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Chapter IV
Adepts of Alchemy

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lchemy and Poisoncraft have inspired many that they deserve answers, and some out of pure curiosity.
adventurers to perfect and utilize their art in a True alchemists work on their seemingly endless experiments
world of possibilities. These individuals have a to perfect their formulas as they need to be exact on their
higher degree of understanding of universal laws measurements and methods to craft their concoctions. They
and quite possibly the art of murder. They can learn new formulas as they experiment and gain experience.
be found anywhere in the realms, from the oldest ruins to the They can also learn new formulas from other alchemists, from
darkest dungeons. notes about alchemical research, or by studying a formula in

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The classes in this book are themed with a touch of alchemy their possession.
or poisons. While they may not be adept alchemists,
they use these arts to achieve greater expertise in their
crafts. Some weaponize these crafts, while others focus

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on the philosophical or astrological aspects to achieve
divine clarity. Of course, any adventurer can be an adept
alchemist using Alchemist’s Supplies (detailed further in True Alchemist
Chapter 10).
There are two new archetypes for each existing class, Level Proficiency Features Concoction Shard
along with a completely new class, true alchemist, with Bonus Level Essence
three archetypes. 1 +2 Alchemical Style 1 6
2 +2 Alchemical Expertise 1 7
New Class: True Alchemist
3 +2 Alchemical Paradigm, 1 8

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Holding a book in one hand and a half-empty bottle of
experimental poison in the other, an alchemist watches
the subject’s demise until the last bit of light flickers out
of them. It is a small sacrifice to test the efficiency of the
alchemical poisons and contribute to developing new
4

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+2

+3
Alchemical Crasis
Ability Score
Improvement
Essence Overflow
1

2
9

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methods in alchemical experimentations.
From a vantage point in the rafters, high above the 6 +3 Alchemical Paradigm 2 13
Feature
feast, an alchemist busies herself, coating blades with an
oily concoction. She thinks herself lucky to witness the 7 +3 Alchemical Recovery 2 15
king’s last speech. And with a seat much better than any of 8 +3 Ability Score 2 17
the nobles. Improvement
A gnome alchemist climbs the ladder in the workshop 9 +4 Arcane Brew 3 20
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to reach the book on the top shelf. A rat inside a cauldron


filled with a bubbling concoction tries to escape while 10 +4 Alchemical Paradigm 3 23
Feature
a cat attempts to grasp it with its claws. The gnome
alchemist finds the book required from the dusty 11 +4 Reduced Toxicity 3 26
bookshelf and climbs down the ladder to return to the 12 +4 Ability Score 3 29
experiment, only to find the concoction ruined by the Improvement
struggle of the cat and the rat. 13 +5 Instant 4 33
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True alchemists are scholars investigating the Transformation


fundamental laws of nature and their applications. They 14 +5 Alchemical Paradigm 4 37
experiment with various things to create formulas for Feature
their concoctions. A true alchemist’s concoctions are 15 +5 Alchemical Resistance 4 41
not magical; they are products of naturally occurring
phenomena. Their concoctions alter the world without
16 +5 Ability Score 4 45
Improvement
defying the strings of reality.
17 +6 Spontaneous Alchemy 5 50
Philosophers of the Fundament 18 +6 Alchemical Paradigm 5 55
Feature
The laws that govern existence itself are absolute, and
19 +6 Ability Score 5 60
they work logically. A few dare to question the principles Improvement
of the creation, to study the reason that lies in the
foundation. Some pursue this craft because they believe 20 +6 Magnum Opus 5 65

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The Alchemical Method Quick Build
True alchemists spend most of their time studying the laws of You can make a true alchemist quickly by following these
nature. They can be anywhere and experiment with anything. suggestions. First, Intelligence should be your highest ability
To question everything is their method of advancing their score, followed by Dexterity or Constitution. Second, choose
crafts. A true alchemist may be found in a library, reading the experimentalist background. Third, choose the following
ancient tombs, or another may be seen with an adventuring concoctions for your formula book: igneous potential, minor
party, searching for rare alchemical components. acidic transformation, and minor clarity.
Most of the true alchemists eventually choose to travel with
a group to search for something. True alchemy is a tool for Class Features
some to achieve their goals, while for others, it might be a As a true alchemist, you gain the following class features.

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goal of understanding self through understanding the essence
of creation. In both and almost every other situation, true Hit Points
alchemists have lots of reasons to adventure. Hit Dice: 1d6 per true alchemist level
Hit Points at 1st Level: 6 + your Constitution modifier
Creating a True Alchemist Hit Points at Higher Levels: 1d6 (or 4) + your Constitution

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Your character must acquire a Philosopher’s Stone Shard to modifier per true alchemist level after 1st
become a true alchemist. How did your character obtain this Proficiencies
shard? Did you craft it through alchemy or find it? What was
the reason for your character to be drawn into the world of Armor: Light Armor, Medium Armor
alchemy? Did you want to use it to become more powerful, Weapons: Simple weapons, heavy crossbows
to achieve your ambitions, or to sate your curiosity? Did Tools: Alchemist’s Supplies
you learn true alchemy from a teacher or teach yourself? Saving Throws: Constitution, Intelligence
Why did you choose to adventure? Did you hear of ancient Skills: Choose two from Animal Handling, Arcana, History,
formulas lying in a tomb, or maybe read some books about Insight, Investigation, Medicine, Nature

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rare substances and want to gather them? Perhaps an adept
alchemist from across the land is looking for a new student to
teach him everything about true alchemy, or maybe you just
want to test your poisons on some creatures.
Equipment
You start with the following equipment, in addition to the
equipment granted by your background:
• (a) a dagger or (b) a sickle
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• a light crossbow and 20 bolts
• (a) 3 uncommon alchemical substances or (b) a rare
alchemical substance
• (a) a scholar’s pack or (b) an explorer’s pack
• Alchemist’s Supplies
• a soul shard and a formula Book
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Crafting Concoctions
As you follow the alchemical methods to further your research,
you learn to craft concoctions. You have a formula book
containing formulas. Having the book makes it easier to craft
concoctions that you recorded, but it is not necessary.
You can create your concoctions during your long rest as
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light activity.

Soul Shard
At 1st level, you have obtained a shard of the legendary
Philosopher’s Stone. This stone functions as a catalyst for all
of your alchemical procedures. This shard has no magical
properties. It aids you in bending the universal laws in your
favor to achieve greater results through alchemy. At higher
levels, you learn how to use your shard more effectively in
alchemical procedures enabling you to craft higher-level
concoctions. If you lose your soul shard, you can craft a new
one by spending 50 gp worth of material. You can bind a newly
crafted soul shard as a part of a long rest. You can only have
one shard bound to you.

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Formula Book Preparing Concoctions
At 1st level, you have a formula book containing three 1st The True Alchemist table shows how many shard essences you
level concoctions of your choice. You know how to craft those have to craft your concoctions. To craft concoctions, choose a
three concoctions. Your formula book is not magical; it is an number of concoctions that you know. The sum of the shard
ordinary book. You don’t need your formula book to craft essence requirements of the concoctions you choose to craft
concoctions, but not using the formula book decreases your can’t exceed your shard essences.
concoction save DC by 1. You can prepare your concoctions all at once while drawing
the shard essence, regardless of their creation times. The level
Your Formula Book of the concoctions that you choose to craft can’t be higher than
As you learn new concoctions, you can record detailed instructions the concoction level shown in the True Alchemist Table. It

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of crafting methods in your formula book. You might find new takes 1 hour to extract shard essences and craft concoctions.
concoction formulas during your adventures. For example, you You regain all of your expanded shard essences at the end of a
could discover a dusty formula book that belonged to an ancient
long rest. If you choose to create concoctions after you extract
true alchemist.
Using the Formula Book. You don’t need to record your
shard essences, you can spend any unused shard essences to
craft a concoction based on their creation times, as shown in

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concoctions in your formula book to learn the formula. You can
craft your concoctions without consulting your formula book, but Chapter 4.
doing so decreases your concoction save DC by 1. For example, if you are a 4th-level true alchemist, you have
9 available shard essences, and you can craft no higher than
a 2nd level concoction. If you craft a 1st-level concoction, (3
shard essences), a 1st-level concoction (2 shard essences), and
Toxicity a 2nd-level concoction (4 shard essences), you expend all of
your available shard essences (9 total). But, if you craft only
When a creature consumes an alchemical concoction,
a 2nd-level concoction (5 shard essences), there are 4 shard
toxicity rises within the creature, causing harm due to the
essences are leftover. Because you have already extracted these
accumulation of toxic substances. When toxic substances

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accumulate in a creature’s body, it hinders the creature’s
abilities, whereas continuous exposure may lead to death.
Whenever a creature consumes a liquid or gel concoction,
the toxicity accumulates. True alchemists can resist up to three
shard essences, any new concoctions being crafted require
spending time equal to their creation time. You need to have
access to your soul shard and Alchemist’s Supplies or some
equivalent tools(with your GM’s approval) to craft concoctions,
if not stated otherwise.
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concoctions before toxicity starts to show harmful effects,
while other creatures can only withstand one concoction CONCOCTION CRAFTING ABILITY
before the accumulation. Toxicity resets after a long rest or Intelligence is your crafting ability for your true alchemist
reduces by one step after a short rest. concoctions since you learn your concoctions through
A creature can make a successful DC 10 Constitution saving methodical study and experimentation. In addition, you use
throw to vomit a liquid concoction or a successful DC 10 your Intelligence modifier when setting the concoction save
Dexterity saving throw to wipe away a gel concoction as a part DC for a true alchemist. You use your Dexterity modifier when
of their movement. Toxicity is not a weapon that can be used
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making an attack roll with your concoctions.


on other creatures; it’s a side effect. Concoction save DC = 8 + your proficiency bonus + your
Adepts of alchemy may surpass the mortal limit, such as Intelligence modifier.
those who focus on the Paradigm of Body. Concoction attack modifier = your proficiency bonus + your
Dexterity modifier.
Concoction States and Storage
Toxicity
Most concoctions can be crafted into six different states. When
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Toxicity Effect
crafting, you must select the final state of the concoctions at
Level
the time of creation.
1 Disadvantage on Constitution saving Crystal. No special container is necessary for this version of
throws against poisons. a concoction.
2 Vulnerability to poison damage. Oil. A glass bottle is needed to contain the concoction.
Gel. A glass bottle is needed to contain the concoction.
3 Disadvantage on all saving throws. Liquid. A sealed glass bottle is needed to contain the
4 Hit point maximum halved. concoction. A simple glass bottle with a lid is sufficient.
Gas. A pressure-sealed glass bottle is needed to contain the
5 Poisoned. concoction. Gas concoctions, which are released out of their
container by opening or breaking the container, immediately
6 Death
turn into a gas.
Dust. A silk pouch is needed to contain the concoction.

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LEARNING CONCOCTIONS Alchemical Crasis
You learn a concoction of your choice when you reach 3rd level Crasis is the essence of all things. As an alchemist creates
in true alchemist class and every two levels after that. You add concoctions using a soul shard, they gain the ability to
new concoctions to your formula book. This concoction must manipulate the very essence of a substance, achieving
be of a level that you can craft. You can learn more formulas magnificent effects in less time. While all true alchemists can
on your adventures by experimenting and adding them to your manipulate and create all alchemical concoctions, certain
formula book (see the “Your formula Book” sidebar). You can crasis requires additional mastery to operate; thus, alchemists
also copy other concoction formulas from other formula books with mastery over certain crasis can achieve greater results.
by paying the material cost. You need to spend 50 gp worth of When you choose a paradigm at 3rd level, you also gain
materials per concoction level to experiment on the formula mastery over a crasis depending on your paradigm. When you

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and learn it. have mastery over a crasis, your shard essence cost for that
concoction is decreased by the concoction’s level.
Alchemical Style
Beginning at 1st level, you adopt a particular style of alchemy Ability Score Improvement
as your specialty. Choose one of the following options. When you reach 4th level, and again at 8th, 12th, 16th, and

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Chymistric. You gain proficiency in the History skill and 19th level, you can increase one ability score of your choice by
an artisan’s tool of your choice. You gain the ability to brew 2, or you can increase two ability scores of your choice by 1.
multiple batches when attempting to create a mundane You can’t increase an ability score above 20 using this feature.
substance or a potion. You can pay the material cost and make
a single roll to create a number of products equal to your Essence Overflow
proficiency modifier. You gain a level of Exhaustion whenever
At 5th level, you gain the ability to spend a portion of unused
you use this ability.
shard essences to the next day. You can add a number of
Druidic. You gain proficiency in the Nature skill and the
unspent shard essence points equal to your proficiency bonus
Herbalism Kit. You also learn two cantrips from the druid spell
+ your Intelligence modifier to your shard essence pool after a

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list and Intelligence is your spellcasting ability. Whenever you
gain a level in this class, you can replace one of these cantrips
with another cantrip from the druid spell list.
Enigmatic. You gain proficiency in the Religion skill and a
gaming set of your choice. Whenever you fail a saving throw
long rest.

Alchemical Recovery
Starting at 7th level, whenever you are brewing a potion with
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against a substance with harmful effects that you take willingly, Alchemist’s Supplies, you have a chance to save your work
you may reroll the saving throw once per long rest. You must when things don’t go well. Whenever you fail a check using
accept the new result. Alchemist’s Supplies, you may gain a level of Exhaustion and
Nomadic. You gain proficiency in the Survival skill and a reroll. You must accept the new result.
language of your choice. You also gain the ability to reduce Once you use this feature, you can’t use it again until you
the weight of any alchemical component by half and you can finish a long rest.
shrink your potions and oils into solid extracts to reduce their
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weight to a quarter of their original weight. This ability cannot


be used on alchemical concoctions. You gain the ability to Crasis
make a Wisdom (Survival) skill to hide alchemical components
among other items and goods. Anyone who isn’t proficient in Crasis Essence Sign
Alchemist’s Supplies has disadvantage on Wisdom (Perception)
Mercury Mind
checks to identify alchemical components you hide this way.
Spagyric. You gain proficiency in the Medicine skill and Sulfur Soul, Desires
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Herbalism Kit. You can create up to two healing potions as a


part of your long rest. Each potion heals hit points equal to 2d6 Salt Body
+ your Intelligence modifier. You have to pay 20 gp in material
costs to create each potion in this way. Fire Element of Fire

Alchemical Expertise Earth Element of Earth


Starting at 2nd level, you start mastering mundane alchemy.
Your proficiency bonus is doubled when making an ability Water Element of Water
check using Alchemist’s Supplies.
Air Element of Air
Alchemical Paradigm
When you reach 3rd level, you choose an alchemical paradigm
that imbues your alchemical crafts and experiments. Your
choice grants you class features at 3rd level and again at 6th,
10th, 14th, and 18th level.

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Arcane Brew become a mundane object. A true alchemist creates only
one effect for their Magnum Opus. The created Magnum
Starting at 9th level, you can spend an action concentrating Opus cannot be changed afterward. If the Magnum Opus
on your soul shard to shield you against magic. As long as you is destroyed, a replica can be created by paying the material
maintain your concentration, you resist the next targeted spell cost, but it must be identical to the original. You can use
with advantage. While you are concentrating on this action, the Magnum Opus as an action. Once used, its effects are
you cannot use concoctions or make an attack. Once you use permanent. The target creature must be willing if not stated
this feature, you can’t use it again until you finish a long rest. otherwise. The true alchemist must choose one of the
When you successfully defend against a spell, your soul following effects while applying the Magnum Opus. Players are
shard stores the spell magic within. Afterward, you can use encouraged to design their own Magnum Opus at the GM’s
the stored energy to create a potion that mimics the spell’s discretion, as Magnum Opus is the life’s work of an alchemist.

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effect. To craft the potion, an alchemist must pay half the Child of Wisdom. You can create the Magnum Opus as
scroll cost to prepare the potion. Then, the alchemist must a book of knowledge to broaden your understanding of the
make a successful Intelligence check against the spell save DC multiverse. Doing so increases your Intelligence by 2, to a
of the original spell as a part of a long rest. If the alchemist maximum of 30. You can take a series of epic quests to search
is successful in this check, a potion with the spell’s effect is

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for the Philosopher’s Stone with your GM’s approval.
brewed. If the alchemist doesn’t prepare the potion or fails to Epic Advancement. The creature gains an epic feature.
prepare the potion, the spell magic is lost. A soul shard cannot Decide with your GM what can be considered an epic
hold more than a single spell. advancement for the creature.
This ability does not work on spells of 7th level or higher. Eternal Burden. You can bind two creatures. To do so,
choose two creatures that are within 60 feet of you and use the
Reduced Toxicity replica. One of the creatures must be willing; the other creature
At 11th level, you learn to improve your potions to reduce doesn’t. The willing creature must make a Wisdom check
their harmful effects. When a creature other than you contested by the other creature’s Wisdom check. If the willing
consumes your potions, you can create harmful or innocuous creature wins the contest, the creatures are bound to each

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potions while creating your concoctions. Harmful potions
start accumulating toxicity in the first potion, while
innocuous potions accumulate toxicity beginning at the third
consumption.
other. The replica will not be consumed during this process.
Instead, one of the bound creatures must carry it. If the replica
stays more than 1 mile away from the creature for more than a
week, the bind fades, and the replica will dissolve. Any of those
creatures can not die while their bonded partner is still alive.
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Instant Transformation If slain, the creature is restored to life after a week with all its
Beginning at 13th level, you can change the state of a hit points. The creature appears in an unoccupied space within
concoction to any other state available for that concoction. To 10 feet of the replica. The creature’s soul must be free to come
do so, you must work on your concoction for 1 minute and back to life, but it doesn’t need to be willing. If both bound
must have access to your soul shard and Alchemist’s Supplies. creatures die simultaneously, the bind fades, and the replica
will dissolve. A dissolved replica is considered to be consumed.
Alchemical Resistance Immortality. You stop aging and can not die of old age.
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Starting at 15th level, due to years of experimentation and Invulnerability. You gain resistance to three types of energy
exposing yourself to acidic substances, you are less affected by damage of your choice, or bludgeoning, slashing, and piercing
acidic substances. You gain resistance to acid damage. damage from nonmagical weapons.
Philosopher’s Lance. You can create a mystical weapon that is
Spontaneous Alchemy bound to your soul shard. The weapon is a +3 magical weapon
that can take the shape of any weapon of your choice, and
At 17th level, you learn how to quickly create low-level you are proficient with this weapon. The weapon has a flight
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concoctions when you have leftover shard essences. You can speed of 60 feet and can be commanded mentally for a melee
create level 1 concoctions with a preparation time of less than 1 attack with a reach of 30 feet. This requires concentration.
minute as a bonus action, paying the usual shard essence cost. When you attack with a Philosopher’s Lance, you can use your
Magnum Opus Intelligence modifier, instead of Strength or Dexterity, for the
attack and damage rolls. As an action, you can store an oil
At 20th level, you finally possess sufficient knowledge to craft concoction within the weapon and use the concoction as a part
your own Magnum Opus. Magnum Opus can be anything of an attack action. You can concentrate on your weapon to
from a mystical book of knowledge to the replica of the move it with its flying speed and can see and hear through the
Philosopher’s Stone. To craft the Magnum Opus, you need weapon as long as you remain concentrated.
40,000 gp worth of alchemical substances, access to a well-
equipped alchemy workshop, and your soul shard. It is a
month-long process, which mustn’t be interrupted. Only
the true alchemist that crafted the Magnum Opus can use it
properly. If a true alchemist tries to craft a second Magnum
Opus, the first Magnum Opus will lose its properties and

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True Alchemist Archetypes Crystal Concoction Attunement
Due to the vastness of their study, True Alchemists prefer Starting at 14th level, you can choose to attune with your
to specialize in different approaches to their art. Some are concoction in a crystal state. You need to declare that you
interested in the effects alchemy has on living subjects, and want to attune to the concoction while you are crafting it.
others strive to broaden their mind, finding more applications Once crafted, you become attuned to it. This attunement
for their work... While some of them just want to blow stuff up. is alchemical, and it does not count as one of your magical
attunements. While attuned to a crystal concoction, you gain
Paradigm of Body its effects as you apply it to yourself, and the concoction no
longer decays over time. Your attunement to a concoction ends
The Paradigm of Body suggests that all things that exist are if the concoction has been more than 100 feet away for at least

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made of diminutive particles of the same essential material. 24 hours, if you die, or if another creature uses the concoction.
The difference between the properties of bigger materials is A creature can also voluntarily end attunement by spending
caused by the structural difference of the cluster of essential a short rest focused on the item. You can only attune to 1
materials. Its common ground with other theories is the alchemical concoction at a time.
material essential particle.

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The practitioners of the Paradigm of Body seek to create the
Philosopher’s Stone by acquiring a significant amount of pure
essential material and structure it perfectly. They use methods
to advance the physical properties of simple materials,
complicated items, and even themselves.

Master of Body
At 3rd level, when you choose this archetype, you
gain mastery over the crasis of salt. Additionally

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each alchemical healing potion you create recovers
additional Hit Points equal to your true alchemist level.

Shard Power
When you choose this archetype at 3rd level, you
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grind your soul shard into powder and integrate it
into your body. When you select this paradigm at
3rd level, you no longer need your shard to use your
class features. Instead, you can extract shard essences
from your bodily fluids. You still need to extract
shard essences as normal.
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Iron Skin
Starting at 6th level, your ability to shape your body
grows. Your skin is harder than usual, and you have
natural armor. While you are wearing no armor,
your AC equals 10 + your Dexterity modifier + your
Constitution modifier.
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Reconstructed Immune System


Starting at 10th level, the shard particles in your blood
replace your immune system making you immune to
disease, poison damage, and the Poisoned condition.
Additionally, you are exceptionally resilient against
potion toxicity. You can consume two potions before your
toxicity increases a step, after the first step.

Shard Adaptation
Starting at 14th level, when you consume a magical or an
alchemical substance that creates an effect on you with a
duration of more than 1 round, you can choose to halve or
double the duration of the effect. You can’t use this feature
on concoctions.

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Perfect Body Explosive Expertise
At 18th level, you achieve the perfect body. Your body has Starting at 10th level, you learn how to craft deadlier
resistance to bludgeoning, piercing, and slashing damage from explosives. You add your Intelligence modifier to damage rolls
nonmagical attacks. You have advantage on all Constitution you make with explosives. Additionally, when you craft your
saving throws to resist harmful effects. You can go without signature explosives, you can choose to deal acid, lightning, or
eating for a month and without water for a week with no poison damage.
penalties.
Safe Handling
Paradigm of Fire Starting at 10th level, you gain advantage on saving throws
Where there is smoke, there is a fire. Or rather, an alchemist against harmful area effects. Additionally, whenever you are

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that creates fire and explosions. Followers of the Paradigm of subjected to your own area effects that require you to make a
Fire leave a trail of burnt rubble and dismembered enemies Dexterity saving throw to take only half damage, you instead
behind. take no damage on a success and only half damage if you fail.
Some alchemists are known to be great scholars and Dead Man’s Switch

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educators, while others are infamous for destruction and
mayhem. Alchemists of this paradigm are respected for their Starting at 14th level, you can use your reaction to detonate
prowess in battle and reducing fortifications into a pile of dust. your bandolier when you become Incapacitated while carrying
Many of these alchemists make excellent siege commanders, at least one signature
while others devote their art to their own gain, becoming explosive.
mercenaries and pirates to pursue their fame and glory.

Master of Fire
At 3rd level, when you choose this archetype, you gain mastery
over the crasis of fire.

Signature Explosive e
Starting at 3rd level, you learn to create your
signature explosive. You create your own design,
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which grows and expands when you progress in
this class. As a part of your long rest, you can
create a number of signature explosives equal
to your proficiency bonus.
Your signature explosive deals area of
effect damage. Each creature in a 5-foot
radius must succeed on Dexterity saving
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throw equal to your concoction save DC,


taking 2d6 damage on a failed save or
half as much damage on a successful
one. You can choose this damage to
be bludgeoning, piercing, or fire when
you craft the explosives. This damage
bonus increases when you reach
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certain levels at this class, 3d6 at 6th


level, 4d6 at 10th level, 5d6 at 14th
level, and 6d6 at 18th level.
You can craft an additional explosive
by spending 2 soul shard essences.
When you finish a long rest, previously
prepared signature explosives lose
their potency, and you have to craft
them again.

Bombardier
At 6th level, you can make a ranged
attack with explosives and throwable
concoctions as a bonus action.

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When you do so, you detonate a number of signature Serenity
explosives up to your proficiency bonus you’ve crafted with a
blast radius of 30 feet. Damage from multiple explosives stack Starting at 18th level, the bulwark around your mind grows
when using Dead Man’s Switch. You automatically fail a single stronger. You are immune to psychic damage, any effect that
death save. would sense emotions or read thoughts, divination spells, and
the Frightened condition.
High Ordinance
Starting at 18th level, you gain the ability to alter the area
of your explosives. You can spend a shard essence point to
double the area of your explosives or focus your explosive’s
destructive powers in a smaller area to deal an extra one-

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half damage in a 15 feet straight line. Additionally, when
you craft your signature explosives, you can choose to deal
thunder, necrotic, radiant, or force damage.

Paradigm of Mind

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Those who pursue the paradigm of mind believe in the
purity of body and soul. They seek the perfection of the mind
to reach beyond others. To surpass other creations, one must
first surpass other minds.
These alchemists are masters of both forms of alchemy.
They have a great mastery over concoctions, and most of
them experiment with mundane alchemy to discover things
that have never been achieved.

Master Alchemist
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When you choose this archetype at 3rd level, you devote
yourself to the arts of alchemy. Whenever you use
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Alchemist’s Supplies, you can treat a d20 roll of 9 or lower
as a 10, unless it’s a natural 1.

Master of Crasis
Starting at 3rd level, when you choose this archetype, you
gain mastery over the crasis of mercury and 1 additional
crasis of your choice.
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Grand Tactician
Starting at 6th level, you predict the possibility of battle
and flow of combat. You add your Intelligence modifier in
addition to your Dexterity modifier to your initiative roll.

Mindshield
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Starting at 10th level, your mind is protected against


mental assaults. You have advantage on all saving throws
against spells and abilities that mentally affect you. You
are immune to the Charmed condition. In addition, you
gain resistance to psychic damage.

Toxicity Mastery
Starting at 14th level, you can protect your allies from the
toxic effect of your concoctions. You can create a number
of resistance potions equal to your Intelligence modifier
as part of a long rest. When a creature consumes these
resistance potions, they can resist the effects of a single
level of toxicity caused by your concoctions.
A creature can only benefit from 1 resistance potion at
a time.

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