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The Alchemist v4.

by u/ArcanaCapra
Alchemist

G
ray hair glistening under the moonlight, a kind Quick Build
older human smiles softly as she squeezes her
friend's shoulder before handing over a You can make an alchemist quickly by following these
bubbling flask. As soon as he drinks it, his suggestions. First, Intelligence should be your highest ability
fresh wounds vanish, and he smiles back. score, followed by Constitution. Second, choose the hermit
A joyful tabaxi takes coppers that coughing background. Third, choose the enthalpy and acid splash
farmers extend to him, gladly handing over his cantrips, along with the 1st-level spells cure wounds, disguise
brews in exchange. They down each cup in a swift gulp and self, longstrider, mage armor, tasha's caustic brew, and
soon start to jump around, brighter and more energetic than volatile substance.
ever with no lingering traces of any illness. He vanishes
during the night, following the road before the effect wears Multiclassing
off and an angry mob goes after him. To multiclass into or out of the alchemist class, your
A loud explosion echoes in a corner of the town for the Intelligence score must be 13 or higher.
third time this week. Exasperated neighbors shout towards
the elf's workshop. Later, when goblins invade only to be met
by an assault of blasts that paints the streets in crimson, no Multiclassing Rules
complaints can be heard. Multiclassing into or out of this class can be done,
but the following rule must be followed in addition
Diligent Crafters to any other multiclassing rule.
Studious and meticulous, alchemists are those who dedicate
their entire lives to the craft of complex substances, be they
poison, medicine, or something else entirely. Few are those
that have the capacity to develop the strange talent of Spell Slots. The alchemist counts as a full-caster,
imbuing their own products with arcane power, however. like the wizard, for purposes of counting how many
Those who do are the true master alchemists. spell slots you have. If you multiclass with another
caster class, at the end of every long rest, you must
Arcane Users choose between keeping a spell slot or brewing a
potion that replicates the effects of a spell. Do this
To manifest your own magic through that which you have for every spell slot that you have. If you brew a
crafted with your very own hands is the way of the alchemist, potion, you must do so choosing an alchemist
and is what separates them from wizards and sorcerers. spell that is in your recipe book for each potion.
They specialize in mixing the right chemicals and how to You cannot brew spells from other classes.
carefully enchant them to drastically alter or improve their
effects, though to master this fine art typically takes countless
years of theoretical study and a lifetime of practice.
Mysterious and Ambitious
Regardless of their goals, alchemy takes severe dedication to
learn even the most basic aspects. Alchemists live and
breathe their field of study, often putting their own lives on
the line for the sake of discovery. They learn recipes from
their past teachers, from intelligent otherworldly creatures
(such as devils), or from their own trial and error.
Creating an Alchemist
Creating an alchemist demands a good reason for your
character to pursue such an odd path. What was your
character's first contact with alchemy? How did they
eventually discover their own arcane prowess? Who taught
you what you know? Was one of your parents an alchemist, or
perhaps you were taught by a mysterious creature? Did you
discover all that you know on your own after stumbling upon
detailed instructions on how to craft your first potion?
What drives you to keep learning and practicing? What are
your goals, and how does alchemy help you achieve them?
Are you simply looking to make money, or do you have a
loved one with a peculiar condition that you seek to cure?

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Flavoring Spells Alchemist Features
Not all alchemist spells have to be regular potions As an alchemist, you gain the following class features
(though there is nothing wrong with that). Here are
some alternative ideas of what they could look like, Hit Points
be they edible, explosive, flammable, toxic, etc.: Hit Dice: 1d6 per Alchemist level
Hit Points at 1st Level: 6 + your constitution modifier
An ooze (or animal/creature) that slips out of a Hit Points at Higher Levels: 1d6 (or 4) + your Constitution
vial to deliver the spell and then melts away;
Balms;
modifier per Alchemist level after 1st
Beads; Proficiencies
Cigarettes; Armor: none
Crystals (may deliver an effect upon being Weapons: improvised weapons, simple weapons
shattered); Tools: alchemist's supplies and herbalism kit
Darts; Saving Throws: Intelligence, Constitution
Incenses;
Injections;
Skills: Choose any three.
Oils; Equipment
Perfumes; You start with the following equipment, in addition to the
Pills; equipment granted by your background:
Poultices;
Powders; (a) two simple weapons or (b) a light crossbow and 20
Vials of gas; bolts
(a) a dungeoneer's pack or (b) an explorer's pack
One tool that you are proficient with
An alchemist's bag
A recipe book
Alternatively, you may start with 5d4 × 10 gp to buy your
own equipment.

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Alchemist
Proficiency Cantrips Minor
Level Bonus Features Known Wonders 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Potionmaking, Bottled Magic 2 — 2 — — — — — — — —
2nd +2 Deft Scavenger, Minor Wonders 2 3 3 — — — — — — — —
Alchemist Specialization,
3rd +2 2 4 4 2 — — — — — — —
Visionary
4th +2 Ability Score Improvement 2 4 4 3 — — — — — — —
5th +3 Quick Brew 3 5 4 3 2 — — — — — —
6th +3 Alchemist Specialization Feature 3 5 4 3 3 — — — — — —
7th +3 ─ 3 6 4 3 3 1 — — — — —
8th +3 Ability Score Improvement 3 6 4 3 3 2 — — — — —
9th +4 ─ 3 6 4 3 3 3 1 — — — —
10th +4 Deft Scavenger Recipes 4 6 4 3 3 3 2 — — — —
11th +4 ─ 4 7 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 4 7 4 3 3 3 2 1 — — —
13th +5 ─ 4 7 4 3 3 3 2 1 1 — —
14th +5 Alchemist Specialization Feature 4 7 4 3 3 3 2 1 1 — —
15th +5 ─ 4 8 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 4 8 4 3 3 3 2 1 1 1 —
17th +6 ─ 4 8 4 3 3 3 2 1 1 1 1
18th +6 Deft Scavenger Recipes 4 8 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 8 4 3 3 3 3 2 1 1 1
20th +6 Major Wonders 4 8 4 3 3 3 3 2 2 1 1

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Potionmaking
If an effect or game feature refers to or calls for the
Spellcasting feature, the Potionmaking feature counts as
such.
Recipe Book
At 1st level, your gain a recipe book, which contains six
recipes of spell-replicating potions. When you learn an
alchemist spell, it is added as a potion recipe to your recipe
book. It does not contain your cantrips, as those are minor
alchemical reactions infused with minuscule amounts of
magic that you have committed to memory. You learn more
cantrips at certain levels, as shown on the Cantrips Known
column of the Alchemist table.
Brewing Potions
You may leave potions brewing throughout the night. You
cannot cast alchemist spells using spell slots. Instead, at the
end of a long rest, you infuse concoctions with your magic,
turning each of your spell slots into potions, provided that you
have alchemist's supplies and an alchemist's bag in hands.
The intensity of each potion is equal to the spell slot used to
create it. Each individual potion replicates the effects of a
spell of your choice that is in your recipe book. A potion can
only replicate a spell you know whose level is equal to or
lower than its intensity. Once you have brewed potions, using
one is identical to casting the spell it replicates for any game
effects and it takes the same time as casting the spell. They
need no additional material components, only the vial itself
and a free hand, thus requiring material and somatic, but not
vocal components. The spell replicated is always cast at a
level equal to the potion's intensity.
You must determine the spell that each potion is
replicating when you brew them at the end of a long rest. So
if a 3rd-level alchemist prepares four potions that replicate
the Jump spell and two potions that replicate the Darkness
spell, you cannot change which spells they replicate until you
brew other potions. A potion that replicates a spell requiring
costly components uses the costly components on its brewing
process, and a potion that replicates a spell requiring
concentration needs you to maintain a taxing connection to
the magic or for you to constantly reapply the concoction,
thus also requiring your concentration.
Potions remain viable until you use them or you finish a
long rest. Alternatively, you can skip brewing any number of
new potions to upkeep the same number of existing potions
of equal intensities, keeping them viable until your next long
rest.
Spellcasting Ability
Intelligence is the spellcasting ability for your alchemist
potions. You use your Intelligence when a spell refers to your
spellcasting ability. In addition, you use your Intelligence
modifier when setting the saving throw DC for one of your
potions or when making an attack roll with one.
Spell Save DC = 8 + your proficiency bonus +
your Intelligence modifier

Spell attack modifier = your proficiency bonus +


your Intelligence modifier

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Bottled Magic Clarification on Minor Wonders
Also at 1st level, you can give any potions made using your Duration
Potionmaking feature to other creatures. The spell it A brew can be consumed as soon as it is finished
replicates mustn't require concentration, its intensity must be and retains its magic for the duration, but its
1 or higher, and its casting time can be no longer than 10 effects start counting down from the moment it is
minutes. brewed. For instance, if an alchemist makes the
Any creature using it counts as the caster of the spell for all Coldest Drink, a Minor Wonder with an effect that
intents and purposes, but they use your spell save DC. If the lasts for up to 8 hours, and waits 2 hours before
spell calls for one or more attack rolls, creatures other than consuming it, the effects will now only last for up
you make improvised weapon attacks using the spell's range. to 6 hours.
You make spell attacks instead.
Learning Spells of 1st Level and Higher
Each time you gain an alchemist level, you can add two Optional Rule: Batch Brew
alchemist spells of your choice to your recipe book. Each of
these spells must be of a level equal to or lower than the At your DM's discretion, Minor Wonders can be
highest intensity potion you can make, as shown on the brewed in batches by spending multiple uses of
Alchemist table. On your adventures, you might find other the feature. When you do so, simply multiply the
potion recipes that you can add to your recipe book. It follows Minor Wonder's maximum yield by the number of
the same rules as a wizard's spellbook - when you find uses spent. If a brew calls for costly components,
another alchemist's recipe book, you may transfer their multiply the cost as well.
recipes to your own (2 hours of work per intensity level of the
potion), and you can transcribe a loose recipe on a parchment
to your own recipe book as well, though the latter requires 2 Alchemist Specialization
hours of work and 50 gp per intensity level of the potion.
At 3rd level, you decide a particular skill to hone, choosing an
Deft Scavenger alchemist specialization from the list of available
specializations. Your choice grants you features at 3rd level
At 2nd level, you've developed some of the many talents and again at 6th and 14th levels.
required of an alchemist. You gain the following benefits:
You may craft magical and nonmagical consumable items Visionary
for a quarter of their gold value, instead of half, following Also at 3rd level, you gain expertise with alchemist's supplies
XGE's rules (p128). If crafting an item would cost you 15 and herbalism kit.
gold or less in materials, you can craft it as part of a long
rest, but no more than 1 item a day. Alchemist's Versatility
You learn the required formulas to craft 4 potions of At 4th level and whenever you reach a level in this class that
common or uncommon rarity of your choice. You learn 2 grants the Ability Score Improvement feature, you can do the
more recipes of rare or lower rarity potions at 10th level following, representing a change in focus as you use your
and again at 18th level. skills and magic:
Minor Wonders Replace one cantrip you learned from this class's
Also at 2nd level, trial and error has taught you much, and Potionmaking feature with another cantrip from the
you've made major discoveries through hard work, study, or alchemist spell list.
sheer luck. You learn 3 Minor Wonders. You learn more Quick Brew
Minor Wonders once you reach certain levels, as shown in
the Alchemist table. At 5th level, your mind has gotten used to certain patterns in
Each wonder can be brewed so long as you have your brewing. You learn how to recycle some of your magic and
alchemist's supplies and either your alchemist's bag or the ingredients into other potions. As part of a short rest, you can
required ingredients in hands, as well as any costly material turn potions made using the Potionmaking feature into
components that the brew may call for. Costly components different potions of equal intensities, up to a number equal to
are consumed when the brew is made. your proficiency bonus. For instance, you may turn a detect
Consuming a wonder is the same as consuming a potion. magic potion into a comprehend languages potion.
You can brew a number of Minor Wonders equal to 1 + your
proficiency bonus, and regain all uses on a long rest. Major Wonders
You can replace a Minor Wonder you have learned with At 20th level, all Minor Wonders with a brewing time of 1 or
another one for which you qualify each time you gain a level 10 minutes now have a brewing time of 1 action, and you
in this class. regain all uses on a short or long rest. Additionally, they no
longer require costly material components.

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Alchemist Specializations
The Apothecary
Priding themselves in having a cure for every ailment and a
potion for every occasion, the apothecaries are among the
most sought after alchemists by the general populace.
Specializing in keeping others alive and enhancing their
natural skills, they are just as coveted by adventurers, and
those who have one amongst their ranks are often thankful
for it.
Battle Medic
When you choose this specialization at 3rd level, you gain the
following benefits:
You gain proficiency in the Medicine skill, or expertise if
you're already proficient.
You learn the Spare the Dying cantrip, which counts as an
Alchemist spell for you, but does not count against your
total number of Cantrips known.
When a creature regains hitpoints from any of your
potions, such as a potion of healing that you have crafted
or a potion from your Potionmaking feature, that healing
is increased by an amount equal to your spellcasting
ability modifier.
Folk Healer
Also at 3rd level, being constantly on the move to help others
has taught you a few things about common ailments, and
coming into contact with a variety of diseases has boosted
your own body's defenses. You gain immunity to diseases,
and you have advantage on Medicine checks made to identify
a disease, determine its specifics, or to treat it through
nonmagical means.
Bitter Medicine
At 6th level, you have just the right thing to help others in
every situation. Other creatures can now use your potions
that replicate spells requiring concentration, using their own
concentration instead of yours. The potion's intensity can be
no higher than 2 and the potion must not directly target
creatures other than the creature concentrating on its effects.
Master Healer
At 14th level, you learn the Lesser Restoration, Remove
Curse, and Greater Restoration spells, or up to other three
alchemist spells of your choice if you already know them. You
may brew an extra potion of intensity 5 every long rest, but it
must replicate one of the three spells listed in this feature.

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The Demolitionist Stable Eruption
Not all alchemists roam the lands in the shadows, standing in At 6th-level, if a potion you make replicates a spell that deals
the backlines as they brew concoctions that will be used as acid, cold, fire, lightning, or thunder damage you can change
poison or medicine, experimenting and changing the world the damage type to fire or thunder. This must be determined
from behind the curtains. Some are loud and have no fear of as soon as you brew the potion at the end of a long rest.
experimenting with the volatile and the unreliable, using the Master Blaster
sheer power of destruction to carve their own path.
At 14th level, at the end of a long rest, you imbue a single one
Siege Expert of your potions made using your Potionmaking feature with
When you choose this archetype at 3rd-level, whenever you extra magic or volatile ingredients.
deal fire or thunder damage to a structure, that damage is The potion must deal fire or thunder damage and have a
doubled and you ignore the structure's damage resistances. duration of instantaneous. When used, instead of rolling dice
to determine the damage dealt, the creature using it can
Delayed Blast instead use the highest number possible for each die.
If the potion requires an attack roll, any dice roll lower than
Also at 3rd-level, you know how to make a simple 10 is treated as a 10 instead.
mechanism, magical symbol, or chemical compound, such as
a pressure plate or runes, that are able to hold and release
magical energy. Once per long rest, you can use this feature
to cast Glyph of Warding at its base level, requiring no costly
material components and without expending a spell slot or
potion of any kind.
When cast using this feature, you may only deal fire or
thunder damage when using Explosive Runes. When using
the Spell Glyph, you can only store a spell that deals fire or
thunder damage.
You can have a number of glyphs made using this feature
equal to your proficiency bonus. If you make a new glyph and
exceed the limit, the oldest glyph fades.

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The Experimentalist
The vanguard of alchemists, an experimentalist thinks of fun
new ideas first and possible consequences later. Addicted to
the thrill of discovery, they make for fascinating albeit
unreliable companions and terrifyingly unpredictable foes.
Wild Brew
When you choose this specialization at 3rd level, upon
finishing a long rest, you also finish brewing one of your side
projects, a Wild Brew. You experiment with ingredients or
magical enchantments that result in a new, unpredictable
effect.
Whenever you finish a long rest, roll once on each of the
Wild Brew Tables in the next page to see what effects your
new brew has. You can use your brew as an action and you
decide its appearance and how it is applied. If a wild brew
works in an area, its effect applies to all creatures inside of it.
Any bonus to effect on Wild Brew Table 1 alters the
damage, healing, or temporary hit points of effects on Table 2.
Your Bottled Magic feature applies to the Wild Brew as if it
were a potion.
Scratch That!
Also at 3rd level, your mind fills with ideas on how to change
your already known recipes to better suit your needs.
Whenever you finish a short or long rest, you can choose
one of your spells in your recipe book and replace it with
another spell from the alchemist spell list, so long as the new
and the replaced spells meet at least one of the following
criteria:
Both spells are the same school of magic.
Both spells cause damage in an area of effect.
Both spells cause damage and call for the same type of
attack roll (melee or ranged).
Both spells heal hit points/grant temporary hit points.
Both spells cause a condition.
Trouble Brewing
At 6th level, you gain a permanent +2d10 bonus to effect in
addition to any regular bonus when rolling on Wild Brew
Table 1. Additionally, at the end of a long rest, you can use
level 3 or higher spell slots to make additional Wild Brews
instead of brewing them into potions using the Potionmaking
feature. You can have a maximum number of existing Wild
Brews equal to your proficiency bonus.
Master Experimentalist
At 14th level, you've finally achieved perfection and
consistency with one of your brews. Choose one result from
each Wild Brew Table. That combination becomes your
Perfect Brew. When you finish a long rest, you brew your
Perfect Brew in addition to your Wild Brew.

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Wild Brew Table 1 Effect (on
1d20 hit/failed save) Damage/Healing Save/Attack/Other
Bonus to
1d12 The Wild Brew works on a... effect Bludgeoning
Strength saving
8 damage and 2d10
1 A single target within 60 feet of you +2d10 throw
knocks prone
2 Two targets within 30 feet of you +1d10
Pulled towards
A 10-foot cube centered on a point center of the Strength saving
3 -- 9 --
within 30 ft. area/towards throw
you if targeted
A 10-foot-radius sphere centered on a
4 --
point within 30 ft. Pushed to the
outer edge of
A 30 feet long and 5 feet wide line Strength saving
5 -- 10 the area/30 --
originating from you throw
feet away from
6 A 15-foot cone originating from you -- you if targeted
A 20-foot cube centered on a point Charmed by
7 -1d10 you for 1 hour,
within 60 ft. Wisdom saving
11 or until --
A 20-foot-radius sphere centered on a throw
8 -1d10 damaged or
point within 60 ft. threatened
A 60 feet long and 10 feet wide line 12 Heals 2d10 --
9 -1d10
originating from you
Grants
10 A 30-foot cone originating from you -1d10 13 temporary hit 2d10 --
A 30-foot-radius, 40-foot-tall cylinder points
11 -1d10
centered on you Each 1d10 from
Increases
A 30-foot-radius, 40-foot-tall cylinder bonus to effect
12 -1d10 14 speed by 15 --
centered on a point within 60 ft. converts to +5
feet for 1 hour
feet
Wild Brew Table 2 Grants 15 ft.
Each 1d10 from
Effect on bonus to effect
15 flying speed for --
1d20 hit/fail save Damage/Healing Save/Attack/Other converts to +5
10 minutes
feet
Ranged spell attack
Take acid
1 4d10 against targets; Dex. Each 1d10 from
damage Grants 60 ft.
save in area bonus to effect
16 swim speed for --
converts to +5
Ranged spell attack 24 hours
Take cold feet
2 4d10 against targets; Con.
damage
save if in area Frightened of
Charisma saving
17 you for 1d4 --
Ranged spell attack throw
Take fire turns
3 4d10 against targets; Dex.
damage
save if in area Must use either
an action or
Take Ranged spell attack bonus action
4 lightning 4d10 against targets; Dex. Wisdom saving
18 and can't use --
damage save if in area throw
reactions until
Ranged spell attack the end of the
Take poison next round
5 4d10 against targets; Con.
damage
save if in area
Ends poisons,
Take Ranged spell attack diseases,
19 -- --
6 thunder 4d10 against targets; Con. petrifications,
damage save if in area and charms
Poisoned Constitution saving Become an
7 -- object or CR 0
for a round throw
animal of the Wisdom saving
20 --
DM's choice throw
for 1 minute or
until damaged.

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The Poisoner Unsavory Knowledge
Responsible for the more unsavory business conducted by Also at 3rd level, you have earned knowledge on how to make
alchemists, poisoners are often involved in shady business. a variety of concoctions that shady folks seek. You gain
They provide assassins and mercenaries with a myriad of proficiency with the Poisoner's Kit, or expertise if you're
toxic options to be used discreetly or in the heat of battle. already proficient with it.

Toxic Waste Potent Poison


When you finish a long rest and brew potions, you can take At 6th level, your Toxic Waste feature now uses d10's instead
all the toxic residue left behind by the alchemical processes of d8's when rolling for damage. Additionally, any poison and
and turn it into a small vial of deadly poison. It remains viable potion that you make by any means, such as crafted items or
until the end of your next long rest and then goes inert. When potions made using your Potionmaking feature, now ignore
you do so, choose one of the following options: resistance to poison damage, and you learn how to tailor your
poison to affect any specific target.
Ingestion. You choose a poison that needs to be orally Tailor Poison. When you craft a poison, use your toxic
consumed to take effect. You can mix it with any of your waste feature, or make a potion that deals poison damage
potions, with another liquid, with food, and other means using your Potionmaking feature, you can choose to tailor
typical of this kind of poison. When a creature ingests the that poison to affect specific targets. Choose a creature type
poison, they must succeed on a Constitution saving throw from the following: aberration, beast, celestial, dragon,
against your spell save DC. On a failure, the creature takes elemental, fey, fiend, giant, humanoid, monstrosity, ooze,
4d8 poison damage and is poisoned for 8 hours, or half as plant, or undead. That poison is specifically tailored to harm
much damage and no conditions on a success. the chosen type of creature, ignoring any resistances or
Injection. You choose a poison that takes effect when immunities to poison damage or the poisoned condition that
coursing through the target's veins. The toxin is oily and creatures of that type possess. Creatures of a different type
thick, and can be used as a bonus action to coat a weapon are unaffected by a tailored poison.
or a single piece of ammunition and has enough for up to
4 applications. Once applied, it lasts until the end of your Master Poisoner
next long rest or until the weapon hits a creature. The At 14th level, when you use your Toxic Waste feature, you can
next hit with the weapon deals an extra 1d8 poison further process your poisons to change their effects:
damage and forces the target to succeed on a Constitution
saving throw against your spell save DC or be poisoned Ingestion. You can replace the poisoned condition by the
for 1 minute. At the end of each of its turns, the target can blinded or deafened conditions, or apply 2 levels of
make another Constitution saving throw, ending the exhaustion instead.
poisoned condition on itself on a success. Injection. You can replace the poisoned condition by the
blinded, deafened, or stunned conditions, or deal an extra
2d10 poison damage instead.

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The Transmuter Transmogrify
Perhaps the first thing that comes to mind when a common Also at 3rd level, altering the basic form of any creature
person thinks of an alchemist, a transmuter is forever becomes an easy task for you. You learn the Alter Self spell,
studying the core of all matter in the world, seeking to and you can cast it as a ritual by quickly brewing a delicate
fundamentally understand it in order to bend it to their will. potion that replicates its effects and must be consumed
immediately after being finished. You may give it to another
Transpose Matter creature as if using your bottled magic feature, in which case
the creature uses their own concentration.
When you choose this archetype at 3rd level, you learn how to
make a concoction capable of altering the physical properties Enhanced Transmutation
of nonmagical objects. Over the course of 1 hour, you At 6th level, you may now transmute a material into a similar
produce a brew capable of transforming objects composed material of higher value. If you do so, it reverts back to its
entirely of a single material into a different material of equal original form in a number of hours equal to your alchemist
or lower value of the same type, such as a rock into another level.
rock, or a metal into another metal. More specific examples Additionally, whenever you brew a potion that replicates
include turning clay into dirt, marble into limestone, silver the Alter Self spell with your Potionmaking or Transmogrify
into iron, gold into mercury, or mahogany wood into acacia features, it no longer requires concentration, though a
wood. creature can only benefit from one of its effects at a time.
Making said brew requires your alchemist's supplies or
your alchemist's bag to be at your disposal. One batch is Master Transmuter
enough to alter up to 5 cubic feet of matter and retains its
magic for up to 24 hours. At 14th level, when you transmute a material into a different
The brew needn't be used by you, but it requires magical material of higher value, it reverts back to its original form
prowess and alchemical knowledge. Any creature that is after a number of days (instead of hours) equal to your
capable of casting a spell and is proficient with alchemist's alchemist level.
supplies can use it. Additionally, if you transmute a Small or smaller object
into a different material of higher value every day for one
week, the transmutation becomes permanent. You can, for
instance, turn a piece of lead into gold, or a steel sword into
an adamantine sword. Doing so requires extra attention,
effort, and magical prowess, and as such you may only do this
to one object every week.

12
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Minor Wonders
Alter Ego Elixir
Crafting Time: 1 minute
Duration: 24 hours from the moment this brew is finished Liquid Courage
Ingredients: 7 different powdered fruits, each having a Crafting Time: 1 minute
different color of the rainbow, water or juice. Duration: 8 hours from the moment this brew is finished
Yields: Up to 1 drink Ingredients: Alcohol, a red pepper, leaves of stimulant plants,
This drink constantly changes colors and emanates a water or more alcohol.
different scent for each person, but is always perceived as Yields: Up to 5 drinks
something alluring. Each time a creature drinks this, they This concoction burns the throat and warms the soul. It
choose one ability score. For the duration, the creature takes possesses a distinct and intense smell, as well as a peculiar
on the physical appearance and/or behavior that they would yellowish green appearance. For the duration, a creature that
have if that score was 10 points higher. consumes this runny liquid cannot be magically put to sleep,
Their newfound confidence grants them a 1d8 bonus to a and they may add your Intelligence modifier as a bonus to any
single ability check that uses the affected ability score. saving throw made to end or resist the Frightened condition.
Coldest Drink Loner's Wine
Crafting Time: 10 minutes Crafting Time: 1 minute
Duration: 8 hours from the moment this brew is finished Duration: 1 hour from the moment this brew is finished
Ingredients: Dried limes and water that has been stored in a Ingredients: A single foxglove flower, a raindrop,
bottle kissed by a marid. miscellaneous herbs, wine.
Yields: Up to 5 drinks Yields: Up to 1 drink
This bluish drink glistens with strange melancholy. Any A creature that drinks this light purple, fragrant wine leaves
creature that consumes this bittersweet beverage feels a chill no footprints and are impossible to track by nonmagical
running through their body for the duration, suffering no ill means.
effects from being exposed to harsh hot weather and gaining
resistance to the first instance of fire damage they take. Moon-bathed Ale
Nullifies the effects of "Warmest Drink". Crafting Time: 10 minutes
Goatgin
Duration: 8 hours from the moment this brew is finished
Ingredients: A rock that has been exposed to a lunar eclipse,
Crafting Time: 1 minute lavender flowers harvested under a full moon, ale.
Duration: 8 hours from the moment this brew is finished Yields: Up to 1 drink
Ingredients: Dry juniper berries, fresh grass or shrub, gin or
a neutral spirit, pieces of a goat's hoof or horn, pieces of This foamy drink sparkles on contact with the faintest bit of
salt lick, milk or another fluid from a caprine. light. It tastes very mild and refreshing, with subtle floral
Yields: Up to 5 drinks notes. A creature that drinks this gains darkvision to a range
of 30 feet.
This drink smells deliciously fresh and herbal, maybe slightly
sour. A creature that consumes this has their feet turned into Rat's Ambrosia
hooves, granting them advantage on Strength and Dexterity Crafting Time: 10 minutes
saving throws made against effects that would knock them Duration: 8 hours from the moment this brew is finished
prone and are unaffected by rock-based difficult terrain. Ingredients: A piece of ginger, orange peels, sewage, whey.
Side effects may include an intense urge to consume any Yields: Up to 5 drinks
objects within line of sight.
This vomit-inducing yellowish brown beverage tastes as awful
Jester's Nectar as it smells. Contrary to common sense, a creature that
Crafting Time: 10 minutes drinks this becomes immune to all diseases for the duration.
Duration: 1 hour from the moment this brew is finished Any non-magical diseases affecting the creature are also
Ingredients: A single tarot card (The Fool), miscellaneous cured.
herbs, one strelitzia flower, sugar, water.
Yields: Up to 5 drinks
This light blue effervescent brew bubbles uncontrollably
when near a bold performance or when a joke is told within
earshot of it, almost as if it were laughing by itself. Once
within the duration of this brew, when a creature that has
consumed this sweet liquid fails a Charisma or Dexterity
check made to entertain others, they may re-roll the die and
use the new result.

13
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Scavenger's Spirit Diamondshine
Crafting Time: 1 minute Prerequisites: 5th level Alchemist
Duration: 8 hours from the moment this brew is finished Crafting Time: 1 minute
Ingredients: A foraged berry, a coin of any value found on the Duration: 8 hours from the moment this brew is finished
ground, cheap whiskey, dandelions. Ingredients: A sprinkle of diamond dust worth 10 gp, rare
Yields: Up to 1 drink herbs, water.
This surprisingly bland brownish gray brew improves the Yields: Up to 1 drink
senses and makes one highly aware of what others have left This drink shines enough to blind anyone staring directly at
behind. Any objects within 30 feet that were crafted by a it. It smells like a sunny, windy day on a green hill. A creature
humanoid or are of particular importance to any creature are that consumes this beverage will emit bright light in a 30-foot
seen with a faint glow around them. Worn or carried objects radius and dim light for an additional 30 feet and gains
are unaffected. resistance to radiant damage. Any magical darkness of a level
equal to or lower than half your alchemist level dissipates
Silverwolf Brew upon touching the bright light.
Crafting Time: 1 minute
Duration: 24 hours from the moment this brew is finished Elixir of Synchronicity
Ingredients: A wolf or lycanthrope's fur or spit, a sprig of Prerequisites: 5th level Alchemist
wormwood harvested under a full moon, water. Crafting Time: 1 minute
Yields: Up to 5 drinks Duration: 1 hour from the moment this brew is finished
This beautiful drink looks like pure melted silver and tastes Ingredients: Lime juice, sugar, two leaves from the same tree
slightly herbal and bitter. A creature that drinks this sees in that happened to fall at the exact same time, water.
dim light as if it were bright light. Yields: Up to 1 drink
Snake Oil This bubbly drink has a sweet and sour scent. A creature who
drinks this feels reality subtly shifted to their favor for the
Crafting Time: 1 minute duration. The creature isn't inconvenienced by mundane
Duration: 24 hours from the moment this brew is finished delays of any sort. Bustling crowds always leave enough of a
Ingredients: A pinch of salt, a cigar smoked to ashes, a small gap for them to walk where they want to, they're always the
clump of wool, a snake's skin, an apple, earwax, milk, onion first in any waiting line (anyone already waiting in line
peels from a single onion, rare herbs, two cherries, water. suddenly leaves to do something else), and they quickly find
Yields: Up to 10 drinks what they're looking for in a store. The creature can run at
This elixir was made to satisfy anyone and everyone's needs. full speed through dense crowds and is not affected by
It tastes strangely metallic and sweet, and a creature that difficult terrain of any kind, and attacks of opportunity
drinks it gains the following benefits for the duration: provoked by the creature's movement are made with
disadvantage.
Their hair becomes pristine, strong and beautiful or, if Additionally, the creature has advantage on all ability
they lack hair, beautiful hair of the same color as the checks made to drive vehicles of any sort, such as carriages.
creature's natural hair grows over the course of an hour,
but begins falling off naturally after the effect wears off. Elixir of Fortitude
Any minor issues affecting the functioning of a creature's Prerequisites: 5th level Alchemist
limbs or organs are temporarily cured. For instance, a Crafting Time: 1 minute
man with a scarred leg will no longer feel pain in the Duration: 8 hours from the moment this brew is finished
region, no longer needing a cane to walk. Ingredients: A dry leaf, any small part of a deceased vermin,
The symptoms of any magical or nonmagical diseases a shard of glass, water.
affecting them no longer cause discomfort, and any Yields: Up to 1 drink
markings or wounds caused by the disease vanish. The
disease is not cured, only masked. This drink has a strong and unpleasant metallic taste. A
Their skin, scales or fur glistens with vigor. creature that drinks this feels strength from beyond this
realm ushering them to keep on fighting. For the duration,
Warmest Drink when damage reduces the creature to 0 hit points, the
Crafting Time: 10 minutes creature makes a Constitution saving throw (DC = half the
Duration: 8 hours from the moment this brew is finished damage taken). On a success, it instead drops to 1 hit point
Ingredients: Alcohol, a pinch of gunpowder, spices to taste, and the effects of this brew end.
water or milk.
Yields: Up to 5 drinks
This frothy, cinnamon-scented beverage has a nostalgic feel
to it. Any creature that consumes this brew feels a comforting
warmth for the duration, suffering no ill effects from being
exposed to harsh cold weather and gaining resistance to the
first instance of cold damage they take.
Nullifies the effects of "Coldest Drink".

14
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Heart Sight Juice
Prerequisites: 5th level Alchemist
Crafting Time: 1 minute
Duration: 8 hours from the moment this brew is finished
Ingredients: Anise, a drop of blood from a fey or from a
creature with fey ancestry, cinnabar, pomegranate juice.
Yields: Up to 1 drink
This blood red concoction is pleasantly sweet but also tastes
faintly of iron. A creature that consumes this can magically
know the current emotional state of other creatures by
touching them, and if the touched target fails a Charisma
saving throw against your spell save DC, they also know the
creature's alignment. Celestials, fiends, and undead automati-
-cally fail the saving throw. Targets are unaware of this effect.
Metalsense Extract
Prerequisites: 5th level Alchemist
Crafting Time: 1 minute
Duration: 8 hours from the moment this brew is finished
Ingredients: 1 cp, a rusty piece of iron, a small piece of
bismuth, powdered gold, powdered silver, rare herbs, water.
Yields: Up to 1 drink
This drink tastes like melted iron. A creature that drinks this
can sense the presence of any metals within 30 feet of them,
and they can tell which metal it is as long as they know it.
Psychedelic Delight
Prerequisites: 5th level Alchemist
Crafting Time: 1 minute
Duration: 8 hours from the moment this brew is finished
Ingredients: Mushrooms, vines with milky sap, water.
Yields: Up to 1 drink
This earthy, pungent drink opens a creature's minds to new
horizons while instilling them with a strong sense of
individualism and wellbeing. For the duration, the creature
ignores any Madness effects currently affecting it. The
creature's mind also turns alien in its inner workings. If
someone attempts to read the creature's thoughts with an
effect such as detect thoughts, they must succeed on an
Intelligence check against your spell save DC or fail to do so
and be unable to peer into the creature's mind for 1 hour.
Sixth Sense Sangria
Prerequisites: 5th level Alchemist
Crafting Time: 10 minutes
Duration: 8 hours from the moment this brew is finished
Ingredients: A small black opal, angelica, citrus juice and
peels, mugwort, spices to taste, sugar, wine.
Yields: Up to 1 drink
This pitch black drink smells fresh, light, fruity, and
reinvigorating. A tiny reusable opal sits at the bottom of this
vial, cup, or bottle. A creature that consumes this delicious
treat has their intuition enhanced, feeling a slight prickling
sensation whenever another creature within 60 feet looks
directly at them, or when they are being watched through
magical sensors, such as the clairvoyance spell. It's
impossible to tell a creature's intentions or direction. When
consuming this brew, any number of creatures within line of
sight can be designated to not trigger its effects.

15
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Strider's Cider
Prerequisites: 11th level Alchemist
Crafting Time: 1 minute
Duration: 8 hours from the moment this brew is finished
Ingredients: A worn boot, dry leaves and twigs,
miscellaneous herbs, water, wild berries.
Yields: Up to 1 drink
This rough-looking brownish brew smells like herbs and
freshly wet dirt on a rainy day. It has a misleadingly dull Items
appearance, but its energizing effects are undeniably potent. Alchemist's Bag
A creature that drinks this brew benefits from the effects of Adventuring gear, 30 lbs
the jump and longstrider spells for the duration. This wonderful bag is packed to the brim with all the
Zest of the Possessed materials an alchemist might need in a pinch and serves as a
Prerequisites: 11th level Alchemist replacement for any and all non-costly material components
that their potions, brews, and Minor Wonders might call for.
Crafting Time: 10 minutes This bag typically runs for 20 gold, and an alchemist is
Duration: 24 hours from the moment this brew is finished expected to periodically replenish it with foraged ingredients
Ingredients: A black pearl, graveyard dirt, lemon zest, rare and scraps found in the battlefield.
herbs worth 25 gp, water or blood.
Yields: Up to 1 drink Colorfire Starter
This transparent concoction is thick, sticky, and ethereal- Adventuring gear, 0.5 lbs
looking. A faint hum can be heard if one puts their ear right A myriad of substances can be ground into a powder and
next to the liquid. chucked at a bonfire to change the colors of the flames. With
A creature that consumes this brew can see into the 4 sp worth of materials and alchemist's supplies in hands,
ethereal plane and gains 10 feet of blindsight. Additionally, you can make a powder capable of turning a campfire's fire
they can hear faint whispers when within 500 feet of a blue, green, purple, white, or an even brighter orange for up
humanoid corpse. Once within the duration of this brew, the to 8 hours. Different colors are possible with some
creature can activate one of the following effects: experimentation.
Cast Speak with Dead at its base level requiring no Invisible Ink
components. Adventuring gear
Enter the ethereal plane, then return to the exact spot they This 1-ounce bottle of ink starts out tar-like in color, but all
were in their original plane after 10 minutes have passed. writing made using it vanishes in a few minutes. The maker
of the ink determines the conditions that will turn the ink
visible again, which can be (but are not limited to):
The ink being wet.
The ink being exposed to a specific kind of light (such as
that from the light cantrip).
The ink being within a certain temperature range.
Such inks are rare and so are those able to craft them. A
single bottle typically runs for 50 gp.

16
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Plant Growth Otiluke's Freezing Sphere
Cantrips (0 Level) 2nd Level Protection from Energy Primordial Ward
Acid Splash Aganazzar's Scorcher Revivify Tasha's Otherworldly Guise
Chill Touch Alter Self Sleet Storm True Seeing
Create Bonfire Arcane Lock Stinking Cloud
Enthalpy* Barkskin Tiny Servant 7th Level
Fire Bolt Blindness/Deafness Tongues Create Magen
Frostbite Blur Water Breathing Draconic Transformation
Green-Flame Blade Borrowed Knowledge Water Walk Etherealness
Guidance Calm Emotions Finger of Death
Light Continual Flame 4th Level Regenerate
Magic Stone Darkness Blight Resurrection
Mending Darkvision Charm Monster Sequester
Mold Earth Dragon's Breath Confusion Simulacrum
Poison Spray Enhance Ability Death Ward Symbol
Ray of Frost Enlarge/Reduce Elemental Bane
Sapping Sting Fortune's Favor Fabricate 8th Level
Shape Water Gentle Repose Freedom of Movement Abi-Dalzim's Horrid Wilting
Shocking Grasp Heat Metal Giant Insect Antipathy/Sympathy
Thunderclap Hold Person Grasping Vine Clone
Immovable Object Greater Invisibility Feeblemind
1st Level Invisibility Guardian of Nature Glibness
Animal Friendship Kinetic Jaunt Ice Storm Incendiary Cloud
Burning Hands Knock Polymorph Maddening Darkness
Charm Person Lesser Restoration Stone Shape Mind Blank
Chromatic Orb Levitate Stoneskin
Comprehend Languages 9th Level
Magic Mouth Vitality Infusion*
Cure Wounds Magic Weapon Foresight
Detect Magic Melf's Acid Arrow 5th Level Invulnerability
Detect Poison and Disease Nystul's Magic Aura Awaken Panacea*
Disguise Self Pill of Wondrous Agility* Cloudkill Power Word Heal
Entangle Protection from Poison Creation Shapechange
Expeditious Retreat Pyrotechnics Conjure Elemental True Polymorph
Faerie Fire Ray of Enfeeblement Contagion
False Life Scorching Ray Greater Restoration
Fog Cloud See Invisibility Hold Monster
Gift of Alacrity Shatter Immolation
Grease Spider Climb Legend Lore
Ice Knife Spike Growth Raise Dead
Identify Reincarnate
Illusory Script 3rd Level Skill Empowerment
Jump Animate Dead Synaptic Static
Longstrider Ashardalon's Stride Transmute Rock
Mage Armor Catnap
Purify Food and Drink Create Food and Water 6th Level
Protection from Evil and Daylight Circle of Death
Good Dispel Magic Create Homunculus
Ray of Sickness Elemental Weapon Disintegrate
Sleep Enemies Abound Eyebite
Speak with Animals Feign Death Flesh to Stone
Tasha's Caustic Brew Fireball Harm
Tasha's Hideous Laughter Flame Arrows Heal
True Alchemist's Fire* Fly Heroes' Feast
Thunderwave Gaseous Form Investiture of Flame
Volatile Substance* Glyph of Warding Investiture of Ice
Haste Investiture of Stone
Intellect Fortress Investiture of Wind
Nondetection Magic Jar
17
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
New Spells
Enthalpy Pill of Wondrous Agility
Transmutation cantrip 2nd-level Transmutation
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: Touch
Components: S Components: S, M (a plethora of herbs)
Duration: Instantaneous Duration: 24 hours
By waving your hand and pointing at a substance within You fuse the ingredients and shape them into 4 pills that
range, you can make quick changes to the pressure, energy retain their effects for the duration. A creature can take a pill
and temperature of it and its surroundings, changing its in their turn, no action required, giving them a sudden burst
current state. You can turn up to 1 pint of liquid into a of energy, increasing their movement speed by 20 feet until
different state, such as water into ice or mercury into vapor. the start of their next turn.
Alternatively, you may change the substance's temperature A creature can take multiple pills to a maximum per turn
so it's on the edge of changing states, such as making a cup of equal to their Constitution modifier (minimum 1). If a
water instantly boiling hot or freezing cold. creature exceeds that number, they take 1d4 poison damage
for each pill taken beyond their limit and must succeed on a
True Alchemist's Fire Constitution saving throw against your spell save DC or be
1st-level Evocation poisoned until the end of the round.
Casting Time: 1 action At Higher Levels. When you cast this spell using a spell
Range: 60 feet slot of 3rd level or higher, the movement speed increases by 5
Components: S, M (dangerous chemicals, flammable oil, one feet for each slot level above 2.
glass vial worth at least 1 cp that is consumed by the spell) Vitality Infusion
Duration: 1 minute 4th-level Transmutation
You make a sticky, adhesive fluid that ignites when exposed to Casting Time: 1 action
air, similar to the famous alchemist's fire that is readily Range: Self
available for purchase in many shops, but enhanced with your Components: S, M (fruits and herbs used for medicinal tea)
arcane magic or higher quality ingredients. As an action, you Duration: 1 hour
can throw this flask at a creature or object within range,
making a ranged spell attack. On a hit, the target takes 2d4 By consuming this sickly sweet potion, a creature regains
fire damage on impact and 1d4 fire damage again at the start 4d4+4 hit points and gains the same amount of temporary hit
of each of its turns. A creature can use its action to make a points that last for the duration. Additionally, their hit point
Dexterity saving throw, extinguishing the flames on itself or maximum cannot be reduced, and any effects currently
on an adjacent ally and ending the spell on a success. reducing their hit point maximum are ended.
At higher levels. When you cast this spell using a spell slot At higher levels. When you cast this spell using a spell slot
of 2nd level or higher, the damage on impact increases by of 5th level or higher, the healing and temporary hit points
2d4 per slot level above 1. increase by 1d4+1 per slot level above 4th.
Volatile Substance Panacea
1st-level Evocation 9th-level Evocation
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: Touch
Components: S, M (delicate chemicals prone to combusting) Components: S, M (a drop of wyvern poison, one leaf from
Duration: instantaneous the world's rarest herb, and miscellaneous ingredients
You toss a vial of highly volatile chemical substances worth 750 gp, all consumed by the spell)
enhanced with magic, which detonates in a point within Duration: Instantaneous
range, causing it to explode and forcing each creature in a 5- A creature that consumes this potion is cured of all magical
foot-radius sphere centered on that point to make a Dexterity and nonmagical poisons, curses, and diseases affecting it,
saving throw. On a failed save, a target takes 2d8 fire damage and it removes all levels of exhaustion and cures any
and is knocked prone if they are Medium or smaller, or take petrification. They are also restored to their full hit points.
half as much damage and no further effects on a successful The creature can also choose to regain youth, having their
one. age reduced by 1d4 years, to a minimum of 13 years.
At higher levels. When you cast this spell using a spell slot If the Panacea is administered to a creature that has died
of 2nd level or higher, the damage increases by 1d8 for each within the last 24 hours, the creature is brought back to life
slot level above 1st. If you cast this spell using a spell slot of and immediately benefits from the other effects of this brew.
3rd level or higher, the area changes to a 10-foot-radius
sphere.

18
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Artwork Credits Pg 8: Madcap Experiment, by Joseph Meehan on
ArtStation.
Cover: Fragged Kingdom: Kaltoran Alchemist, by
clonerh on Deviantart

Pg 9: Mad Scietist, by BryanSyme on Deviantart

Pg 2: The Alchemist, by u/KibblesTasty on Reddit

Pg 11: Mad Alchemist, by Tobias Rhein on


https://www.tobias-rhein.de/mad-alchemist/
Pg 3: Runaway Alchemist, by Aurore Folny on
ArtStation

Pg 12: Thergan the alchemist, by AnthonyLM on


CGSociety
Pg 4: Apothecary, by Chris Cole on fineartamerica

Pg 15: Potion 3D Prop, by Abyss Santos on


Pg 5: Blindeye Apothecary, by Aleksandra Wojtas ArtStation
on ArtStation

Pg 16: Antidote, by AlexanderKorolev on Deviantart


Pg 7: The Alchemist, by Grafit-Art on Deviantart
Mad Scietist, by BryanSyme on Deviantart

Pg 19: Healing Potion, by Tung Do Thanh on


ArtStation

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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