through this ritual has the following changes:
PB acid damage on a hit. • It is a construct rather than an undead.
Eagle's Eye. The homunculus gains proficiency with Per- • The creature's hit point maximum is increased by an
ception checks and has advantage on Wisdom (Perception) amount equal to your alchemist level.
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checks that rely on sight. • It gains the Telepathic Bond feature of your homunculus.
Fur of Bat. The homunculus gains 30 feet of blindsight.
Any creature you create with this ritual remains under your
The homunculus can't use this blindsight while deafened.
control until you perform the ritual again. When you do, the
Leech. The damage the homunculus deals with its Bite at-
previously created creature dies immediately.
tack increases to 1d4 + PB and, when it hits a creature that is
not a Construct or Undead, it can spend and roll one of its Hit Life Stitcher
Dice to regain hit points equal to the number rolled. 10th-level Animator feature
Spiderwebs. The homunculus gains a climbing speed Your homunculus grows even stronger through the materials
equal to its walking speed and can climb difficult surfaces, you provide, enhancing their effects:
including upside down on ceilings, without needing to make Adder's Stomach. The damage the homunculus deals when it
an ability check. hits a creature with its spit acid increases to 2d6 + PB.
Eagle's Eye. The homunculus' proficiency bonus is doubled
for any Perception check it makes while it isn't blinded.

8 Alchemical Practices | Alchemist 


Fur of Bat. The homunculus does not provoke opportunity
attacks while using its fly speed.
Leech. The damage the homunculus deals with its Bite attack
increases to 2d4 + PB.
Spiderwebs. Any climbing speed granted by this compo-
nent increases by 10 feet.
Contemptible Chimera
14th-level Animator feature
If your homunculus and a construct created with your Anima
Profane are within 5 feet of each other, you can use an action

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to command the two to merge, creating a companion flesh
golem that you control in the same way as a homunculus you
create.6 The flesh golem has the following changes:
• It gains the homunculus' fly speed, Bite, Telepathic Bond,
and any features you granted the homunculus through

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your Zoetic Theory.
• Its hit point maximum is increased by an amount equal to
your alchemist level.
The flesh golem dies immediately if you die or create a new
construct from your alchemist features.

Apothecary
While laughter might be the best medicine, it never cured
filth fever. Apothecaries are medical practioners, creating
potent potions to cure what ails.
Apothecary Features
Alchemist
Level
Feature
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2nd Holistic Medicine, Spagyric Theory
6th Sweet Succor
10th Panacea
14th Miracle Elixir disease that a successful saving throw would end, it can im-
mediately attempt the saving throw when the item restores
Holistic Medicine its hit points (no action required).
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2nd-level Apothecary feature Powdered Silver. The next time the consumer makes a sav-
ing throw within the next minute, they can roll a d4 and add
You gain proficiency in the Medicine, Nature, or Survival skill
the number rolled to the saving throw.
(your choice) and you have advantage on any ability check
Troll's Blood. The consumer of the item regains 1 hit point
you make to forage in nature for raw materials.
at the start of each of its turns for 1 minute. If the creature
Additionally, you learn the formula for healing draught or
takes acid or fire damage, this effect stops.
one alchemical item of your choice if you already know it.
Spagyric Theory Sweet Succor
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6th-level Apothecary feature


2nd-level Apothecary feature
You have advantage on Medicine checks you make to sta-
When you create an alchemical item or potion that restores
bilize dying creatures and, when a creature consumes an
hit points, you can infuse the item with specific materials to
alchemical item or potion you administer or create that
enhance it. The material must have a value of at least 5 gp
restores hit points, the first healing roll of the item gains a
and for each additional material you use, the item gains the
bonus equal to your Intelligence modifier.
corresponding effect:
Honeycomb. The item causes subtle changes in the con- Panacea
sumer's scent. Animals are put at ease by the scent, granting 10th-level Apothecary feature
the consumer a bonus on Wisdom (Animal Handling) and The items you infuse with additional components grow even
Charisma checks made against beasts equal to your Intelli- stronger, enhancing their effects:
gence modifier for 1 hour. Honeycomb. The item causes subtle changes in the con-
Powdered Gems. If the consumer is afflicted by a poison or sumer's scent. Animals are put at ease by the scent, granting
6
Monster Manual, p. 169 the consumer a bonus on Wisdom (Animal Handling) and

 Alchemist | Alchemical Practices 9


Charisma checks made against beasts equal to your Intelli- the last hour, the creature returns to life with 1 hit point. Do-
gence modifier for 1 hour and advantage on these checks. ing so can't return to life a creature that has died of old age,
Powdered Gems. If the consumer is afflicted by any condi- nor can it restore any missing body parts.
Class Features

tion that a successful saving throw would end, it can imme-


diately attempt the saving throw when the item restores its Fulminare
hit points (no action required). Sometimes dismissed by other alchemists as "mad bombers",
Powdered Silver. The next time the consumer makes a fulminares are specialists of combustion. The process of cre-
saving throw within the next minute, they can roll a 2d4 and ation must have its opposite, and fulminares may be seen as
add the result rolled to the saving throw. those philosophers of destruction.
Troll's Blood. The consumer of the item regains 2 hit
points at the start of each of its turns for 1 minute. If the crea- Fulminare Features
Alchemist

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ture takes acid or fire damage, this effect doesn't function at Feature
Level
the start of the creature's next turn. The creature's severed
body members (fingers, legs, tails, and so on), are restored 2nd Instruments of Destruction, Phlogiston Theory
after 2 minutes, if the severed part is held to the stump. 6th Hit the Deck

Miracle Elixir

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10th Chemical Warfare
14th-level Apothecary feature 14th Spontaneous Combustion
When you create a healing draught or potion of healing of any
type, you can infuse it with 300 gp worth of diamond dust. If Instruments of Destruction
you administer the draught to a creature that has died within 2nd-level Fulminare feature
You gain proficiency with potter's tools and you learn the
formula for thunderstone or one alchemical item of your
choice if you already know it.
Further, whenever you deal damage with an alchemical item

e that deals bludgeoning, fire, or thunder damage and roll the


highest value on one of the damage dice, you can roll the die one
additional time and add the number rolled to the damage.
Phlogiston Theory
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2nd-level Fulminare feature
When you create a thrown alchemical item that deals blud-
geoning, fire, or thunder damage, you can infuse the item
with additional components to enhance it. The material
must have a value of at least 5 gp and for each additional ma-
terial you use, the item gains the corresponding effect:
Nut Shells. The item sends a seismic shock, breaking apart
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the nearby earth, causing the ground within 10 feet of the area
the item was thrown to become difficult terrain.
Quartz. When a creature takes damage from the item, it
becomes dazed until the end of the turn. While dazed, the
creature must succeed on a Constitution saving throw before
it makes an attack, or the attack misses. On a success, the
target is no longer dazed.
Saltpeter. Increasing the item's volatility, if the item only
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targets a single creature, you can instead target a point within


the same range. All creatures within 10 feet of the point must
succeed on a Dexterity saving throw against your alchemy
save DC or be subjected to the item's effects as if they had been
hit by an attack.
Powdered Arcane Focus. When you make an attack with the
item, roll a d6 and consult the following table. Damage dealt
by the item changes to the corresponding Damage Type.

d6 Damage Type d6 Damage Type


1 Cold 4 Psychic
2 Lightning 5 Radiant
3 Necrotic 6 Force

10 Alchemical Practices | Alchemist 


Hit the Deck Spontaneous Combustion
6th-level Fulminare feature 14th-level Fulminare feature
Having to react quickly to sudden, unstable explosives has Whenever you deal damage with an alchemical item that deals
heightened your instincts to danger. When you are forced to bludgeoning, fire, or thunder damage and roll the highest value
make a Dexterity saving throw against an effect you can see, on any of the damage dice, you can roll those dice an additional
you can use your reaction to move up to half your speed im- time and add the number rolled to the damage. You can con-
mediately before the effect occurs, potentially moving out of tinue to do so with the additional dice as well.
the area of danger. To gain this benefit, you can't be blinded,
deafened, or incapacitated. Salbenist
Chemical Warfare The title of salbenist (literally "oil-user") is bestowed upon
one that wields blades coated in alchemical oil. A salbenist

e
10th-level Fulminare feature
may be a devoutly anointed crusader, a warrior hailing from
The items you infuse with additional components grow even a tribe society founded near some free-flowing substance,
stronger, enhancing their effects: or a vengeful witchhunter using concoctions to exploit the
Nut Shells. The area of the effect increases to 15 feet and secret weaknesses of monsters.

fil
deals double damage to objects and structures.
Quartz. When a creature takes damage from the item, it Salbenist Features
becomes dazed until the end of your next turn, rather than the Alchemist
Feature
Level
end of the current turn.
Saltpeter. The area of the effect increases to 15 feet. 2nd Oleic Arms, Anointed Blade
Powdered Arcane Focus. When you roll on the table to de- 6th Extra Attack
termine the item's damage type, roll 3d6 and choose one of the 10th All-Consuming Flame
dice to use for the result instead.
14th Soul of Cinder

e Oleic Arms
2nd-level Salbenist feature
You gain proficiency with medium armor and with martial
weapons that lack the heavy or two-handed properties.
pl
Additionally, you learn the formula for bladefire oil or one
alchemical item of your choice if you already know it.
Anointed Blade
2nd-level Salbenist feature
You can perform an anointing ritual over the course of 1 hour
with a weapon you are proficient with and that lacks the two-
handed property. During the ritual, you must coat the weapon
m

with an oil, which is absorbed into the weapon and anoints


it. Upon concluding the ritual, you gain the following benefits
until you perform the anointing ritual on another weapon:
• When you attack with the anointed weapon, you can use
your Intelligence modifier, instead of Strength or Dexterity,
for the attack and damage rolls.
• When you equip the anointed weapon, you can will the oil
Sa

absorbed into it to coat it. Doing so does not consume the


oil, and the weapon remains coated until you dismiss it, it
leaves your hand, or until you coat it with another oil.
• Whenever you make a damage roll for additional damage
dealt with an oil and roll the highest value on one of the
damage dice, you can roll that die one additional time and
add the number rolled to the damage.

Extra Attack
6th-level Salbenist feature
You can attack twice, instead of once, whenever you take the
Attack action on your turn.

 Alchemist | Alchemical Practices 11


All-Consuming Flame comes necrotic damage.
10th-level Salbenist feature Eye of Newt. While the target is poisoned in this way, the tar-
get takes 1d6 poison damage the first time it is hit with an attack
When you take damage of the same type dealt by the oil
Class Features

on a turn.
anointing your weapon, you can use a reaction to reduce the
Powdered Lead & a Flask. The poison becomes a toxic
damage you take to 0. When you do, you regain a number of
powder or gas that takes effect when inhaled, rather than its
hit points equal to total damage reduced. If these hit points
indicated method of subjecting a creature to its effects. As an
would exceed your hit point maximum, you can choose to
action, you open or throw the flask to a point up to 20 feet away,
instead gain the remainder as temporary hit points.
shattering the flask. Creatures within 5 feet of the point are sub-
You can use this feature a number of times equal to your
jected to the poison.
proficiency bonus, and you cannot do so again until you fin-
Valerian Root. While the target is poisoned in this way, the
ish a long rest.

e
target's mind wracks with pain. Whenever the creature makes
Soul of Cinder a Concentration check, it must subtract a d4 from the number
14th-level Salbenist feature rolled for the check.
Whenever you make a damage roll for additional damage Mithridatism

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dealt with an oil and roll the highest value on any of the dice, 6th-level Toxicologist feature
the attack's damage ignores resistance and immunity.
You have advantage on saving throws you make to avoid or
Toxicologist end the poisoned condition on yourself. You also have resis-
tance to poison damage.
A reviled trade in most societies, toxicologists are alchemists Additionally, if another feature, item, or spell gives you
that specialize in disease and poison. Other practices tend to resistance to poison damage, you can choose instead to gain
view the toxicologist as a perversion of a sacred art, leading one of the following benefits, which lasts for the duration
them to more often find a home within a thieves' guild, supply- listed in the effect (you choose when the effect takes place):
ing black markets with these insidious concoctions. They are a
logistical keystone in the planning of assassinations requiring • You are immune to poison damage.

about their trade.


e
a more delicate touch, but some toxicologists are less secretive

There are adventurers that may break away from the tra-
ditional view of their title; a paladin may break their oath, or
• You have resistance to acid damage.
• You have resistance to necrotic damage.

Malediction
10th-level Apothecary feature
pl
a cleric may worship a god of death. For alchemists, it's the
incorporation of poison in their sacred study they view as a foul The items you infuse with additional components grow even
practice that lingers in the shadow. stronger, enhancing their effects:
Desecrated Water. Damage dealt by the item ignores resis-
Toxicologist Features tance to necrotic damage.
Alchemist
Level
Feature Eye of Newt. The target takes an additional 1d6 poison
damage from this effect.
2nd Adulterated Alchemy, Fel Theory Powdered Lead & a Flask. The area affected by the poison
m

6th Mithridatism increases to 10 feet.


10th Malediction Valerian Root. Whenever the creature makes a Concentration
14th Demon Core
check, it must subtract 2d4 from the number rolled instead.
Demon Core
Adulterated Alchemy 14th-level Toxicologist feature
2nd-level Toxicologist feature The alchemical poisons you create have the potential to over-
Sa

You gain proficiency with the poisoner's kit and treat poisons come natural defenses against them. Poisons you create have
you create as alchemical items for the purposes of your al- the following changes:
chemist class features. Further, you have advantage on abil- • They ignore resistance to poison damage.
ity checks you make to handle, harvest, or identify poisons, • A creature that has immunity to poison damage instead
and diagnose disease. takes half damage from the item instead of none.
Fel Theory • They ignore immunity to the poisoned condition, with these
2nd-level Toxicologist feature creatures instead making the saving throw with advantage.
When you create an alchemical item that inflicts the poisoned
condition or deals poison or necrotic damage, you can infuse the
item with specific materials to enhance it. The material must
have a value of at least 5 gp and for each additional material you
use, the item gains the corresponding effect:
Desecrated Water. Any poison damage dealt by the item be-

12 Alchemical Practices | Alchemist 


market value greater than 5 gp, you make progress every day
in 5-gp increments until you reach the market value of the
item. For example, a suit of plate armor (market value 1,500
gp) takes 300 days to craft by yourself.
Multiple characters can combine their efforts toward the

e
crafting of a single item, provided that the characters all have
proficiency with the requisite tools and are working together
in the same place. Each character contributes 5 gp worth
of effort for every day spent helping to craft the item. For

Downtime
example, three characters with the requisite tool proficiency

fil
and the proper facilities can craft a suit of plate armor in 100
days, at a total cost of 750 gp.
While crafting, you can maintain a modest lifestyle with-
out having to pay 1 gp per day, or a comfortable lifestyle at

T
his chapter is a reorganization of the information half the normal cost (see chapter 5 for more information on
already provided across the official books for lifestyle expenses).
clear, concise reference and ruling. The Alche-
Crafting an Item
mist and the items within were created to em-
A character who has the time, the money, and the needed
brace the 5e crafting system rather than rewrite
tools can use downtime to craft armor, weapons, clothing, or

e
it, but these rules are somewhat scattered across the Player's
Handbook, Dungeon Masters Guide, and Xanathar's Guide to Ev-
erything. Some of the rules that do not pertain to the alchemist's
class features have been omitted.
The footnotes within also address some questions that came
other kinds of nonmagical gear.
Resources and Resolution. In addition to the appropriate
tools for the item to be crafted, a character needs raw materials
worth half of the item’s selling cost. To determine how many
pl
workweeks it takes to create an item, divide its gold piece cost
up during playtest that felt necessary to highlight what rules
by 50. A character can complete multiple items in a workweek
class features may apply to.
if the items’ combined cost is 50 gp or lower. Items that cost

Activities
more than 50 gp can be completed over longer periods of time,
as long as the work in progress is stored in a safe location.
Downtime activities require a certain number of days to Multiple characters can combine their efforts. Divide the
complete before you gain any benefit, and at least 8 hours time needed to create an item by the number of characters
of each day must be spent on the downtime activity for the working on it. Use your judgment when determining how
m

day to count. The days do not need to be consecutive. If you many characters can collaborate on an item.
have more than the minimum amount of days to spend, you If all the above requirements are met, the result of the pro-
can keep doing the same thing for a longer period of time, or cess is an item of the desired sort. A character can sell an item
switch to a new downtime activity. crafted in this way at its listed price.9

Crafting Crafting a Magic Item


Dungeon Master's Guide pp. 128-129
Xanathar's Guide to Everything pp. 128-130
Sa

Magic items are the DM's purview, so you decide how they
You can craft nonmagical objects using a tool you are profi- fall into the party's possession. As an option, you can allow
cient with. You might also need access to special materials or player characters to craft magic items.
locations necessary to create it. For example, someone profi- The creation of a magic item is a lengthy, expensive task.
cient with alchemist's supplies needs a laboratory in order to To start, a character must have a formula that describes the
craft a tanglefoot bag or acid. construction of the item. The character must also be a spell-
For every day of downtime you spend crafting, you can caster with spell slots and must be able to cast any spells that
craft one or more items with a total market value not exceed- the item can produce. Moreover, the character must meet a
ing 5 gp, and you must expend raw materials worth half the level minimum determined by the item's rarity, as shown in
total market value.7 8 If something you want to craft has a the Crafting Magic Items table. For example, a 3rd-level char-
7
This is what Experimentalist Adept was designed to enhance; making it more acter could create a wand of magic missiles (an uncommon
efficient for the alchemist to create the items they need for adventures.
8 9
"Raw Materials" is the term used in the official books to refer to any materials Note, this last sentence uses "can" in an odd way that may imply the character
required to create the item. You do not need to provide gold pieces to create always gets market value if they sell an item. This would be a removal of DM
an item, you just need to purchase materials if you are not able to source them. agency that is very atypical of 5e rules wording, so I assume this was unintended.

 Downtime | Activities 13
item), as long as the character has spell slots and can cast Magic Item Formulas
magic missile. That same character could make a +1 weapon Dungeon Master's Guide p. 141
(another uncommon item), no particular spell required. A magic item formula explains how to make a particular magic
You can decide that certain items also require special ma- item. Such a formula can be an excellent reward if you allow player
terials or locations to be created. For example, a character characters to craft magic items.
might need alchemist's supplies to brew a particular potion,
Crafting

You can award a formula in place of a magic item. Usually written


or the formula for a flame tongue might require that the in a book or on a scroll, a formula is one step rarer than the item it
weapon be forged with lava. allows a character to create. For example, the formula for a common
magic item is uncommon. No formulas exist for legendary items.
Crafting Magic Items If the creation of magic items is commonplace in your campaign, a
Item Rarity Creation Cost Minimum Level formula can have a rarity that matches the rarity of the item it allows
a character to create. Formulas for common and uncommon items

e
Common 100 gp 3rd
might even be for sale, each with a cost double that of its magic item.
Uncommon 500 gp 3rd
Rare 5,000 gp 6th
Brewing Potions of Healing
Potions of healing fall into a special category for item craft-
Very Rare 50,000 gp 11th ing, separate from other magic items. A character who has

fil
Legendary 500,000 gp 17th proficiency with the herbalism kit can create these potions.
The times and costs for doing so are summarized on the Po-
An item has a creation cost specified in the Crafting Magic Items tion of Healing Creation table.
table (half that cost for a consumable, such as a potion or scroll).
A character engaged in the crafting of a magic item makes prog- Potions of Healing Creation
ress in 25 gp increments, spending that amount for each day –Crafting Cost–
Type Item Cost
of work until the total cost is paid. The character is assumed to Time Cost
work for 8 hours each of those days. Thus, creating an uncom- Healing 50 gp 1 day 25 gp
mon magic item takes 20 days and 500 gp. You are free to adjust
Greater 200 gp 1 wk 100 gp
the costs to better suit your campaign.

e
If a spell will be produced by the item being created, the cre-
ator must expend one spell slot of the spell’s level for each day of
the creation process. The spell’s material components must also
be at hand throughout the process. If the spell normally con-
sumes those components, they are consumed by the creation
Superior
Supreme

Foraging
2,000 gp
20,000 gp
3 wks
4 wks
1,000 gp
10,000 gp
pl
process. If the item will be able to produce the spell only once, An alchemist in need can resource the raw materials for their
as with a spell scroll, the components are consumed only once alchemical items from the surrounding environment. Should
by the process. Otherwise, the components are consumed once this come up in your games, the following variant rule has
each day of the item’s creation. been provided.
Multiple characters can combine their efforts to create a Variant Rule: Foraging Raw Materials
magic item if each of them meets the level prerequisite. Each Just as characters can gather food and water while traveling at a
character can contribute spells, spell slots, and components, as normal or slow pace, a foraging character can spend time gath-
m

long as everyone participates during the entire crafting process. ering raw materials for crafting. When doing so, the character
Each character can contribute 25 gp worth of effort for each day can make either an Intelligence (Nature) or a Wisdom (Survival)
spent helping to craft the item. check after spending 1 hour foraging, with the DC determined
Normally, a character who undertakes this activity creates a by the abundance of resources in the region.
magic item described in chapter 7, "Treasure." At your discre-
tion, you can allow players to design their own magic items, us- Raw Material Foraging
ing the guidelines in chapter 9, "Dungeon Master’s Workshop." Resource Availability DC
Sa

While crafting a magic item, a character can maintain a Abundant 10


modest lifestyle without having to pay the 1 gp per day, or a Limited 15
comfortable lifestyle at half the normal cost (see chapter 5,
Scarce 20
“Equipment,” in the Player’s Handbook).
If multiple characters forage, each character makes a separate
check. A foraging character finds nothing on a failed check. On
a successful check, roll 1d6 + the ability modifier used to deter-
mine the value of the raw materials (in gp) the character finds.

14 Activities | Downtime 
e
Equipment or other textiles. It can be hung between two posts or trees to
create a comfortable, elevated sleeping area.

fil
Heat Mat. A 1 square foot mat made of heat-absorbing
materials. The mat can withstand temperatures of up to

A
ppearing within this chapter are new items you can 1,200 degrees Fahrenheit without catching fire. It can be
find during your adventures, as well as re- used to handle flaming hot objects for short periods of time
vised mechanics for certain alchemical items without burning the creature carrying it.
that previously appeared in the Player's Heatsuit Outfit. Clothing designed to protect the wearer
Handbook. The chapter begins with a section against the effects of extreme heat, such as temperatures
on new and reprinted Adventuring Gear, with Alchemical found around forges and volcanoes. It consists of heavy
Items appearing afterwords.

venturing Gear (Alchemical Items) table.

Revised Items
e
When you choose the formulae for alchemical items you
know as an Alchemist, the applicable items appear in the Ad-
Adventuring Gear
Item
Alembic
Astrolabe
Cost
12 gp
2 gp
Weight
1 lb.
1 lb.
pl
The design process of this class exposed a few hiccups with the original Bellows 5 gp 2 lb.
alchemical items in the Player's Handbook, which could cause some
confusion and potential unintended interactions. In short, these are Brazier 10 gp 50 lb.
quality of life mechanical changes to help clarify the use of these items Candle mold 12 sp 5 lb.
with no change made to damage. A full breakdown of the reasons for
Coffee grounds 1 sp 1 lb.
these revisions is detailed in Appendix C.
Cruicible 1 gp 1 lb.

Adventuring Gear Earplugs 3 sp —


m

Unless otherwise stated in its description, if an item calls for Glass, tubing 1 sp/ft —
an action, it is used with the Use an Object action. Glass cutter 2 gp 1 lb.
Alembic. An airtight, glass distillation device.
Hammock 5 gp 1 lb.
Astrolabe. An astrolabe can be used as a part of making an
ability check to navigate at night while stars or other planetary Heat mat 25 gp —
bodies are visible. If you do, the check is made with advantage. Heatsuit outfit 20 gp 15 lb.
Bellows. A device used to furnish a strong, short blast of air Magnet, small 1 gp 1 lb.
Sa

through a nozzle.
Magnifying glass 5 gp —
Brazier. A portable container used to burn charcoal or fuel.
Candle Mold. A mold is required, in addition to any wax, to Mortar and pestle 1 gp —
make any candle with a weight of 1 pound or less. Periscope 20 gp —
Coffee Grounds. Boiling water can be poured through coffee Shriek rock 1 sp 1 lb.
grounds and filtered to make a cup of coffee.
Spyglass 10 gp —
Crucible. A small ceramic or metal container that can hold
molten substances without breaking. Telescope 30 gp 5 lb.
Earplugs. Made from solid sponge or cork, a creature wear- Test kit 5 gp 3 lb.
ing these earplugs is effectively deafened. Tongs 3 sp —
Glass Cutter. This special device allows you to cut through
Tools
glass as thick as a half-inch, creating a circular hole between 3
to 16 inches wide (your choice). Alchemist's supplies 50 gp 8 lb.
Hammock. A portable sling bed made of interwoven rope Herbalism kit 5 gp. 3 lb.

 Equipment | Adventuring Gear 15


pants and coat, a specially treated leather apron, very thick cal items. A character can spend money to collect raw mate-
mittens, a thick hood, and goggles. rials, which weigh 1 pound for every 50 gp spent. The DM can
Magnet, Small. This small magnet can be used to attract allow a character to make a check using the indicated skill
loose metal items or stick to ferrous objects. It is only power- with advantage. As part of a long rest, you can use alchemist’s
ful enough to attract metal that weighs 3 ounces or less. supplies to make one alchemical item with a value as high as
Equipment

Mortar and Pestle. A bowl and crusher used to grind ma- 50 gp. Subtract half the value of the created item from the total
terial down to powder. gp worth of raw materials you are carrying.
Periscope. A small, handheld periscope roughly 1 foot long.
Herbalism Kit
If you use a periscope while behind cover, you can look over
Tool
obstacles and around corners without exposing yourself to
danger. Proficiency with an herbalism kit allows you to identify plants

e
Shriek Rock. These flat stones have carefully drilled holes and safely collect their useful elements. An herbalism kit in-
that cause a loud, high-pitched “shriek” when thrown hard. cludes pouches to store herbs, clippers and leather gloves for
This sound is as loud as a human screaming in a shrill voice. collecting plants, a mortar and pestle, and several glass jars.
Telescope. An instrument used to view planetary bodies.
Test Kit. This kit contains various materials for the testing Containers

fil
of unknown magical and mundane fluids. A single kit typi- Liquids must be used in specific volumes for their effects to
cally contains leather gloves, clippers, five glass vials, strips occur. The container listed in the item and indicated in this
of alchemical testing paper, a flask of alcohol. The kit has ten column indicates the minimum amount of the substance
uses, one of which you can spend to gain advantage on an required for its full effects to occur.
applicable Intelligence (Investigation) check.
Container Capacity
Tongs. These are 1-foot-long metal tongs used to pick up
objects that weigh as much as 1 pound without touching Container Cost Weight Capacity
them directly. Bottle, glass 2 gp 1 lb. 11/2 pints liquid
Cauldron 20 gp 200 lb. 20 gallon liquid
New Equipment Packs

e
New packs are available to choose from when you choose your starting
equipment. The contents of these packs are listed here. If you are
buying your starting equipment, you can purchase a pack for the price
shown, which might be cheaper than buying the items individually.
Flask
Graduate
Jar
Clay
2 cp
5 sp

1 sp
1 lb. 1 pint liquid
— 1/4 pint liquid

2 lb.
1 pint liquid
pl
Astronomer's Pack (40 gp). Includes a backpack, an astrolabe,
a bottle of ink, an ink pen, a telescope, a scroll case full of diagrams Glass 3 sp 1 lb.
on on celestial bodies, and 10 sheets of parchment.
Demolitionist's Pack (35 gp). Includes a backpack, bedroll, 3 flasks, Metal 1 gp 2 lb.
4 clay pots, earplugs, a hooded lantern, and a vial of gunpowder. The Jug, clay 3 cp 9 lb. 1 gallon liquid
pack also has 30 feet of fuse packed within the chest.
Percolator 1 gp 1 lb. 1 pint liquid
Detective's Pack (15 gp). Includes a backpack, a magnifying
glass, a mask, a set of tongs, and a test kit. Pot 1 gallon liquid
Mediciner's Pack (22 gp). Includes a backpack, a hammock, 3
m

Clay 2 sp 7 lb.
flasks, 5 glass bottles, 10 days of rations, a waterskin, a healer's kit,
and an herbalism kit. Iron 2 gp 10 lb.
Vial — 4 ounces liquid
Tools Clay 1 sp
The following tools have been reproduced and reorganized here Glass 3 sp
with their relevant information for ease of play with this class.
Metal 1 gp
Artisan's Tools
Sa

Gold-inlaid 10 gp
Player's Handbook p. 154
Platinum-inlaid 100 gp
These special tools include the items needed to pursue a craft or trade.
Proficiency with a set of artisan's tools lets you add your proficiency
bonus to any ability checks you make using the tools in your craft.

Alchemist's Supplies 
Artisan's tool
Alchemist’s supplies include two glass beakers, a metal
frame to hold a beaker in place over an open flame, a glass
stirring rod, a small mortar and pestle, and a pouch of com-
mon alchemical ingredients, including salt, powdered iron,
and purified water.
Crafting. You can use this tool proficiency to create alchemi-

16 Adventuring Gear | Equipment 


Alchemical Items Item Type: Alchemical Item
This supplement aims to solidify a term that has mostly used mostly
These items can be purchased with your starting equipment in absctraction; "alchemical items." This is not a blanket term to refer
and crafted with alchemist's supplies. They are shown in the to "any item an alchemist can make," but rather a classification of
Adventuring Gear (Alchemical Items) table with a Container, "nonmagical items created through a process of chemical reactions."
Cost, and Weight (Wt.), and described in the Alchemical For example, the alchemist's fire is considered to be a chemical
Items section in this chapter. substance that ignites when exposed to the air through ntural
Some alchemical items have a secondary classification, reactions, but a potion of healing is a liquid that magically mends
wounds by consuming it.
shown in italics. This is meant for ease of reference, but cer-
When playing this class, it should be understood that if a feature
tain classifications obey certain rules: refers to an alchemical item, it is not being used to encompass
Acid. Acids are naturally occuring or originate from a cer- poisons or potions unless specifically stated. Features like Alchemy

e
tain creature (such as a black dragon). However, some acids and Lightning in a Bottle are designed and balanced around this
are mundane chemical mixtures that may be created in a lab- assumption. This class allows you to create alchemical items in
oratory with alchemist's supplies and are listed here. the middle of combat, while still providing you with the features
Oils. Oils are nearly always a substance that must be to create permanent potions more easily within the official rules
coated onto a creature or object. The action required to do so provided for downtime crafting.

fil
is listed in its description.
Potions of Healing. The container, cost, and weight for po-
tions of healing have been reproduced here for reference.
Adventuring Gear (Alchemical Items)
Item Container Cost Wt. Item Container Cost Wt.
Acid Vial 1 lb. Bladefire 20 gp
Basic 25 gp Crone's ire 100 gp
Oxidizing agent 50 gp Dragonwound 100 gp
Adhesive
Alchemist’s fire
Alkahest
Antitoxin
Vial

Vial
Vial
e
Flask
5 sp
50 gp
50 gp
50 gp

1 lb.
1 lb.
1 lb.
Farflame
Ghostoil
Vicious bleeder
Perfume Vial
2 gp
100 gp
100 gp
5 gp —
pl
Candle — Polar skin Flask 25 gp 1 lb.
Candle, basic — 1 cp — Potion of healing Vial
Candle, focusing — 100 gp 1 lb. Basic (Common) 50 gp 1/2 lb.
Candle, insectbane — 1 sp — Greater (Uncommon) 200 gp
Candle, restful — 100 gp 1 lb. Superior (Rare) 2,000 gp
Clearbreath Vial 20 gp 1 lb. Supreme (Very Rare) 20,000 gp
m

Darkvision powder Vial 10 gp 1 oz. Shriek paste Vial 15 gp 1 lb.


Defoliator Flask 20 gp 1 lb. Smelling salts Vial 3 sp —
Dwarfblind stone — 50 gp 1 lb. Smoke stick 2 gp —
Fleetfoot Flask 50 gp 1 lb. Soap — 2 cp —
Frigid Azote Flask 50 gp 1 lb. Sparkstone — 50 gp 1 lb.
Gravebane Flask 50 gp 1 lb. Splash catalyst Vial 50 gp 1 lb.
Sa

Green slime Pot 100 gp 7 lb. Sunrod —


Healing draught Vial 25 gp 1 lb. Tanglefoot bag Sack 5 gp 4 lb.
Holy water Flask 25 gp 1 lb. Thunderstone — 50 gp 2 lb.
Insect repellent-salve Vial 20 gp 1 lb. Toothpaste Vial 5 sp —
Instant rope Flask 5 gp 1 lb. Torch — 1 lb.
Instant wall Flask 25 gp 1 lb. Beast-repellent — 20 gp
Longbreath Vial 50 gp 1 lb. Frigidflame — 1 gp
Motelight Flask 50 gp 1 lb. Sentry — 50 gp
Oil Flask 1 lb. Tindertwig — 5 gp
Basic 1 sp Verminbane Flask 20 gp 1 lb.
Anointing 50 gp

 Equipment | Alchemical Items 17


Alchemical Item Descriptions • Alkahest 
Adventuring gear (alchemical item)
The alchemical items are listed in alphabetical order.
Container: Vial (1 ounce)
• Acid, Basic  When poured on or within an alchemical item, the item
Equipment

Adventuring gear (alchemical item) is reduced back to its raw materials after 1 minute. The
Container: Vial (1 ounce) alkahest is lost in the process.

You can splash the contents of the vial or throw it,


• Antitoxin 
shattering the vial, up to 20 feet as a ranged simple weapon
Adventuring gear (alchemical item)
attack with either the Attack or Use an Object action. When
you do, make an ranged attack against a creature or object, Container: Vial (1 ounce)

e
treating the acid as a ranged simple weapon. On a hit, A creature that drinks this vial of liquid gains advantage
the attack deals 2d6 acid damage. If the vial is thrown, it on saving throws against poison for 1 hour. It confers no
shatters on impact. benefit to undead or constructs.

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• Acid, Oxidizing Agent  • Candle, Basic 
Adventuring gear (alchemical item) Adventuring gear (alchemical item)
Container: Vial (1 ounce) For 1 hour, a candle sheds bright light in a 5-foot radius
You can splash the contents of the vial or throw it, and dim light for an additional 5 feet.
shattering the vial, up to 20 feet as a ranged simple weapon
attack with either the Attack or Use an Object action. When • Candle, Focusing 
you do, make an ranged attack against a creature or object, Adventuring gear (alchemical item)
treating the acid as a ranged simple weapon. On a hit, the
For 1 hour, a candle sheds bright light in a 5-foot radius
acid corrodes nonmagical ferrous metal, dealing 2d10 acid

e
damage if the target is a construct made of metal. If the
target is an object that isn't being worn or carried, the acid
destroys a 1-foot-radius circle that is 1-inch deep. If the
target is a creature wearing or carrying the object, choose
and dim light for an additional 5 feet. While burning, the
focusing candle fills the air within 20 feet with a fresh,
crisp odor. The candle is a great boon to those engaged
in strenuous mental activity, granting a +1 bonus to any
ability check made with artisan's tools during the hour.
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one of the object to target from either its armor, shield, or a
weapon:
• The armor or shield takes a permanent and cumulative -1 • Candle, Insectbane 
penalty to the AC it offers. Armor reduced to an AC of 10 Adventuring gear (alchemical item)
or a shield that drops to a +0 bonus is destroyed. For 1 hour, a candle sheds bright light in a 5-foot radius
• The weapon takes a permanent and cumulative -1 and dim light for an additional 5 feet. This heavily scented
penalty to damage rolls. If its penalty drops to -5, the candle smells pleasant to humanoids, but is especially
weapon is destroyed. potent in repelling insects, which are frightened while
m

within 20 feet of a burning insectbane candle.


• Adhesive 
Adventuring gear (alchemical item) • Candle, Restful 
Container: Vial (1 ounce) Adventuring gear (alchemical item)

A sticky substance used to adhere materials together. For 1 hour, a candle sheds bright light in a 5-foot radius
and dim light for an additional 5 feet. While this thick
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blue candle burns, it fills the air with a relaxing scent.


• Alchemist's Fire  If a creature within 20 feet of the lit candle spends one
Adventuring gear (alchemical item)
or more Hit Dice as a part of a short rest to regain hit
Container: Flask (1 pint) points, the hit points they regain are doubled.
This sticky, adhesive fluid ignites when exposed to air. You
can throw this flask up to 20 feet with either the Attack or
Use an Object action, shattering it on impact. When you do,
make a ranged attack against a creature or object, treating
the alchemist's fire as a ranged simple weapon. On a hit,
the target takes 1d4 fire damage at the start of each of its
turns. A creature can end this damage by using its action to
make a DC 10 Dexterity check to extinguish the flames.

18 Alchemical Items | Equipment 


• Clearbreath  • Fleetfoot 
Adventuring gear (alchemical item) Adventuring gear (alchemical item)
Container: Vial (1 ounce) Container: Flask (1 pint)
Gray, smokey vapors that temporarily dull one's sense This thin blue liquid temporarily loosens the consumer’s
of smell when inhaled. You can use the vial to inhale muscles and joints. For 1 minute, the consumer's
the clearbreath within to gain a bonus to Constitution walking speed and jump distance are increased by 10
saving throws made against foul smells (such as a feet. This additional distance does not apply to any fly or
catoblepas' stench) for 1 hour. This bonus is either +2 swim speeds the consumer may have.
or the creator of the clearbreath's Intelligence modifier
(whichever is higher). • Frigid Azote 

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Adventuring gear (alchemical item)
• Darkvision Powder  Container: Flask (1 pint)
Adventuring gear (alchemical item)
A liquid that rapidly freezes tissue when it comes into
Container: Vial (1 ounce) direct contact. You can splash the contents of the flask

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This plain gray powder can't be seen with normal or throw it up to 20 feet as a ranged simple weapon
vision from more than 10 feet away, and is often used by attack with either the Attack or Use an Object action.
creatures with darkvision to write messages hidden in When you do, make an ranged attack against a creature
plain sight. When viewed with darkvision, the powder or object, treating the frigid azote as a ranged simple
glows brightly. A vial contains enough powder to write a weapon. On a hit, the attack deals 2d6 cold damage and
fairly lengthy sentence (roughly 25 words). the target's speed is halved until the end of its next turn.
If the vial is thrown, it shatters on impact.
• Defoliator 
Adventuring gear (alchemical item) • Gravebane 
Container: Flask (1 pint)
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This vile liquid has a muddy brown hue and smells of
rotten plant life. You can throw a flask of defoliator at a
target within 20 feet with either the Attack or Use Object
Adventuring gear (alchemical item)
Container: Flask (1 pint)
This thick white liquid evaporates almost instantly upon
contact with air, creating a thin, nearly invisible smoke.
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action, shattering the flask on impact. All plant creatures The smoke is nearly odorless, and is has no effect on most
within 10 feet of the point must succeed on a DC 10 creatures. Undead, however, are repulsed by the smoke
Constitution saving throw or take 2d4 poison damage. and can only pass through it with an effort of will.
Medium or smaller naturally growing plants in the area As an action, you open or throw the flask to a point up to
immediately wither and die. The damage is not limited 20 feet away, shattering the flask. In either case, the area in
to living plants: wooden objects and structures take a 10-foot radius becomes filled with gravebane. Gravebane
double damage from a defoliator. ordinarily lasts for 1 minute, although strong winds may
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decrease this duration. Undead that try to enter the area


• Dwarfblind Stone  must make a DC 10 Wisdom saving throw. If the creature
Adventuring gear (alchemical item) fails its saving throw, it is turned for 1 minute.
A turned creature must spend its turns trying to move
Small stones treated with alchemical substances, giving as far away from the area of smoke as it can, and it can't
them a faint purple sheen. As an action, you can throw a willingly move to a space within 30 feet of the smoke.
dwarfblind stone at a point up to 60 feet away. Once the It also can't take reactions. For its action, it can use
stone strikes a hard surface, it releases a burst of violet only the Dash action to try to escape from an effect that
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light that illuminates a 20-foot-radius sphere centered prevents it from moving. If there's nowhere to move, the
on the point that vanishes in an instant and temporarily creature can use the Dodge action.
interferes with the darkvision. Creatures with darkvision
within the area must succeed on a DC 10 Dexterity
saving throw or lose their darkvision for 10 minutes.

 Equipment | Alchemical Items 19


• Green Slime  • Instant Rope 
Adventuring gear (alchemical item) Adventuring gear (alchemical item)
Container: Pot (1 gallon) Container: Flask (1 pint)
You can throw this pot of green slime at a target within As an action, you can pour the viscous gray liquid from
Equipment

20 feet with either the Attack or Use Object action, this flask. When poured, the liquid forms into a long
breaking it open on impact. When you do, make a cord usable as a temporary rope. Upon being exposed
ranged attack against the creature or object, treating the to air, the liquid rapidly increases in both volume and
green slime as a ranged simple weapon. On a hit, the viscosity, swelling to the diameter of a typical hemp
target takes 1d10 acid damage and is covered in slime rope, then quickly drying.
until a creature uses its action to scrape or wash the A flask of instant rope forms a 50-foot-long cord and

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slime off. A target covered in the slime takes 1d10 acid solidifies at the end of your next turn. The rope can be
damage at the start of each of its turns. moved during this period without damaging it, but it
cannot support more than 10 pounds of weight without
• Healing Draught  breaking. Once completely dry, instant rope can support
Adventuring gear (alchemical Item) as much weight as normal hemp rope. After an hour,

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instant rope becomes too brittle to support any weight
Container: Vial (1 ounce) and quickly crumbles into dust.
A creature that consumes the contents of the vial can
spend and roll its Hit Dice and regain a number of hit • Instant Wall 
points equal to the roll. The maximum number of Hit Adventuring gear (alchemical item)
Dice it can spend by consuming the contents is equal to
the creature's Constitution modifier (minumum of 1). Container: Flask (1 pint)
A foamy compound that quickly expands and hardens
• Holy Water  when exposed to air. You can throw this flask at a point

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Adventuring Gear (alchemical item)
Container: Flask (1 pint)
As an action, you can splash the contents of this flask
onto a creature within 5 feet of you or throw it up to
within 20 feet with either the Attack or Use an Object
action, shattering it on impact. When you do, the
contents of the vial expand to a 10-foot-square panel
of tough stone-like matter that is 1 foot thick, with the
face of the wall facing you. The wall lasts until the end of
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20 feet with either the Attack or Use an Object action, your next turn, then it crumbles to dust.
shattering it on impact. When you do, make a ranged If the block cuts through a creature's space when it
attack against a creature or object, treating the holy appears, the creature within its area is pushed to the
water as a ranged simple weapon. If the target is a fiend opposite side of the wall and must make a Dexterity
or undead, it takes 2d6 radiant damage. saving throw, taking 1d8 bludgeoning damage on a
A cleric or paladin may create holy water by performing failed save.
a special ritual. The ritual takes 1 hour to perform, uses The wall is an object that can be damaged and
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25 gp worth of powdered silver, and requires the caster to thus breached. It has AC 12 and 10 hit points, and is
expend a 1st-level spell slot. vulnerable to bludgeoning and thunder damage.

• Insect Repellent-Salve  • Longbreath 


Adventuring gear (alchemical item) Adventuring Gear (alchemical item)
Container: Vial (1 ounce) Container: Vial (1 ounce)
A vial of this waterproof salve contains 20 applications This thick, brown-tinted smoke is a great boon to
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of odorless grease. Applying the salve takes 1 minute, anyone who needs to go without air for more than a
and one application protects its wearer against normal few rounds. For 1 hour after inhaling the contents of the
insects for 24 hours. vial, the creature can hold their breath indefinitely while
they're not incapacitated.

20 Alchemical Items | Equipment 


• Motelight  • Oil, Crone's Ire 
Adventuring Gear (alchemical item) Adventuring gear (alchemical item)
Container: Flask (1 pint) A sickly emerald oil that shrieks when lit. The oil can coat
This flask contains a clear liquid filled with faintly one metal weapon or up to 5 pieces of metal ammunition.
glowing sparks of light. You can throw this flask at Applying the oil takes an action. For 1 hour, the coated
a point up to 20 feet with either the Attack or Use item sheds dim light out to 5 feet and deals an extra 1d4
an Object action, shattering it on impact. When it necrotic damage on a hit. If this damage forces a creature
shatters, any creatures within 5 feet of the point become to make a Concentration check, the necrotic damage dealt
surrounded by rapidly moving, harmless sparks that is subtracted from its roll. If you apply another oil to the
follow the creature until the start of your next turn. coated weapon, it loses these effects.

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These sparks carry a wild energy that disrupts magic,
and if the creature attempts to cast a spell, it must • Oil, Dragonwound 
succeed on a Concentration check or the spell fails and Adventuring gear (alchemical item)
the spell slot is expended. Container: Flask (1 pint)

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Dragonwound oil is typically poured along the length of a
• Oil, Basic  bladed metal weapon. The oil can coat one metal weapon
Adventuring gear (alchemical item) or up to 5 pieces of metal ammunition. Applying the oil
Container: Flask (1 pint) takes an action, coating the item for 1 hour. When you hit
As an action, you can splash the oil onto a creature within a dragon with the coated item, the dragon takes an extra
5 feet of you or throw it up to 20 feet with either the 1d6 force damage and it's fly speed is reduced by 10 feet
Attack or Use an Object action, shattering it on impact. until the start of your next turn. If you apply another oil
When you do, make a ranged attack against a creature or to the coated weapon, it loses these effects.
object, treating the oil as a ranged simple weapon. On a
• Oil, Farflame 

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hit, the target is covered in oil. If the target takes any fire
damage before the oil dries (after 1 minute), the target
takes an additional 5 fire damage from the burning oil,
which is burned away. You can also pour a flask of oil on
the ground to cover a 5-foot-square area, provided that
Adventuring gear (alchemical item)
Container: Flask (1 pint)
This thin, light blue oil burns with a blue flame and
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the surface is level. If lit, the oil burns for 2 rounds and illuminates a wide area. When used in a lantern, farflame
deals 5 fire damage to any creature that enters the area or oil sheds bright light in a 40-foot radius and dim light for
ends its turn in the area. A creature can take this damage an additional 40 feet. In a bullseye lantern, it illuminates
only once per turn. a cone 80 feet long and 25 feet wide. A pint of farflame oil
fuels a lantern for 3 hours and can cover a 5-foot square
area if poured on the ground. If lit, farflame oil burns for
• Oil, Anointing  2 rounds and deals 1d4 fire damage to any creature that
Adventuring gear (alchemical item) enters the area or ends its turn in the area.
m

Container: Flask (1 pint)


Anointing oil is used on religious ceremonies, often as • Oil, Ghostflame 
a mix of oil and holy water. The oil can coat one metal Adventuring gear (alchemical item)
weapon or up to 5 pieces of metal ammunition. Applying This clear oil has a slight tint of gray, and strange, wispy
the oil takes an action, coating the item for 1 hour. When forms seem to swirl through it. The oil can coat one metal
you hit a fiend or undead with the coated item, the attack weapon or up to 5 pieces of metal ammunition. Applying
deals an extra 1d6 radiant damage. If you apply another
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the oil takes an action. For 1 hour, attacks made with the
oil to the coated weapon, it loses these effects. weapon count as magical for the purpose of overcoming
resistance and immunity to nonmagical attacks and
• Oil, Bladefire  damage. If you apply another oil to the coated weapon, it
Adventuring gear (alchemical item) loses these effects.
Container: Flask (1 pint)
Bladefire is typically poured along the length of a bladed
metal weapon. The oil can coat one metal weapon or up
to 5 pieces of metal ammunition. Applying the oil takes
an action. For 1 hour, the coated item sheds light as if it
were a torch and deals an extra 1d4 fire damage on a hit.
While coated, the item set a flammable object it touches
on fire as an action. If you apply another oil to the coated
weapon, it loses these effects.

 Equipment | Alchemical Items 21


• Oil, Vicious Bleeder  • Splash Catalyst 
Adventuring gear (alchemical item) Adventuring gear (alchemical item)
A thick blue oil that acts as a powerful anticoagulant. The Container: Vial (1 ounce)
oil can coat one metal weapon or up to 5 pieces of metal When combined with an alchemical item or potion, the
Equipment

ammunition. Applying the oil takes an action, coating catalyst increases the item's volatility, if it item only targets
the item for 1 hour. When you make an attack against a a single creature, you can instead target a point within the
creature that is not a construct, elemental, ooze, or undead same range. All creatures within 5 feet of the point must
with the coated item, the attack deals an additional 1d6 succeed on a DC 10 Dexterity saving throw (which they can
damage and the creature bleeds heavily from the wound choose to fail) or be subjected to the item's effects as if they
for 1 hour, granting advantage on any ability check made had been hit by an attack made using the item.
to track it. If you apply another oil to the coated weapon, it

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loses these effects.
• Soap 
Adventuring gear (alchemical item)
• Perfume (vial) 
Adventuring gear (alchemical item) A commodity used for bathing.

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A fragrant commodity typically used by the wealthy.
• Sparkstone 
Adventuring gear (alchemical item)
• Polar Skin 
Adventuring gear (alchemical item) These alchemical devices actually resemble fist-sized
lumps of hard, gray clay. You can throw a sparkstone up
Container: Vial (1 ounce) to 20 feet at a target as a ranged simple weapon attack.
This dull white cream provides limited protection against On a hit, the target takes 1d6 lightning damage and can't
the cold when applied to a creature. A vial of this dull take reactions until the start of your next turn.
white cream contains 20 applications. Applying the

• Shriek Paste 
Adventuring gear (alchemical item)
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cream takes 1 minute, and one application protects its
wearer against the effects of extreme cold for 24 hours.
• Smelling Salts 
Adventuring gear (alchemical item)
Container: Vial (1 ounce)
As an action, this vial of pungent fluid can be
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administered by wafting the contents under a creature's
Container: Vial (1 ounce) nose. If the creature is unconscious by an effect that put
The shrieker, a common fungus found in the bowels it to sleep, it immediately wakes up.
of the Underdark, is sometimes cultivated by drow
societies, creating a first line of defense against intrusion • Smokestick 
around their cities. In addition, drow alchemists harvest Adventuring gear (alchemical item)
and render the fungus down to a base substance capable
As an action, you can ignite this alchemically treated
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of reproducing the shrieker's howl.


Shriek paste is an oily, smelly substance with a wooden stick to instantly produce a thick plume of opaque
slightly purplish color that is typically stored in opaque smoke that blocks vision, including darkvision. You can
containers to prevent illuminating the paste. When hold onto the stick or throw it to a point up to 30 feet away
smeared on a surface, it retains its same consistency as a part of the action used to ignite it. The area in a 10-foot
almost indefinitely. When bright light is within 30 feet radius around the stick is filled with thick smoke. The stick
of the paste, the paste rapidly crystallizes. During this and smoke persist for 1 minute and then disappear.
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process, the paste emits a shriek audible within 300


feet of it for 1 minute. If the light moves out of range, the • Sunrod 
shriek ends after 1d4 rounds. Afterwords, the paste dries Adventuring gear (alchemical item)
up and is rendered inert. This 1-foot-long, gold-tipped, iron rod glows brightly
when struck. You can strike the sunrod as an action,
causing it to provides bright light in a 30-foot radius and
dim light for an additional 30 feet. It glows for 6 hours,
after which the gold tip is burned out and worthless.

22 Alchemical Items | Equipment 


• Tanglefoot Bag  • Torch, Sentry 
Adventuring gear (alchemical item) Adventuring gear (alchemical item)
Container: Sack A torch burns for 1 hour, providing bright all-revealing
This bag is filled with writhing, sticky black tar. As an light in a 20-foot radius and dim light for an additional
action, you can burst the bag on a creature within 5 feet 20 feet. If you make a melee attack with a burning torch
of you or throw it up to 20 feet, which causes the goo in and hit, it deals 1 fire damage. Invisible creatures and
the bag to burst out. In either case, make a ranged attack objects within the bright light provided by the sentry
against the target, treating the bag as a ranged simple torch become visible.
weapon. On a hit, the target becomes grappled by the
goo (escape DC 10) that starts to harden when exposed • Torch, Tindertwig 

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to the air. A tanglefoot bag has no effect underwater. Adventuring gear (alchemical item)
Until this grapple ends, the target is restrained. The alchemical substance on the end of this small,
The goo becomes brittle and fragile after 1 hour, wooden stick ignites when struck against a rough
freeing any creatures restrained by it. surface. You can ignite it as an action by hitting a solid
surface. The flame does not damage the tindertwig and

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• Thunderstone  can ignite a flammable object it touches. You can snuff
Adventuring gear (alchemical item) out the flame as an action.
You can throw this stone at a point within 20 feet with
either the Attack or Use Object action. When it strikes • Verminbane 
a hard surface, it creates a deafening bang, forcing each Adventuring gear (alchemical item)
creature within 10 feet of the point to make a DC 10 Container: Flash (1 pint)
Constitution saving throw or take 1d8 thunder damage
and be deafened for 1 hour. A creature deafened in this This tightly sealed flask contains a pale green smoke.
way also has disadvantage on initiative checks. When released into the air, the smoke fills a 5-foot-

• Torch, Beast-Repellent 
Adventuring gear (alchemical item)
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A torch burns for 1 hour, providing bright light in a
square area. Most creatures are unaffected by the
smoke, although humanoids generally find the smell
unpleasant. Rats and other rodents, however, find the
smoke almost intolerable.
As an action, you open or throw the flask to a point
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20-foot radius and dim light for an additional 20 feet. up to 20 feet away, shattering the flask. In either case,
If you make a melee attack with a burning torch and the area in a 10-foot radius becomes heavily obscured
hit, it deals 1 fire damage. A beast-repellent torch burns with verminbane smoke. Verminbane ordinarily lasts
with an unnatural dark flame that unsettles beasts. A for 1 minute, although strong winds may decrease this
beast within 30 feet of a burning beast-repellent torch duration.
that can see it must succeed on a DC 10 Wisdom saving Rodent-like creatures (DMs discretion) that attempt
throw or be frightened of the torch until it is attacked or to enter the area must make a DC 10 Constitution
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takes damage. A creature can repeat the saving throw at saving throw. If the creature fails its saving throw, it is
the end of each of its turns, ending the effect on itself on frightened of the smoke and must spend its turns trying
a success. If a creature's saving throw is successful or the to move as far away from the area of smoke as it can,
effect ends for it, the creature cannot be frightened by and it can't willingly move to a space within 30 feet of
beast-repellent torches for 24 hours. the smoke. It also can't take reactions. For its action, it
can use only the Dash action to try to escape from an
• Torch, Frigidflame  effect that prevents it from moving. If there's nowhere to
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Adventuring gear (alchemical item) move, the creature can use the Dodge action.
A torch burns for 1 hour, providing bright white light
in a 20-foot radius and dim light for an additional 20
feet. If you make a melee attack with a burning torch of
frigidflame and hit, it deals 1 cold damage.

 Equipment | Alchemical Items 23


Poisons
The poisons are listed in alphabetical order.

• Poison, Basic 
Equipment

Adventuring gear (poison)


Container: Vial (1 ounce)
You can use the poison in this vial to coat one slashing
or piercing weapon or up to three pieces of ammunition.
Applying the poison takes an action. A creature hit by
the poisoned weapon or ammunition must make a

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DC 10 Constitution saving throw or take 1d4 poison
damage. Once applied, the poison retains potency for 1
minute before drying.

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• Truth Serum
Poison (Ingested)
Cost: 150 gp
Weight: --
A creature subjected to this poison must succeed on a
Constitution saving throw or become poisoned for 1
hour. The poisoned creature can’t knowingly speak a lie.
Ingested. A creature must swallow an entire dose
of ingested poison to suffer its effects. The dose can

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be delivered in food or a liquid. You may decide that
a partial dose has a reduced effect, such as allowing
advantage on the saving throw or dealing only half
damage on a failed save.
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m
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24 Alchemical Items | Equipment 


the Attack action. The addition of "improvised weapon" in
the item's description and the fact that an alchemical item
within a vial doesn't shatter by, effectively, performing the
same actions in the narrative is counter-intuitive and seems
to only be put in place to prevent martialists from using
more than one of these items at a time.
• The item itself does not specifically state if the use in-
cludes the damage of an improvised weapon.
That's before even talking about the "Net Problem", wherein
an item or weapon that calls for a ranged attack against a crea-
ture within 5 feet of you is always made with disadvantage.

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Appendices
Improvised Weapons
Player's Handbook pp. 147-148
Sometimes characters don't have their weapons and have to attack
with whatever is at hand. An improvised weapon includes any

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object you can wield in one or two hands, such as broken glass, a
table leg, a frying pan, a wagon wheel, or a dead goblin.
Often, an improvised weapon is similar to an actual weapon

Appendix A: and can be treated as such. For example, a table leg is akin to a

Design Notes
club. At the DM's option, a character proficient with a weapon can
use a similar object as if it were that weapon and use his or her
proficiency bonus.
An object that bears no resemblance to a weapon deals ld4
damage (the DM assigns a damage type appropriate to the object).
If a character uses a ranged weapon to make a melee attack, or
Item Rewrites
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Some alchemical items received revisions to help with their
mechanics in play. There's been a debate online about how
these items are intended to be used, without clear ruling
throws a melee weapon that does not have the thrown property, it
also deals ld4 damage. An improvised thrown weapon has a normal
range of 20 feet and a long range of 60 feet.
Attack for Alchemical Item
This interaction would cause the item to deal 1d4 + Dexterity
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having been given by Wizards of the Coast. modifier damage when used as a ranged improvised weapon,
Use an Object but the judgment on whether or not this specific interaction
You normally interact with an object while doing something else, would cause the item to work would point towards "no",
such as when you draw a sword as part of an attack. When an object which is just bad narrative conveyance.
requires your action for its use, you take the Use an Object action.
This action is also useful when you want to interact with more than Use Object for Alchemical Item
one object on your turn. This appears to be the intended action to use for alchemical
items, with the interaction itself simply lifting the clause for
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For those unfamiliar with the problem; Acid, Alchemist's improvised weapons. The murkiness happens when you look
Fire, and Holy Water were all written essentially as follows: at the text for improvised weapons, which states that in do-
ing so it deals 1d4 damage of a type appropriate for the item,
Alchemical Item. As an action, you can splash the contents of this
container onto a creature within 5 feet of you or throw it up to 20
with nothing in either the item or Improvised Weapon word-
feet, shattering it on impact. In either case, make a ranged attack ing clarifying whether or not this additional damage applies
against a target creature, treating the item as an improvised weapon. to the damage dealt in the item's description.

The Fix
On a hit, the target is subjected to the item's effects.
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This wording can be a bit unclear or potentially bring up is- Moving alchemical items away from the Use an Object action
sues for a few reasons. This isn't to say these are intended for and over towards the Attack action actually updates the
the mechanic, just the logic that leads to misinterpretations: Player's Handbook to be consistent with the mechanics for
• The addition of "make a ranged attack" in the item's alchemical items in later books.
description could be interpreted to mean your Dexterity
modifier is added to, at the very least, the first damage roll Remove Improvised from Alchemical Items. This "coding"
of the item. Despite him saying not to take his Tweets at for the items only exists in the Player's Handbook.
face value, Jeremy Crawford has stated this was how the Attack or Use an Object. Allowing the item to be used with
item is intended to work, although it's worth mentioning the Attack action or Use an Object enhances narrative co-
here that I disagree with the Dexterity modifier adding to hession
the subsequent rolls of alchemist's fire.
• The mechanics for Improvised Weapons imply that an im-
provised weapon attack can be made with any object using

 Appendices | Alchemical Items 25


Appendix B: Honey drop Ruby

Material
Honeycomb Ruby, powdered
Pepper, hot Salt
Ice Sand
Incense Sand, blue

Components
Appendices

Ink Sand, red


Ink, gem-infused Sand, yellow
Ink, lead-based Sapphire
Iron Scale, red dragon's
Iron, powdered Seed
These components have been provided as inspiration for you Ivory Seed, legume
to color your raw materials as you would like, or to come up Jacinth Sesame Seeds

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with new effects you may feel fit your alchemist. Jade Circlet Shamrock
Jade Dust Silver
Jewel Silver, powdered
Acorn, gilded Ectoplasm Jeweled Horn Snow
Adamantine, small piece Egg Kernels of Grain Spider
Adder’s stomach Egg, rotten

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Knotted String Spider eyes
Agate Eggshell Lead Spider eyes, fermented
Alum Eyeball Leaf, rhubarb Spiderweb
Ammunition Fan, tiny Leaf, skunk cabbage Sponge
Animal fat Feather Leaf, yew Stone
Apple, golden Feather, exotic Leg, grasshopper's Straw
Ash Feather, hummingbird Lime String
Berry, holly Feather, owl Lodestone Sugar
Bile, giant slug Feather, white Makeup Sulfur
Bitumen Feldspar Mandrake Root Sumac Leaf
Black Onyx Stone Firefly Marble Sunburst Pendant
Blood, a drop of
Blood, humanoid
Blood, troll
Blood, umber hulk
Bone
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Flame
Flea, living
Flesh
Flower, black
Flower, blue
Mercury
Mica chip
Mistletoe
Molasses
Moonseeds
Sunstone
Sweet Oil, a drop
Tail, fish
Talcum powder
Tallow
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Bone, broken Flower, gilded Moss, hanging Tarts
Brimstone Flower, green Moss, phosphorescent Tears
Butter Flower, indigo Niter Tentacle, cephalopod
Carrot, dried Flower, orange Nut Shells Tentacle, pickled
Carrot, gilded Flower, purple Oak bark Thorns
Caterpillar cocoon Flower, red Obsidian Thread
Chalk Flower, yellow Oil Toe, giant's
Chalk, gem-infused Flower, violet Opal Tongue, snake's
Charcoal Flower, white
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Opal, powdered Twig


Chrysolite, powdered Food morsel Opaque Glass Unguent
Clay Fur Paper Vinegar
Dirt Fur, bat Parchment Water
Dirt, grave Fur, bloodhound Pearl Water, brackish
Cloth Gauze Pearl, black Water, holy
Cloth, fleece Gem Pearl, black powdered Water, unholy
Cloth, silk Gem, powdered Pearl, powdered Watermelon
Coal Glass Eye
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Pebble Wire, copper


Copper Piece(s) Glass, bead of Petrified Eye of Newt Wire, gold
Copper Wire Glove, snakeskin Phosphorus Wire, silver
Cork Glowworm Pine Tar Wisp of Smoke
Corn, powdered Gold, powdered Pitch, a drop Wood
Cricket Granite Quartz Wychwood
Crystal, bead of Green Plant Quill
Detritus Guano Rabbit’s foot
Diamond Gum Arabic Reed
Diamond, powdered Gunpowder Rod, copper
Dirt Hair, bull Rod, gold
Distilled Spirits Heart, dragon's Rod, iron
Dust Heart, hen's Rod, silver
Dust, bone Heart, humanoid Root, licorice
Dust, mummy Heart, troll's Rose petals
Earth Herb Rotten Food

26 Alchemical Items | Appendices 


Appendix C: pable in any situation. Potions of healing last indefinitely,
which means that’s a narrative expectation we should be

Frequently Asked
aiming to design for.
• Ignorance of Encumbrance: The most common houserule
out of any houserule is that players are likely allowed to

Questions
ignore what’s in their pack (within reason). We cannot
balance around encumbrance in 5e because items like the
bag of holding exist and are basically expected for a party to
have before 5th level.
• Value over Interaction: The general rules for collecting
materials that would be used in creating potions is mostly

e
Question: Can I create alchemical items from the alchemist limited in description to “gp value” rather than a hard-set
class as a downtime activity that are permanent? material narrative.
Answer: Yes. This is a thing you could already do within the
official rules. The alchemist can just do it more efficiently
through their Experimentalist Adept feature. Appendix D:
Recommended

fil
Question: What do the crafting rules mean by gold required if
crafting requires materials to craft the item?

Supplements
Answer: The Cost indicated in the Player's Handbook and similar
materials list the "market value" of the item. This has been
used in the Player's Handbook, Dungeon Masters Guide, and a
few other official books. When you craft an item, the term

T
"raw materials" is used to refer to essentially "anything re- he following books may provide you with addi-
quired to make the item (DM's discretion)". This supplement tional inspiration for your adventures with
adopts this and is designed to embrace it rather than override
the base crafting system.
e
Question: So I don't have to spend gold to craft?
Answer: No. The gold called for is the market value of the item.
this class. The Alchemist class was designed
to work within the crafting mechanics of a
standard 5e game, so changing things such as
the DC of items you create with another supplement could
throw off the balance when used with this class.
pl
In the case of single-use items (such as most alchemical items
and consumable potions), you divide the market value in heavyarms. The Alchemy Almanac. 2022, heavyarms.
half to get you the cost of raw materials required to create the Jasmine Yang. Hamund’s Harvesting Handbook. 2019, Dungeon
item. You may have to spend gold to gather raw materials, but Masters Guild.
this supplement provides a variant rule for gathering them Jasmine Yang. Hamund’s Harvesting Handbook Volume 2. 2020,
whole foraging. Dungeon Masters Guild.
Jasmine Yang. Hamund’s Harvesting Handbook Volume 3. 2020,
Dungeon Masters Guild.
m

Question: Does the new wording for Alchemical Items cause


Xango Games, Brassik Arts, Sean vas Terra. Magical Plants of the
them to interact with Archery & Sharpshooter?
Feywild. 2022, Dungeon Masters Guild.
Answer: Here's the thing; they already did. It seems to me
that there's a belief that they shouldn't, so if you're not
comfortable with this interaction, I would suggest a rule
that those features only work with bows and crossbows.

Question: Why can’t we make this character in the base


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game?
Answer: I feel that the Artificer Alchemist isn't a great repre-
sentation of the traditional archetype of an alchemist. The
tie-in with the Artificer seems to inject a certain flavor on
the character option that had turned me away from it.
• Underserved/Restrictive Crafting Rules: The rules for craft-
ing in 5e essentially gate martial crafters out of reasonable
combat effectiveness.
• Object Permanence: When you create a potion, you would
like for it to remain permanently until used. However, this
causes issues with what I call “Batman Prep.” Batman prep
means that, if allowed the time and resources, a character
can do something that makes them effectively unstop-

 Appendices | Alchemical Items 27


Appendix E: Salbenist

Creature Statistics
Medium humanoid (any race)

Armor Class 16 (breastplate)


Appendices

Hit Points 84 (13d8 + 26)


Speed 30 ft.

Apothecary STR DEX CON INT WIS CHA


Medium humanoid (any race)
9 (-1) 14 (+2) 14 (+2) 18 (+4) 12 (+1) 11 (+0)
Armor Class 13 (leather armor)
Saving Throws CON +5, INT +7

e
Hit Points 58 (9d8 + 18)
Speed 30 ft. Skills History +7, Perception +4, Religion +7
Senses passive Perception 14
Languages any three languages
STR DEX CON INT WIS CHA Challenge 3 (700 XP) Proficiency Bonus +3
9 (-1) 14 (+2) 14 (+2) 18 (+4) 12 (+1) 11 (+0)

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Alchemical Formulae. The salbenist knows how to create the
Saving Throws CON +5, INT +7 following alchemical items. It can use its Intelligence for the
Skills Medicine +4, Nature +7 attack and damage rolls made with alchemical items, and use
Senses passive Perception 11 its Intelligence to replace a saving throw called for in the item's
Languages any three languages description (alchemy save DC 15):
Challenge 2 (450 XP) Proficiency Bonus +3 Alchemical Items (at will): basic acid, alchemist's fire, antitoxin,
basic oil, bladefire oil, ghostflame oil, healing draught, perfume,
Alchemical Formulae. The apothecary knows how to create soap, tanglefoot bag
the following alchemical items. It can use its Intelligence for the
attack and damage rolls made with alchemical items, and use Potions (1/day): oil of slipperiness

description (alchemy save DC 15):


e
its Intelligence to replace a saving throw called for in the item's

Alchemical Items (at will): basic acid, alchemist's fire, antitoxin,


gravebane, basic oil, healing draught, perfume, restful candle,
soap, tanglefoot bag
Actions
Multiattack. The salbenist makes two attacks with its anointed
longsword. It can replace one of these attacks with an alchemist's
fire attack or Use an Object.
pl
Anointed Longsword. Melee Weapon Attack: +7 to hit, reach 5
Potions (1/day): potion of healing
ft., one target. Hit: 9 (1d10 + 4) slashing damage plus 5 (2d4) fire
Sweet Succor. The apothecary has advantage on Wisdom (Medicine) damage.
checks it makes to stabilize dying creatures and adds its Intelligence
Alchemist's Fire. Ranged Weapon Attack: +7 to hit, range 40 ft., one
modifier to one healing roll of an alchemical item it creates.
target. Hit: 5 (1d4) fire damage at the start of each of the target's
Volatile Potency. When the apothecary makes a damage or turns. A creature can end this damage by using its action to make a
healing roll with an alchemical item, it rolls one additional die of successful DC 15 Dexterity check to extinguish the flames.
the same size and adds it to the total damage or healing.
m

Use an Object. The salbenist uses an item that calls for an action in
Actions its description.

Alchemist's Fire. Ranged Weapon Attack: +7 to hit, range 40 ft., one Bonus Actions
target. Hit: 5 (2d4) fire damage at the start of each of the target's
Concoct. The salbenist spends 5 gp in raw materials to craft one
turns. A creature can end this damage by using its action to make a
alchemical item it knows the formula for. If the crafted alchemical
successful DC 15 Dexterity check to extinguish the flames.
item is not used within 10 minutes, the item loses its potency
Use an Object. The apothecary uses an item that calls for an and the raw materials are lost.
Sa

action in its description.


Methodical Efficiency. The salbenist either makes a Wisdom
Bonus Actions (Medicine) check or takes the Use an Object action.

Concoct. The apothecary spends 5 gp in raw materials to craft Mix. The salbenist combines two different alchemical items. When
one alchemical item it knows the formula for. If the crafted the combined item is used, both of the original items' effects occur.
alchemical item is not used within 10 minutes, the item loses its
potency and the raw materials are lost.
Further, when the apothecary creates an item that restores hit
points, it can infuse the item with 25 gp worth of raw materials
to enhance the item, as detailed in the Apothecary subclass'
Spagyric Theory feature.
Methodical Efficiency. The apothecary either makes a Wisdom
(Medicine) check or takes the Use an Object action.

28 Alchemical Items | Appendices 


Fulmarine Bonus Actions
Medium humanoid (any race) Concoct. The fulmarine spends 5 gp in raw materials to craft one
alchemical item it knows the formula for. If the crafted alchemical
Armor Class 13 (leather armor) item is not used within 10 minutes, the item loses its potency
Hit Points 58 (9d8 + 18) and the raw materials are lost.
Speed 30 ft. Further, when the fulmarine creates an item that restores hit
points, it can infuse the item with 25 gp worth of raw materials
STR DEX CON INT WIS CHA to enhance the item, as detailed in the Fulmarine subclass'
Phlogiston Theory feature.
9 (-1) 14 (+2) 14 (+2) 18 (+4) 12 (+1) 11 (+0)
Methodical Efficiency. The fulmarine either makes a Wisdom
Saving Throws CON +5, INT +7 (Medicine) check or takes the Use an Object action.

e
Skills Arcana +7, Perception +4 Mix. The fulmarine combines two different alchemical items.
Senses passive Perception 14 When the combined item is used, both of the original items'
Languages any three languages effects occur.
Challenge 2 (450 XP) Proficiency Bonus +3
Reactions

fil
Alchemical Formulae. The fulmarine knows how to create the
Hit the Deck. When the fulmarine is forced to make a Dexterity
following alchemical items. It can use its Intelligence for the
saving throw against an effect it can see and hear, it can move up
attack and damage rolls made with alchemical items, and use
to half its speed immediately before the effect occurs, potentially
its Intelligence to replace a saving throw called for in the item's
moving out of the area of danger.
description (alchemy save DC 15):
Alchemical Items (at will): basic acid, alchemist's fire, antitoxin,
basic oil, healing draught, perfume, soap, tanglefoot bag,
thunderstone
Potions (1/day): potion of fire breath

e
Volatile Potency. When the apothecary makes a damage or
healing roll with an alchemical item, it rolls one additional die of
the same size and adds it to the total damage or healing.

Actions
pl
Alchemist's Fire. Ranged Weapon Attack: +7 to hit, range 40 ft., one
target. Hit: 5 (2d4) fire damage at the start of each of the target's
turns. A creature can end this damage by using its action to make a
successful DC 15 Dexterity check to extinguish the flames.
Alchemist's Fire (Volatile). The fulmarine throws a volatile flask
of alchemist's fire at a point within 40 feet of it. All creatures
within 10 feet of the point must succeed on a DC 15 Dexterity
saving throw or be ignited by alchemist's fire, taking 2d4 fire
m

damage at the start of each of its turns. A creature can end this
damage by using its action to make a successful DC 15 Dexterity
check to extinguish the flames.
Use an Object. The fulmarine uses an item that calls for an action
in its description.
Sa

 Appendices | Alchemical Items 29


Appendix F: Version 0.3

Playtest
Release: 06/16/2022
Some features have been moved from their original levels to
Appendices

better align with expected power spikes:

Changelogs Class Features


Lightning in a Bottle. This feature is now Eureka, with the new
Lightning in a Bottle being a once per week Very Rare potion.
Methodical Efficiency. Moved to 3rd level, the same level

Providing Feedback
at which a Thief Rogue would receive bonus action Use an

e
Object. This is being considered for a move to 4th level.
You can provide playtest feedback in two ways: Mix. Mix has been moved from 11th to 5th level, as feedback
• The best way to do so is to join up with the Discord to get suggested this feature was too fun to gate as a later level fea-
in on the conversation! I am extremely active over there ture. It's now being viewed as their Extra Attack equivalent.
and use the Playtest channels to field changes. Mercurial Flux. Despite being a sort of "quality-of-life" fea-

fil
• Email me at indestructoboy@gmail.com ture, the consensus seemed to be that Mercurial Flux seems
• Chat in my livestreams over at: to convey a more mystical power than a lower-level alche-
mist should be able to achieve. Due to potential shennani-
Twitch YouTube gans with the feature, it has been moved away from the first
and second tiers of play.
What am I Looking For? Dulcified Decoctions. Moved up to 7th to make room for
other features.
Clarity Experimentalist Adept. Wording changes for clarification.
It's extremely important to me that the class achieves its goal Volatile Potency. Wording changes for clarification.
in an easy to understand way that doesn't require the un-

e
derstanding of a whole new magic system. I believe there's a
layer of complexity expected with this concept, but I am very
interested to find out if you felt the class presents the infor-
mation in a clear and concise manner.
Philosopher's Stone. Wording changes for clarification.
Animator
Homunculus Companion/Zoetic Theory. Feature split for
clarification.
pl
Crunch Fulmarine
All you munchkins out there; now's your time to shine! While Spontaneous Combustion. Gained a buff to reliability in the
I have a fair estimation as to the class's damage and healing form of flat damage dealt and a change to force damage.
potential, I'm sure there are things that may slip through the Alchemical Items
cracks. If you discover some synergy with multiclassing or Smelling Salts. Added.
through a series of feats that causes an unintended interac- Crone's Ire Oil. Added.
tion, please let me know!
Appendices
m

Feel Creature Statistics. Added three Alchemist NPC statblocks.


The class is intended to evoke the traditional fantasy of al-
chemy, wherein a character uses special compounds to create Version 0.4
items they use in combat. I'm interested to hear how you feel Release 06/17/2022
about the class mechanics conveying that concept in play.
Class Features
Changelog Catalyze (Buffed). The lifespan of any item you create
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through the bonus action has been increased to cover the


Version 0.1 duration of combat. This class needed more reliability and,
Release: 06/10/2022 without this enhanced duration, it caused a weird shuffle
with resources lost.
Levels 1-9 previewed. Mix (Adjusted). It seems that the "Fun" feedback on Mix was
Version 0.2 incredibly positive, but the "Crunch" feedback told another
story. Mix appears to be something that makes alchemical
Release: 06/13/2022 item-only builds viable rather than powerful, and I guess I
Levels 1-20 previewed. have been overvaluing its mechanic. We'll see how Mix feels
offered within the core.
Methodical Efficiency (Adjusted & Buffed). Alright, it's time I
stopped lying to myself: this has always been the class' Extra
Attack. I've been hesitant to push it back further because of
Thief Rogue getting bonus action Use an Object by 3rd level,

30 Providing Feedback | Appendices 

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