The Alchemist

by Dr. Blight

Search GM Binder Visit User Profile

--

The Alchemist

Alchemist

Beaten, battered, and bruised, a dwarf searches through her tattered bag for one whatever tricks she has left. She finds a vial of hyper stimulant and a few bottles of flash freeze, looks at the water elementals in front of her, and begins to chuckle.

With the hallway full of zombies and left with no other options, the soot-covered gnome lit one last fuse and ran towards the horde, always knowing that he'd go out with a bang...

The old elf looked at the concoction in his hands, rolling it around with a bit of disbelief in his eyes. He had finally done it. He had made the potion of youth, the single most sought after potion to ever exist. And he had created it.

Alchemists are, above all else, scientists of a sort. One does not become an alchemist without the study and experimentation of common ingredients and simple components. New discovery comes only by pushing the boundaries of the unknown with the tools at one's disposal, and while an alchemist may not have the benefit of arcane talent nor the blessing of a god, their practical knowledge of chemistry, transmutation and mechanics allows them to replicate some of the most powerful arcane phenomena using only mundane ingredients and a spark of scientific genius. What's more, they can share these concoctions with the world, for good or for ill.

Creating an Alchemist

When creating an alchemist, one of the best places to start is by considering where and why they learned their trade. Did they have the good fortune to learn at a prestigious university, or did they make their first discoveries out of necessity, hawking their goods on the side of the street? Did they learn to create bombs so that their small village could survive in the wild land they lived in, or did they create poisons to assassinate powerful political figures for money? Consider what their motivation is to continue their studies. Do they hope to uncover some secret formula, such as the potion of youth, or do they simply want to live a life of wealth by selling their creations to the public? Perhaps it's the family business, and their continuing with the tradition?

One factor that may be important to consider is how they view spellcasters. Do they lust after the unbound magical talent that they never showed themselves, or do they find mages to be elitist snobs who need to be shown that they aren't the only ones who can create a fiery explosion? What of more religious classes? Do they respect the divine power wielded by paladins and clerics, or do they consider it to be nothing more than wishful thinking and some arcane studying?

And what if you're playing in a low magic or no magic world? Have alchemists risen up in the place of wizards, sorcerers and clerics, selling their abilities to the wealthy, becoming the upper class of society, and forming guilds; or, has it become a common occupation, with schools and universities teaching many bright students the science of alchemy? Perhaps it's a dying art, with people turning to more natural ways of influencing and altering the world around them due to the difficulty of the practice?

Quick Build

You can make an alchemist quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by either Dexterity or Constitution. Second, choose the guild artisan background with Alchemists and Apothecaries as your guild business.

Class Features

As an alchemist, you gain the following class features:

Hit Points


  • Hit Dice: 1d8 per alchemist level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per alchemist level after 1st.

Proficiencies


  • Armor: Light and Medium armor
  • Weapons: Simple weapons
  • Tools: Alchemist’s supplies, Herbalism kit, and Poisoner’s kit

  • Saving Throws: Constitution, Intelligence
  • Skills: Choose two from Arcana, Deception, Medicine, Nature, Perception, Survival, and Slight of Hand

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Any simple weapon or (b) One of the specialty weapons detailed at the end of the class description
  • (a) Leather armor and two daggers or (b) A chain shirt, light crossbow and 20 bolts
  • (a) A scholar's pack or (b) An explorer's pack
  • An alchemy bag and a formula book

Alchemy

So long as you have your alchemist bag and at least one free hand, you can quickly create the most basic of alchemical concoctions. The reagents used to make these basic concoctions are negligible and don't need to be tracked directly.

For the purposes of creating alchemical concoctions your alchemy die is 1d8, and if a save is required use:

Alchemy Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Your alchemy die increases to 2d8 when you become a 5th level alchemist, 3d8 at 11th level, and 4d8 at 17th level.

Your basic concoctions are as follows:

Bomb

As an action, you can make a ranged attack, either lighting the fuse on a small mechanical bomb or mixing liquid catalyst and an activating agent and then throwing it before it explodes.

Bombs you create count as thrown ranged weapons that you are proficient in with a range of (20/60) and do your alchemy die plus your Intelligence modifier in fire damage to the target hit. Any creature in a 5-foot radius of the target, excluding the target itself, must make a Dexterity saving throw or take your alchemy die in fire damage.

You may choose to throw the bomb into an empty spot within range.

Poison

You know how to create the following types of poison:

Injury: As an action, you can apply this poison to a trap, a weapon, 3 pieces of ammunition, or anything else that causes slashing or piercing damage. When a creature takes damage from an object with this poison, they must make a Constitution save or take your alchemy die in poison damage. This poison lasts for 2 hours before it loses its potency, and only has one use before there is not enough left to be effective.

Ingested: When a creature ingests this poison they must succeed on a Constitution saving throw against your Alchemy Save DC. On a failure, they take your alchemy die in poison damage and are poisoned for 1d4 rounds. On a success, they take half that damage and are not poisoned.

Inhaled: This poison is a powder or gas that takes effect when inhaled. When used as an action, the powder or gas fills a 5 ft area cube within 5 feet of you and dissipates after one round. When inhaled, the target must make a Constitution saving throw or take your alchemy die in poison damage.


The Alchemist
Level Proficiency Bonus Features Alchemy Die Formulas Known
1st +2 Alchemy, Identify 1d8 -
2nd +2 Advanced Formula 1d8 1
3rd +2 Alchemical Expertise 1d8 1
4th +2 Ability Score Improvement 1d8 2
5th +3 - 2d8 2
6th +3 Alchemist's Eye 2d8 3
7th +3 Alchemical Expertise Feature 2d8 3
8th +3 Ability Score Improvement 2d8 4
9th +4 Reformulation 2d8 4
10th +4 - 2d8 5
11th +4 Alchemical Expertise Feature 3d8 5
12th +4 Ability Score Improvement 3d8 6
13th +5 Just a Dash 3d8 6
14th +5 Alchemical Expertise Feature 3d8 7
15th +5 - 3d8 7
16th +5 Ability Score Improvement 3d8 8
17th +6 Alchemical Expertise Feature 4d8 8
18th +6 Perfected Basics 4d8 9
19th +6 Ability Score Improvement 4d8 9
20th +6 Magnum Opus 4d8 10

Medicine

As an action, you quickly mix a pain-killing medicine from the supplies in your bag, put it into a syringe, and either take it yourself or inject a willing creature within reach.

A creature that is injected with this medicine gains your alchemy die + your Intelligence modifier in temporary hit points for 1 minute.

Simple Toolkit

You know a series of simple tricks and useful tools that can be made from your alchemy supplies. You may do any one of the below:

  • Light Vial- As an action, you mix a luminous concoction that sheds bright light in a 15-foot radius and dim light for an additional 15 feet. This effect lasts 1 hour or until the vial is broken, which you can do as a bonus action.
  • Fire Starter- As an action, you splash a weaker burning version of Alchemist's Fire onto a surface to instantly set it alight. This fire is the equivalent to a lit torch or small campfire. This flame lasts 1 hour or until you put it out chemically as an action. Can be used to light other fires.
  • Bang Brew- As an action, you mix a potion that decompresses with a loud bang that can be heard within 300 feet. Great for a signal or alarm. Activates if not carefully handled.
  • Aromatic- As an action, you can reproduce any non-harmful, non-magical, scent you remember.
  • Adhesive- As an action, you stick two surfaces together, requiring a Strength (Athletics) check vs your Alchemy save DC to separate. Lasts 1 hour or until you separate them chemically as an action.
  • Purify- Over 10 minutes, you can remove all non-magical diseases and poisons from up to 1 gallon of water or 5 pounds of food.
  • Flavoring- As an action, you can create a small vial of liquid flavoring. It contains one dose, and can be used on a meal or drink to have it taste like any non-harmful, non-magical flavor you remember.

Identify

Also at 1st level, you can identify any potion or other alchemical creation by spending 1 minute examining it. You learn of its effects and proper use but not its history or the formula to create it.

Advanced Formula

At 2nd level, you have begun filling your formula book with your ideas on how to create and improve your alchemical creations. Choose one formula from the Advanced Formula list at the end of this class description and add it to your formula book.

You may choose an additional formula, for which you meet the requirements, at every other Alchemist level. You can also take time experimenting with new ideas and learning other formulas to add to your book (Detailed on page 6).

It takes 5 uninterrupted minutes with your alchemy bag and formula book, per formula, to create a concoction, at the end of which you will either have made a bomb, poison, medicine, unique chemical, or, if the formulas used allow it, a combination of these.

Formulas require rarer and more expensive reagents to create. As such, they will cost a number of reagent points to prepare. You have a number of reagent points equal to your alchemist level + your Intelligence modifier (minimum 1). You regain all expended reagent points after a long rest.

You concoctions and alchemical creations are considered non-magical, and your concoctions cannot be used by non-alchemists, since they are quite unstable and require experience to handle.

Alchemical Expertise

At 3rd level, you have begun to focus your alchemy studies into a more specific field of your choice: Grenadier, Doctor, or Poisoner, each of which is detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, 14th, and 17th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Alchemist's Eye

At 6th level, you've become so acquainted with chemicals that you can tell when they're in places they shouldn't be. You can tell if an object, creature, drink, or meal has been affected by a poison, as well as the details of the poison, simply by taking an action to examine it.

Reformulation

At 9th level, you know the way your concoctions react and interact so well that you can change their properties on the fly. Once per long rest, you can change one of your prepared advanced formulas to a different formula or combination of formulas, that you know, with a reagent cost equal to half or less of the originally prepared concoction.

Just a Dash

At 13th level, you can add a dash of a powerful ingredient to your concoctions. As an action, you can spend 2 reagent points to add an extra d8 to your next basic concoction's alchemy die. You can do this a number of times equal to twice your Intelligence modifier per long rest.

Perfected Basics

At 18th level, you've grown so adept at creating on-the-spot concoctions that you can produce and use one at the drop of a hat. As a reaction, you can create and use of any one of the basic concoctions (Poison, Bomb, Medicine, or Simple Tool).

Magnum Opus

At 20th level, select one of the Great Works at the end of the advanced formula list and add it to your formula book.

Alchemical Expertise

As a scientist, of a kind, you must choose an element of your field to study in more detail. Until now you have been learning the basics, picking up what you could from books or tutors but now, at 3rd level, you begin to define your own personal style.

Grenadier Expertise

Your interest lies in the more volatile and dangerous elements of your study. You have quite the knack for explosives, creating mechanical and chemical wonders with the sole purpose of causing great amounts of damage. Be it powder and soot or reactions and substances of questionable stability, you can always create the most amazing of bangs.

Explosive Savant

When you take this expertise at the 3rd level, the explosion radius for your bombs increases by 5 feet.

Additionally, you have advantage on saving throws to avoid damage from your own bombs.

Careful Ricochet

At 7th level, you have learned to launch bombs with pinpoint accuracy. When making a ranged attack with one of your bombs, you can pick any point within 10 feet of the target for the bomb to land. You can also choose one creature within the radius of the bomb to grant advantage on the save to avoid damage as you position the bomb to protect them.

Extra Bomb

At 11th level, you've become quite fast with handling volatile creations. You can use your bombs or bomb based concoctions as a bonus action.

Frugal Explosives

At 14th level, you can reduce the total reagent point cost of any bomb based concoction by 2, but cannot reduce it to less than 1.

Mad Bomber

At 17th level, you trust your ability to walk away from your own explosions, and you have combined that with your ability to walk away from a fight. When you take the Disengage action, you may leave one of your bombs in your place.

Additionally, twice per long rest, you may choose to succeed the saving throw to avoid your own bombs.

Doctor Expertise

You prefer the more beneficial and noble side of your field. Alchemy can be used to help people prevent pain and save lives. Whether you're a straight-laced professional or a grizzled battlefield medic is secondary to your dedication to helping others.

Medical Savant

When you take this expertise at 3rd level, the basic medicines you create grants an extra d8 worth of temporary hitpoints.

Additionally, checks you make to stabilize dying creatures have advantage.

Practiced Healing

At 7th level, whenever you roll dice to determine how many hit points or temporary hit points will be regained from your medicine, if the number on any die rolled is a 1 or a 2 you may choose to spend a reagent point to reroll them, and you must take the new roll.

Combat Medic

At 11th level, you are experienced at administrating aid in the midst of combat. You can use your medicines or medicine based concoctions as a bonus action.

Frugal Medicine

At 14th level, you can reduce the total reagent point cost of any medicine based concoction by 2, but cannot reduce it to less than 1.

Chemical Resuscitation

At 17th level, you can prepare a life-restoring medicine under the normal rules for preparing advanced formula. This costs 4 reagent points, and this price cannot be reduced. When used as an action, this works as the revivify spell.

Poisoner Expertise

Many alchemical solutions are harmful to the mortal body. You have an interest in these harmful qualities, refining and perfecting them to make the most deadly poisons possible. Death and sickness is your domain, and only the hardiest beings can survive your ministrations.

Poison Savant

When you take this expertise at 3rd level, you gain advantage against being poisoned, you have resistance to poison damage, and your alchemy die are considered d10's instead of d8's when using your poisons.

Applied Toxin

At 7th level, injury poisons can be used twice instead of once and slipping poison into food or drink gives the consumer disadvantage on the save.

Additionally, if you spend an extra 3 reagent points during the creation of the poison, you can cause it to ignore poison resistance.

Dealer in Death

At 11th level, slinging toxins has become second nature to you. You can use your poisons or poison based concoctions as a bonus action.

Frugal Poison

At 14th level, you can reduce the total reagent point cost of any poison based concoction by 2, but cannot reduce it to less than 1.

Necrosis

At 17th level, your familiarity with causing harm has acquainted you with the negative energy that is released by death and undeath. When applying a poison, you may choose to have it do necrotic damage rather than poison. If you do, any humanoid that dies by this poison raises as a zombie on their next turn under your control for 1 hour, after which it dies once again.

You can use this feature a number of times equal to your Intelligence modifier per long rest.

Your Alchemy Bag

Your alchemy bag is one of your most important possessions. This bag holds everything you need to create your concoctions, and is specically designed to carry volatile items without the fear of them breaking.

Without this bag, you cannot create or carry concoctions and you have no where to store and use your alchemical tools and materials. The alchemy bag rarely leaves an alchemist's side, and its design and quality often shows what kind of an alchemist you may be dealing with.

Alchemy bags tend to weigh around 15 lbs.

Using the Alchemy Bag

Your alchemy bag is where you store your tools, containers, materials, ingredients, and concoctions. Whenever you want to create a concoction, you must use your alchemy bag to do so, regardless of the type of concoction.

Your bag can hold up to twice your Alchemist level in concoctions as you slowly improve your bag to allow for more efficient storage. You may only store your concoctions in your bag, as these concoctions are too delicate to be walking around within any regular bag.

Some concoctions can be given to others to hold and use (concoctions that have the Stable Explosive, or Stable Medicine formulas, etc). These concoctions begin to expire due to the stablizing and calming nature of the chemicals used to make them less volatile. They expire after an amount of hours equal to twice your alchemist level, becoming inert or too damaged to function.

Your alchemy bag acts as Alchemist's Supplies for all other purposes and for all other creatures, but you cannot substitute Alchemist's Supplies for your alchemy bag, since Alchemist's Supplies don't have all of the tools you need to create your concoctions.

Replacing your Bag

In the event that your alchemy bag is misplaced, stolen, or destroyed, you can replace it by commissioning a leatherworker to create a new one, or by crafting one yourself.

It costs 50 gp to have a professional create a new bag, and the process will take 2 days. To create a new bag yourself requires 15 gp in leather, 5 gp in various alchemy tools, and a successful DC 15 survival check, with leatherworker's tools, over the course of 1d4 days. If you are proficient in leatherworker's tools, you have advantage on this check.

The Bag's Appearance

Your bag's appearance tells a lot about who you are and what you do. It's designed to hold and create the concoctions you specialize in, and its appearance reflects that.

If you create more bombs than anything else, your bag may be lined with a thin layer of protective metal, or it may be made of thicker leather; if you create a lot of potions or poisons, the bag's leather may be waxed to prevent any of the liquids from leaking out in case of a spill or break; or, if you work with a lot of gaseous chemicals, your bag may be made semi air-tight to prevent the gas from easily escaping.

Your Formula Book

The formulas that you add to your formula book as you gain levels reflect the rigorous research you conduct on your own, as well as the intellectual breakthroughs you have had about the uses and make up of chemicals and materials. You might also find various formulas during your adventures as well. You could discover a formula recorded on a scroll in an evil alchemist's chest, for example, or in a dusty tome in an ancient library. Formula books generally weigh about 3 lbs, and can be held in your alchemy bag.

Learning Additional Formulas

For formulas you want to learn outside of leveling up, you can spend time to experiment and research the formula, whether you have a copy of it or not. If you have a copy of the formula, checks made cost 2 gold, while checks made without a copy of the formula cost 5 gold. This price represents the materials needed to experiment with the formula and compensates for failed attempts (obviously there are fewer failed attempts if you already have a copy of the formula).

Copying a formula into your formula book involves learning which chemicals and materials are needed, then deciphering the unique system of notation used by the alchemist who wrote it. You must experiment with the materials and learn the required ratios, then transcribe it into your formula book using your own notation. This process is long and arduous, taking hours without even the guarantee of success.

For each reagent point in the formula, add 2 to a base DC of 10. Each Intelligence check you make to learn a part of the formula takes an hour, and for each check you succeed the DC goes down by 1. If you fail any of these checks, you may reattempt them at a later date or time without any consequences. You learn the formula once you bring its DC back down to 10.

Formulas you learn in this way do not count against your number of formulas known.

Replacing the Book

You can copy a formula from your own formula book into another book-- for example, if you want to make a backup copy of your formula book. This is just like copying a new formula into your formula book, but faster and easier, since you understand your own notation and already know the ratios and reactions. You only need to spend 1 hour for each reagent point of the formula to copy it into another book.

If you lose your formula book, you can take time to transcribe one of the formulas that you have learned into a new formula book. This process costs 2 gp 2 hours per reagent point in the formula as you try and recollect the ratios and intricacies of the formula from memory.

For this reason, many alchemists keep backup formula books in a safe place.

The Book's Appearance

Your formula book is a unique compilation of formulas, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous formula book in a mishap.

Alchemist Specialty Weapons

These weapons have the Loading property, and you are considered proficient with them. They are meant to be loaded with one of your prepared concoctions, and cannot be used to effectively fire any other projectiles.

  • Bomb Lobber: A large mechanical device of your own making, this weapon is spring loaded and ready to send bombs hurtling towards your enemies. It deals 1d4 bludgeoning damage if it hits a target head on, and has a range of 40/90. The bomb lobber weighs 3 lbs.
  • Syringer: A compact hand crossbow-esque weapon, the syringer is made specifically to fire syringes and vials into the vulnerable flesh of your enemies. Syringes fired out of this weapon deal 1d4 piercing damage, and this weapon has a range of 40/90. Additionally, you may choose to have the syringer deal no damage when firing. The syringer weighs 2 lbs.
  • Sprayer: About the size of a heavy crossbow, this weapon is for when you absolutely, positively, gotta hit every motherfucker in the room. This weapon is meant to spray your liquid concoctions and has two settings; Mist, and Liquid. The Mist setting fills a 15 ft cone and can hit anyone within that cone, while the Liquid setting fires a stream to a range of 30 ft and can only hit a single target. However, when using the Mist setting, if whatever is being sprayed requires the target(s) make a saving throw, the save is made with advantage. The sprayer weighs 3 lbs.

Alternate Alchemist

For those who may want a different Alchemist experience, here is a list of a few variant rules:

  • Research-less Variant Advanced Formula: For DMs who don't want their players taking advantage of long down-time, or for campaigns where there isn't enough down-time to learn formulas:

Choose two formulas from the Advanced Formula list at the end of this class description and add them to your formula book. You may choose an additional formula, for which you meet the requirements, at every Alchemist level instead of every other Alchemist level.

Instead of creating formulas, you can find formulas around the world, and take time experimenting and learning how to add them to your book over the course of 8 hours. During this time, make an Intelligence check and add 2 to the base DC of 10 for each reagent point in the formula. On a success, you transcribe the formula into your book.

You may learn up to half of your Alchemist level in formulas, and formulas you learn don't count against your formulas known.

  • Intelligence Variant Bomb: For people who are a little sick of Dex based attacks, you can use your Intelligence modifier for attacks you make with your bombs instead.
  • Realistic Resources Variant Reagent Points: For those people who are bothered by the fact that you can just pull components and ingredients out of nowhere:

Once per week you must purchase 15g worth of ingredients for every 2 of your Alchemist levels, or search for a total of 7 hours. If you go a week without restocking, you lose half of your maximum reagent points, rounded down, until you restock again. If you go 2 weeks without restocking, you have no available reagent points until you restock.

Advanced Formula

You must meet the formula's required level and know the required formulas before you may learn it. You may learn the formula at the same time that you meet these requirements.

Each formula creates a bomb, poison, or medicine, which will be listed with it. If its listed as "unique" it takes a form described in the formula instead. You may have a maximum of 4 separate formulas in a concoction before it becomes unstable. Unstable creations have a 70% chance of not working. For every extra formula added after it has become unstable, add another 10% to this chance.

You may only add a formula once to the same concoction and, unless otherwise stated within the formula, you may not combine 2 different types of formulas.

Stable Explosive

Bomb


  • Required Level: None
  • Duration: None
  • Reagent Points: 2

Your bomb is stable enough to be used by a non-alchemist and carried normally. This can be used by anyone as an action.

Flash Bang

Bomb


  • Required Level: 15
  • Duration: Until end of target's next turn
  • Reagent Points: 4

Your bomb produces a loud bang with a bright flash of light in such a way that it stuns those nearby. All creatures that were hit by this bomb directly or who failed this bombs Dexterity saving throw are stunned.

You may choose to make this as a non-lethal bomb that deals no damage.

Light Bomb

Bomb


  • Required Level: 3
  • Duration: Half your Intelligence modifier in rounds, rounded down
  • Reagent Points: 2

Your bomb flares with brilliant light. All creatures within the bombs radius must make a Constitution saving throw, and any that fail the save are blinded for the duration.

You may choose to make this a non-lethal bomb that deals no damage.

Grease Bomb

Bomb


  • Required Level: None
  • Duration: Intelligence modifier in rounds
  • Reagent Points: 2

Your bomb coats the area inside its radius with a layer of alchemical lubricant. The area is difficult terrain. Anyone in the area must make a dexterity save whenever they try to move, or become prone.

You may choose to make this a non-lethal bomb that deals no damage.

Concoction Creation

Below are examples of concoctions with multiple formulas:

Scarecrow's Toxin

Lasting Miasma, Fear Toxin, Hallucinogen

For 8 reagent points, this concoction creates smoke that causes all creatures within it to take 2d8 poison damage and make a Wisdom saving throw or be frightened of you and under the effects of a confusion spell for your Intelligence modifier in rounds.

Beast in a Bottle

Cellular Regenerative, Hyper Stimulant

For 8 reagent points, the user gains half of your alchemy die in healing, 3d8 temporary hitpoints, and the effects of the Haste spell for your Intelligence modifier in rounds.

Smoke Bomb

Bomb


  • Required Level: None
  • Duration: Intelligence modifier in rounds, or until blown away by 10 mile an hour winds
  • Reagent Points: 2

Your bomb can release a cloud of obscuring smoke. The smoke fills the radius of the bomb, and the area is considered heavily obscured.

You may choose to make this as a non-lethal bomb that deals no damage.

Modular Casing

Bomb


  • Required Level: None
  • Duration: None
  • Reagent Points: 1

You prepare your bomb in such a way that you can quickly switch out their casing. Before throwing decide if the bomb will do fire, bludgeoning, piercing, or slashing damage.

Elemental Casing

Bomb


  • Required Level: None
  • Duration: None
  • Reagent Points: 2
  • Requires Modular Casing formula

Before using, decide if the bomb will do Acid, Cold, Lightning, or Thunder damage instead.

Blasting Powder

Bomb


  • Required Level: 5
  • Duration: None
  • Reagent Points: 3

Your bombs blast radius increases by 10 feet. For every extra 2 reagent points added, you can increase this by another 5 feet.

Demolition Charge

Bomb


  • Required Level: None
  • Duration: None
  • Reagent Points: 2
  • Requires Long Fuse formula

Your bomb sticks to any surface it is placed against, requiring a Strength save against your Alchemy Save DC to remove. The bomb does double damage to structures.

Long Fuse

Bomb


  • Required Level: None
  • Duration: None
  • Reagent Points: 1

You delay the explosion of your bomb by a number of rounds of your choice, up to your level. The Bomb will go off at the beginning of your turn that number of turns later.

Note that this means other creatures could pick up or throw back a bomb that hasn't gone off yet.

Cluster Bomb

Bomb


  • Required Level: 5
  • Duration: None
  • Reagent Points: 3

You create a series of smaller bombs strung together. Pick 3 targets or points within range and within 20 feet of one another. These 3 points are where the bombs land.

The total radius of each of the bombs are halved, rounded down, while the radius of effects like Smoke, Stun, and Flash are unaffected, and the damage of the bombs is split amongst them as equally as possible.

Shrapnel Casing

Bomb


  • Required Level: None
  • Duration: None
  • Reagent Points: 2

You create a bomb casing made out of brittle metal, causing an explosion of shrapnel. This shrapnel adds an extra 1d4 piercing damage. For every extra reagent point added, add another 1d4

Door Charge

Bomb


  • Required Level: None
  • Duration: None
  • Reagent Points: 2

With this formula, you create a door charge. This explosive has no range, and simply blasts a fist sized hole through doors and/ or locks. When activated, it can blast through half a foot of non-magical wood, a quarter of a foot of non-magical stone, or 2 inches of non-magical metal. If a creature is directly on the other side of the door when it blasts through, they will suffer half of your alchemy die in fire damage.

Proximity Bomb

Bomb


  • Required Level: None
  • Duration: None
  • Reagent Points: 2

As an action, you can apply this bomb to a surface or object. The bomb activates after one round. This bomb is incapable of determining friend from foe, and will detonate as soon as any creature comes within a 5 foot radius.

Trip Mine

Bomb


  • Required Level: None
  • Duration: None
  • Reagent Points: 1

This bomb takes a minute to set up. Whenever a creature activates the wire, the bomb detonates. The wire has a length of up to 10 feet, and requires a DC 14 perception check to spot.

Land Mine

Bomb


  • Required Level: None
  • Duration: None
  • Reagent Points: 1

Activates when a creature or object applies enough pressure to the bomb. You may choose what sized creature the bomb should detonate when stepped on by.

For example, if you choose large creature, all creatures large or bigger will activate the bomb, while all medium and smaller creatures will not.

Stable Poison

Poison


  • Required Level: None
  • Duration: None
  • Reagent Points: 2

Your poison is stable enough to be used by a non-alchemist and carried normally. This can be applied to a weapon, thrown, or otherwise used by anyone as an action.

True Poison

Poison


  • Required Level: 5
  • Duration: Intelligence modifier in rounds
  • Reagent Points: 2

Your poison applies the poisoned condition on a failed save. The target can make a new save at the end of each of their turns to end the effect early. For each extra reagent point used, you can increase the duration by 1 round.

Potent Poison

Poison


  • Required Level: None
  • Duration: None
  • Reagent Points: 3

Your poison does an extra d8 damage. For every extra 2 reagent points spent, increase this by another d8.

Paralytic

Poison


  • Required Level: 5
  • Duration: Intelligence modifier in rounds, or until successful save
  • Reagent Points: 3

Your poison paralyzes your target on a failed Constitution save. They can make a new saving throw at the end of each of turn to try and end the effect early.

Weakness Poison

Poison


  • Required Level: None
  • Duration: 1 minute
  • Reagent Points: 3

A creature that fails the saving throw for this poison has disadvantage on their Strength, Constitution, or Dexterity saving throws. For every extra 2 reagent points spent you can increase the duration by 1 minute.

Mind Fog

Poison


  • Required Level: None
  • Duration: 1 minute
  • Reagent Points: 3

A creature that fails the saving throw for this poison has disadvantage on its Intelligence, Wisdom, or Charisma saving throws. For every extra 2 reagent points spent you can increase the duration by 1 minute.

Knight's End

Poison


  • Required Level: 5
  • Duration: Intelligence modifier in rounds
  • Reagent Points: 3

A creature that fails the Constitution saving throw for this poison has their AC reduced by 2. For an extra 2 reagent points, you can reduce their AC by another 2.

A creature can only be affected by this once per 24 hours.

Mage Bane

Poison


  • Required Level: None
  • Duration: 1 minute
  • Reagent Points: 2

Your poison is mixed with a irritant that is sufficiently distracting to make spellcasting difficult. A creature that fails the saving throw for this poison must make a Constitution saving throw before casting any spell of 1st level or higher. If they fail, the spell fails, losing their action but not their spell slot.

Enduring Toxin

Poison


  • Required Level: None
  • Duration: None
  • Reagent Points: 2

Your applied toxins last until they damage a creature, are washed off, or until another toxin is applied to the object.

Fear Toxin

Poison


  • Required Level: None
  • Duration: Intelligence modifier in rounds
  • Reagent Points: 2

A creature that fails the Wisdom saving throw for this poison is frightened by you for your Intelligence modifier in rounds. The target can repeat the save to end the effect at the end of each of its turns.

Depressant

Poison


  • Required Level: 8
  • Duration: Until long rest
  • Reagent Points: 3

A creature that fails the Constitution saving throw for this poison gains 1 level of exhaustion.

Lasting Miasma

Poison


  • Required Level: 5
  • Duration: Intelligence modifier in rounds, or until a wind of 10 miles per hour or more blows it away
  • Reagent Points: 3
  • Requires Smoke Bomb formula

You can combine the lasting smoke of the smoke bomb with one of your poisons to create a deadly miasma. Any creature that ends their turn in the cloud is affected by the poison as normal.

Hallucinogen

Poison


  • Required Level: 5
  • Duration: Intelligence modifier in rounds
  • Reagent Points: 3

You create a batch of hallucinogenic chemicals. When taken in by the body, the creature must make a wisdom saving throw, or begin to hallucinate. The creature is considered to be under the effects of the Confusion spell for the duration.

Stone Solution

Poison


  • Required Level: 16
  • Duration: Until the creature succeeds 3 saving throws before it fails 3, or until the condition is removed
  • Reagent Points: 4

You create a special concoction which can be applied to bombs, poisons or used on its own as an action. When injected, ingested, or otherwise taken in by the body, the targeted creature must make a Constitution saving throw or be petrified. At the end of each of its turns, the target may make another saving throw. If it succeeds 3 times, it is no longer petrified; if it fails 3 times, the creature is petrified until the condition is removed.

Stable Medicine

Medicine


  • Required Level: None
  • Duration: None
  • Reagent Points: 2

Your medicine is stable enough to be used by a non-alchemist and carried normally. This can be used by anyone as an action.

Healing Medicine

Medicine


  • Required Level: None
  • Duration: None
  • Reagent Points: 3

Your medicine restores hitpoints rather than give temporary hitpoints.

Restorative Solution

Medicine


  • Required Level: 5
  • Duration: None
  • Reagent Points: 2

This medicine cleanses the body of the affected. End one disease, or one condition from blinded, deafened, paralyzed, or poisoned.

Improved Restorative Solution

Medicine


  • Required Level: 10
  • Duration: None
  • Reagent Points: 4

This medicine cleanses the body of the affected. End two diseases, or two conditions from blinded, deafened, paralyzed, poisoned, charmed, or petrified, or reduce the targets exhaustion level by one.

Elemental Resistance

Medicine


  • Required Level: None
  • Duration: Intelligence modifier in rounds
  • Reagent Points: 2

Your medicine grants the affected creature resistance to one damage type of your choice from Acid, Cold, Fire, Lightning, or Poison, chosen when you create this medicine.

If a new resistance is applied to the same creature, the old one ends.

Stim

Medicine


  • Required Level: None
  • Duration: 1 minute
  • Reagent Points: 2

A creature affected by this medicine gains a bonus to their Strength, Dexterity, or Constitution ability checks, chosen when you create this medicine, equal to half your Intelligence modifier rounded up. For every extra 2 reagent points added, you can extend this time by a minute.

A creature can only be affected by this once per short or long rest.

Clear Mind

Medicine


  • Required Level: None
  • Duration: 1 Minute
  • Reagent Points: 2

A creature affected by this medicine gains a bonus to their Intelligence, Wisdom, or Charisma ability checks, chosen when you create this medicine, equal to half your Intelligence modifier rounded up. For every extra 2 reagent points added, you can extend this time by a minute.

A creature can only be affected by this once per short or long rest.

Hyper Stimulant

Medicine


  • Required Level: 12
  • Duration: Intelligence modifier in rounds
  • Reagent Points: 4

You turn your medicine into a powerful combat drug. This medicine, when applied, acts as the Haste spell for its duration.

Cellular Regenerative

Medicine


  • Required Level: 8
  • Duration: Intelligence modifier in rounds
  • Reagent Points: 4

With this concoction, your medicine continues to heal after its initial application. At the beginning of each of their turns, the effected creature regains half of your alchemy die in hitpoints.

Bottled Darkvision

Medicine


  • Required Level: 3
  • Duration: 1 hour
  • Reagent Points: 2

You create a vial that grants the user 40 feet of Darkvision when taken in by the body.

Retreat

Medicine


  • Required Level: None
  • Duration: 2 rounds
  • Reagent Points: 1

You increase your base walking speed by 15 feet. For every extra reagent point spent, you can increase the duration by another round.

A creature can only be affected by this once per short or long rest.

Oak Skin

Medicine


  • Required Level: Level 8
  • Duration: Your Intelligence modifier in rounds
  • Reagent Points: 3

You create a skin hardening medicine to aid in combat. A creature affected by this medicine gains +2 to their AC. For an extra 3 reagent points, you can increase this by +1.

A creature can only be affected by this once per short or long rest.

Adrenaline

Medicine


  • Required Level: None
  • Duration: 1 attack
  • Reagent Points: 2

You create a batch of adrenaline, which gives you +1 on your next attack roll. For an extra reagent point, you can increase this by an extra +1.

Pain Killer

Medicine


  • Required Level: None
  • Duration: None
  • Reagent Points: 3

Your medicine grants an extra d8 of temporary hitpoints. For every extra 2 reagent points spent, increase this by another d8.

Transmute Materials

Unique


  • Required Level: None
  • Duration: None
  • Reagent Points: 3

You create a flask of transmuting solution. You can spend 1 minute applying this solution to a surface or object, transforming it into a different material. You may only change one of these substances into a tier higher or a tier lower. Below are the materials you can transmute listed by tier:

  • Dirt (this includes sand, clay, and similar materials)
  • Wood
  • Stone (but not a gemstone)
  • Copper
  • Iron
  • Silver

For example, you may turn wood into dirt or stone, but you may not turn copper into silver or dirt.

You can transmute up to half a cubic foot of material in this way per flask of solution used.

Soften Stone

Unique


  • Required Level: None
  • Duration: 1 hour
  • Reagent Points: 2

You create a solution that makes solid stone as soft as clay or loose soil. By spending 1 minute applying the solution to up to 5 cubic feet of stone, you turn it soft enough to be shaped or dug through by hand. For each extra 2 reagent points added, you may extend the duration by an hour.

Using a flask of Soften Stone on an area already being affected by it has no effect.

Grow Homunculus

Unique


  • Required Level: 4
  • Duration: 24 hours
  • Reagent Points: 3

You spend 1 hour using a bit of your own flesh, alchemically treated, to produce a Homunculus (statistics on page 188 in the Monster Manual). This Homunculus obeys all your commands and you control it directly in combat. You count as its master for the purposes of its Telepathic Bond ability.

The Homunculus becomes a lifeless hunk of clay and ash after 24 hours unless you spend 1 minute at the beginning of each day applying 2 reagent points worth of alchemical supplies to it. You can never have more than one Humunculus active at a time.

Caustic Agent

Unique


  • Required Level: None
  • Duration: None
  • Reagent Points: 3

This vial is filled with a highly corrosive acid, and can be used in a bomb or by itself as an action. It'll eat through 1 foot of wood or dirt, half a foot of stone, or 1 inch of metal. It does 2d6 acid damage when used on a creature. For every 2 reagent points added to the agent, add 1d4 acid damage and another unit of material it can eat through.

For example, if you spend 7 reagent points total, it can eat through 3 feet of dirt or wood, 1 and a half feet of stone, or 3 inches of metal, and deal 2d6 + 2d4 acid damage.

Forget-Me-Draught

Unique


  • Required Level: None
  • Duration: None
  • Reagent Points: 2

This draught can be used in a poison, medicine, or by itself. When ingested or otherwise taken in by a creature, the creature must make a Wisdom saving throw or lose their memory of the past 2 hours. This time increases to 4 hours if an extra 2 reagent points are spent in the creation of this.

Nothing happens if the creature ingests a second vial within a day of the first.

Chloroform

Unique


  • Required Level: 8
  • Duration: Intelligence modifier in hours out of combat, Intelligence modifier in rounds during combat
  • Reagent Points: 4

This is an inhaled chemical, and can be used by itself as an action or in mist, gas, or smoke based concoctions. When a creature inhales this, they must make a Wisdom saving throw or be knocked unconscious. When used on a creature during combat, they have advantage on this saving throw.

Incendiary Unguent

Unique


  • Required Level: 8
  • Duration: Intelligence modifier in minutes without fuel
  • Reagent Points: 4

You create what is essentially Greek Fire, which can be used in a bomb or on its own as an action. An advanced version of the classic Alchemist's Fire, this green liquid, although similar in appearance, is much more volatile.

When used on its own, this liquid ignites to fill a 10 ft area, spreading if there are flammable objects nearby. When used in a bomb, it fills the radius of the bomb.

When someone ends their turn in the fire, they take 1d8 + your Intelligence modifier in fire damage. This fire does not require oxygen to burn, and can burn while in a liquid or on a liquids surface.

Expanding Foam

Unique


  • Required Level: None
  • Duration: None
  • Reagent Points: 1

You create the base for a harmless vial of expanding foam. As an action, you can add the catalyst to have the foam start expanding. It will fill a 1-foot area with a colored, bubbly foam. You regain the reagent point after its use.

For 3 reagent points, which you do not regain after it's use, you can create a vial of utility expanding foam, which can be used in a bomb or on its own as an action. This foam can be combined with other formulas to have their desired effect, though you must create those formulas before you add it to this. The foam can expand to fill up to a 15 foot area, though you may choose for it to fill a smaller area. Your DM will determine what formulas can be added, and whether or not their effects are changed because of this foam.

Barricade

Unique


  • Required Level: 5
  • Duration: None
  • Reagent Points: 3

When this is added to another applicable formula, such as Expanding Foam or Web Bomb, the effect hardens, creating an obstacle. Ask your DM which formulas are compatible.

The obstacle created has an AC equal to your Alchemy save DC and has your alchemy die in hit points. Any creature caught in the obstacle is instead pushed out of it in the nearest direction.

Flash Freeze

Unique


  • Required Level: None
  • Duration: Melts as normal ice does, but the rate is dependent on conditions
  • Reagent Points: 1

This semi-clear liquid is used on its own as an action. When exposed to water, the water quickly freezes in a flash of light. It can freeze 1 cubic foot of water per flask of solution used. You can increase this amount of water by 1 foot for every extra reagent point used.

Pigment

Unique


  • Required Level: None
  • Duration: None
  • Reagent Points: 1

You create a jar of pigment which can be used in a bomb or on its own as an action. This colored dust can be mixed with water to be used as paint or dye. A jar of pigment can cover a 5 ft area in the predetermined color.

Light Phial

Unique


  • Required Level: None
  • Duration: 4 hours or until broken
  • Reagent Points: 3

You create a large phial of a bright, luminescent liquid. When activated as an action, this phial shines bright light in a 30 ft radius, dim light for another 30 ft, and you can determine its color during its creation.

Dust of Suffocation

Unique


  • Required Level: 10
  • Duration: 1 minute
  • Reagent Points: 4

You make a pouch of very fine sand. There is enough of it for one use. You can use an action to blow the dust towards a target within 15 feet and, if the targeted creature needs to breathe, it must succeed on a Constitution saving throw or become unable to breathe, while sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating. As long as it is conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Vial of Shroud

Unique


  • Required Level: None
  • Duration: None
  • Reagent Points: 2

You create a vial of a tar-like substance. When used as an action on a non-magical light source, the light is extinguished. This can be used as ammunition by attaching it to an arrow, bolt, filling a bullet with it, or for one of the alchemist specialty weapons.

Truth Serum

Unique


  • Required Level: 3
  • Duration: 5 minutes
  • Reagent Points: 4

You create a serum that influences the drinker to tell the truth. This must be used on its own. When ingested, this serum causes the creature that drank it, if they fail a Wisdom saving throw, to truthfully answer any questions asked of it. The creature can choose to not answer at all.

Thunder Brew

Unique


  • Required Level: 3
  • Duration: Intelligence modifier in rounds
  • Reagent Points: 3

You create a vial of Thunder Brew, which can be applied to bombs or used by itself as an action. It causes a thunderous boom when used, and all creatures within a 15 ft radius must make a Constitution saving throw or be deafened.

Wonder Glue

Unique


  • Required Level: None
  • Duration: None
  • Reagent Points: 3

You create a powerful, long lasting adhesive. When used as an action to attach two items together, it requires a Strength (Athletics) check vs your Alchemy save DC to tear apart. This lasts until the 2 items are physically torn from each other, or until you chemically separate them as an action. The glue requires 1 minute to dry.

For an extra 3 reagent points, you can cause any check to separate the objects to have disadvantage.

Alchemical Ooze

Unique


  • Required Level: 10
  • Duration: 24 hours
  • Reagent Points: 4

You create a Gray Ooze (statistics on page 243 of the Monster Manual) that is under your control. It will listen to any commands you give it until it fulfills the command or is given a new one, and requires 3 reagent points a day to keep stable, or else it will turn into an oily, non-living puddle. You may never have more than one Ooze at a time.

Liquid Rope

Unique


  • Required Level: None
  • Duration: 2 hours
  • Reagent Points: 2

You create 20 feet of a goopy, synthetic rope within a small bottle. When taken out of the bottle as an action, it acts as normal rope, though it begins to degrade slowly. For every extra reagent point used in its creation, you can create an extra 5 feet of rope.

Lightning Fluid

Unique


  • Required Level: None
  • Duration: None
  • Reagent Points: 3

You create what is essentially a vial of lightning. It can be used in bombs or by itself as an action, and causes 1d8 lightning damage. When used in a bomb, it affects all creatures within the radius; when used by itself, you make a ranged attack with it at a target within 30 feet of you. For every extra 2 reagent points used, you can increase the damage by 1d8.

Banishing flask

Unique


  • Required Level: 10
  • Duration: 1 minute
  • Reagent Points: 5

You create a flask capable of sending creatures to other worlds. This can be used in a bomb, poison, or used by itself as an action. This potion, aside from it's duration, works as the Banishment spell when used.

Aperture

Unique


  • Required Level: None
  • Duration: 3 hours once one is poured, or until chemically dismissed as an action
  • Reagent Points: 3

You create a pair of vials; one orange, one blue. An action can be used to pour one out. When both are poured out, if they are within a mile of each other, they form a link between each other, and any creature of medium or smaller size can fit through this portal, as well as any objects of the same size.

Preservation Fluid

Unique


  • Required Level: None
  • Duration: None
  • Reagent Points: 1

You can create a jar of preserving fluids. When an organic object or creature is placed within it, it will not rot or spoil. A jar of preservation fluid can hold up to 5 lbs of organic material.

Overgrowth

Unique


  • Required Level: 8
  • Duration: Your Intelligence modifier in rounds
  • Reagent Points: 4

You create a bottle of Overgrowth, which can be used in a bomb or by itself as an action. When used, large vines will break through the ground in a 15 foot radius and attack any creature within that radius. Whenever a creature ends their turn in this radius, they will take 2d8 bludgeoning damage. This area is considered rough terrain until the vines are removed.

For every extra 2 reagent points used, you can increase this radius by 5 feet and the damage done by 1d8.

Dark Light

Unique


  • Required Level: None
  • Duration: 1 hour or until broken
  • Reagent Points: 2

This vial shines a dim violet light for 5 feet and is activated as an action. Blood, tracking powder, and alchemically effected areas shine a soft bluish-white when in this light. If the area has been cleaned, the remnants will still show in the dark light, but become too faint to see after 24 hours.

Tracking Powder

Unique


  • Required Level: None
  • Duration: 24 hours after cleaning
  • Reagent Points: 2

You create a pouch of clear powder that can cover a 2 ft by 2 ft area. When a creature steps in or touches this powder, they begin to leave a trail behind them with whatever they touched it with. This trail can only be seen with the Dark Light concoction and can be followed for a mile before the trail becomes too faint to see.

This powder can be thrown on an object or creature to have the same effect.

Alchemist's Fire

Unique


  • Required Level: None
  • Duration: Intelligence modifier in rounds
  • Reagent Points: 2

You create the signature Alchemist's Fire. This green liquid can be applied to bombs or used on its own as an action, setting anything it touches on fire. When someone ends their turn in the fire, they take 1d6 fire damage. It has a 5-foot radius when used on its own, and, when used in a bomb, fills the radius of the bomb.

Silence

Unique


  • Required Level: None
  • Duration: Twice your Intelligence modifier in rounds
  • Reagent Points: 3

You create a flask of a clear liquid. This can be used in a bomb or on its own as an action. When used by itself, it creates a 10-foot-radius sphere of silence. When used in a bomb, it fills the radius of the bomb. No sound can be created within or pass through the sphere. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible within the sphere.

Abyssal Fluid

Unique


  • Required Level: 5
  • Duration: 1 minute
  • Reagent Points: 3

You create a vial of inky black liquid. When used as an action, all non-magical light sources in a 20 ft radius sphere of the vial are temporarily extinguished, while magical light sources are simply dimmed by one level.

For every extra 2 reagent points spent, you can increase this radius by 5 feet and increase the duration by 1 minute.

For example, a magical light source that shines bright light for 10 ft and dim light for another 10 feet would instead only shine dim light for 10 feet.

Unstable Element

Unique


  • Required Level: 18
  • Duration: None
  • Reagent Points: 5

With this concoction, you can make your unstable concoctions still viable. When used on an unstable concoction, the unstable percentage caps at 90%, and instead of the concoction not working on a failed percentage roll, 2 random formulas in the concoction will work with extra power. To decide which 2 will work, use a die with the amount of sides closest to the amount of formulas in the concoction, and assign each number on the die a formula. Reroll if you land on a number that does not have an assigned formula. Any damage die, radius amounts, or duration times are doubled for these 2 formulas.

You may have a maximum of 7 separate formulas in a concoction including this.

Stable Creation

Unique


  • Required Level: None
  • Duration: None
  • Reagent Points: 2

Your unique concoction is stable enough to be used by a non-alchemist and carried normally. It can be used by anyone as described in the formula.

Great Works

Philosopher's Stone

Great Work


  • Required Level: 20
  • Duration: None
  • Reagent Points: Maximum

You have discovered how to synthesize the medium that interfaces the mortal soul with the physical realm and by extension have learned the much sought after formula to create the mythical Philosopher's Stone. You spend 12 hours in an alchemy workshop to create a philosophers stone that is connected to your soul.

While your soul is connected to the Philosopher's Stone it is harder for you to die. You never age, and if you are killed you reform after 1 week without your equipment in an adjacent empty space to the Philosopher's Stone. Or, at least, we have to assume that it's you that reformed from the stone. You can only have one of these stones exist at a time, and it can only be used once before it loses its magic ability.

Perfect Simulacrum

Great Work


  • Required Level: 20
  • Duration: None
  • Reagent Points: Maximum
  • Requires Homunculus formula

You have perfected the elements of alchemical theory that make up the human form, thereby you have extended the Homunculus formula to create a near perfect copy of yourself.

By spending 8 hours of work in an alchemy workshop and patiently caring for the resulting life form over the next week while it grows, you create a copy of yourself with all the same ability scores, proficiencies, and class features (minus the Magnum Opus), as well as a 50% chance to have all of your memories. Only 2 simulacrums of yourself can exist at a time.

The simulacrum is born with no equipment initially, and it acts independently. There's probably a good chance it won't try to supplant you. After all, it is you.

True Transmutation

Great Work


  • Required Level: 20
  • Duration: None
  • Reagent Points: Maximum
  • Requires Transmute Materials formula

You have discovered that all matter is but different orderings of the same basic materials, and you have grown quite good at changing that ordering. Once a week, you can spend 10 minutes in a fully stocked Alchemy workshop turning up to 1 cubic foot of non-magical, non-energy based material permanently into any other non-magical, non energy based material.

As the creator of the much sought after method to turn lead into gold, you become, near instantly, famous worldwide. People will come from all over to see your process. Some will be fans; others, a little less so.

Bunker Buster

Great Work


  • Required Level: 20
  • Duration: Instantaneous
  • Reagent Points: Maximum
  • Requires Bomber expertise

In a fit of mad genius, in the midst of the night, you sought to create a bomb capable of leveling a city block in an instant. One per week, you can create this watermelon sized explosive which does 15d12 explosive damage, and has a radius of 150 feet. You may set a timer on it. Otherwise, this bomb goes off at the start of you next turn. This bomb does double damage to structures, and requires an action to place.

Panacea

Great Work


  • Required Level: 20
  • Duration: 24 hours
  • Reagent Points: Half your maximum, rounded down
  • Requires Medical expertise

The mortal body is a machine, every part of which you understand perfectly. Once per day, by spending 1 hour, you create a vial of universal medicine. When used as an action, this potion gives the drinker perfect health and perfects their physical form. The drinker's hit points are restored to max, all negative status effects are removed, and all of their ability scores are brought up by 4 (to a maximum of 20) for 24 hours. At the end of the 24 hour period, you are left with a deep hollow feeling as you realize how far from your perfect self you are.

Liquid Death

Great Work


  • Required Level: 20
  • Duration: Instantaneous
  • Reagent Points: Up to your maximum
  • Requires Poisoner expertise

You've seen enough death and despair to know the very details of ones final moments, and how to reach those moments all the quicker. Once per week, by spending 1 hour, you create a vial of the ultimate poison, which can be used as any of the 3 types of poisons. This poison deals poison damage equal to 3 times the amount of reagent points used, and requires no save.

Potion of Youth

Great Work


  • Required Level: 20
  • Duration: None
  • Reagent Points: Up to your maximum

Many people yearn to have the body they once did during the prime of their life, wishing that they can turn back the clock of time. You, instead of wishing for this, have devised a way to make this fantasy a reality. Once per week, by spending 1 hour, you can create a Potion of Youth. When anyone drinks this, they begin to age backwards a number of years equal to the number of reagent points used, and any injuries or scars that were gained during those years heal as if they had never happened. They are only physically altered, though, they do not change emotionally or mentally.

Credits

Content

Original concept & write-up by assassinz (made the first version of this alchemist) and Dm Clockwork Dragon (took most of the text in Creating an Alchemist and the paragraph above that from them).

Special acknowledgements to my friends, who helped me in the development and reworking of this document, especially TheGentlemanGamer, who offered great advice and suggestions, making this class as amazing as it is. I'd also like to thank the Well of Many Words and the Discord of Many Things Discord communities for offering ideas and helping me in the creation and balance of the class.



Art credits

Page 1: 'Alchemy'
by the Kingdom Come: Deliverence artists, I believe.

Page 2: 'Alchemist's Workshop by Even Amundsen.

Page 4: Plague Alchemist
by Giovanni Roschin.

Page 7: Chemical Thrower
sources seem to indicate that this was a Fallout weapon, though that's all I was able to find.

Page 10: Potion by cinemamind

Page 12: The Magic Potion by Crowsrock.

Page 13: Magic Dream Potion by annasmoke.

Page 16: Chaos Stone by MattiasFahlberg.

Page 18: 'Alchemy'
by Jon Hodgson.




'The Alchemist' 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.



 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.