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Alchemist
Beaten, battered, and bruised, the female dwarf searches through her bag for one final trick. 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 a bomb in one hand and a crossbow in the other, a young gnomish man prepares to make quite a grand exit. No better way to leave than to blow up the tower you're jumping out of.
The old elf has finally done it; he's made the potion of youth. He'll be able to live long and young while watching his enemies wither and die, so long as they don't get a hold of his formula. He'll have to hide it from the world...
Alchemists are, above all else, scientists of a sort. One does not become an alchemist without study and experimentation. 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, their practical knowledge of chemistry and transmutation 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!
Creating an Alchemist
When creating an alchemist, one of the best places to start is by considering where 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? Consider what their motivation is to continue their study. Do they hope to uncover some secret formula, such as the potion of eternal youth, or do they simply want to live a life of wealth by selling their creations to the public?
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 light arcane studying?
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.
The Alchemist
Level | Proficiency Bonus | Features | Alchemist 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 | - | 2d8 | 3 |
8th | +3 | Ability Score Improvement | 2d8 | 4 |
9th | +4 | Reformulation | 2d8 | 4 |
10th | +4 | - | 2d8 | 5 |
11th | +4 | - | 3d8 | 5 |
12th | +4 | Ability Score Improvement | 3d8 | 6 |
13th | +5 | Just a Dash | 3d8 | 6 |
14th | +5 | - | 3d8 | 7 |
15th | +5 | - | 3d8 | 7 |
16th | +5 | Ability Score Improvement | 3d8 | 8 |
17th | +6 | - | 4d8 | 8 |
18th | +6 | Perfected Basics | 4d8 | 9 |
19th | +6 | Ability Score Improvement | 4d8 | 9 |
20th | +6 | Magnum Opus | 4d8 | 10 |
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) Scalemail, a light crossbow and 20 bolts
- (a) A scholar's pack or (b) An explorer's pack
- An alchemy bag and a formula book
Alchemy
You have studied the science and art that is the mixing and creation of dangerous chemicals and objects. 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, like the components used in spell crafting, 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
Your alchemy die increases to 2d8 when you become a 5th level alchemist, 3d8 at 11th level, and 4d8 at 17th level.
You can do any of the following:
Bomb
As an action, you can make a ranged attack, mixing liquid catalyst and an activating agent to create a small bomb and then throw it before it explodes.
Bombs you create count as finesse, thrown 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, or half that on a success.
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 traps, 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. On a success, they only take half that damage. This poison lasts for 2 hours before it loses its potency, after which it only does half of your alchemy die in poison damage. This poison only has one use before there is no more on the object.
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 and the poison dissipates after one round. When inhaled, the target takes your alchemy die in poison damage if they fail on the Constitution saving throw, and half that damage on a success.
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 alchemist die 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 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.
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 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 prerequisites, at every other Alchemist level. You can also take time experimenting and learning how to make other formulas to add to your book.
For any concoction you want to add to your formula book, you can spend 8 hours and 5 gold per check made to try to figure out the formula. During this period of frantic writing, designing, and experimenting, you make an Intelligence check and add your Intelligence modifier. The base DC of this is 10, and you add 2 to the DC for every reagent point of the formula. You must succeed this check 2 separate times for each reagent point before you learn the formula, and the DC lowers by 1 for each success. You must make up any failed attempts the next 8 hours you dedicate to researching.
Unless otherwise stated in the formulas description, you must prepare the chemicals in the formula before use. This takes 5 uninterrupted minutes with your alchemy bag and formula book, at the end of which you will either have made a bomb, poison, medicine, unique chemical, or a combination of these.
Most formulas require rarer or more expensive reagents, 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.
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. You can do this a number of times equal to your proficiency bonus 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 two in the time it used to take you to create one. As an action, you can create and/ or use two of any of the basic concoctions (Poison, Bomb, Medicine, or Simple Tool).
Magnum Opus
At 20th level, you can 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 a talent with bombs of all variety. Loud, powerful, dangerous, shock, and awe, are just a few of the words that describe your style of alchemy.
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, and with enough force to do a bit of damage. You can throw your bombs hard enough to do 1d4 bludgeoning damage, and 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 formulas 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.
Medical 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 medicine you create grants an extra d4 worth of temporary hitpoints.
You also add your Intelligence modifier to the die roll when administering medicine.
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 formulas 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. You cannot have more than one of these concoctions prepared at a time.
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.
Additionally, you have resistance to poison damage.
Applied Toxin
At 7th level, injury poisons can be used twice instead of once.
Additionally, slipping poison into food or drink gives the consumer disadvantage on the save.
Dealer in Death
At 11th level, slinging toxins has become second nature to you. You can use your poisons or poison based formulas 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.
Alchemist Specialty Weapons
These weapons have the Loading property, and you are considered proficient with them.
- 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.
- 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.
- 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 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.
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 50% chance of simply 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.
Stable Explosive
Bomb
- Required Level: None
- Duration: None
- Reagent Points: 1
Your bomb is stable enough to be used by a non-alchemist. 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. All creatures that were hit by this bomb directly or who failed this bombs Dexterity saving throw are stunned until the end of their next turn.
You may choose to make this as a non-lethal bomb that deals no damage.
Flash 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 that were hit by this bomb directly or who failed this bombs saving throw and can see the explosion are blinded.
You may choose to make this as 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.
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 bomb's blast radius increases by 10 feet. This formula can be applied more than once.
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.
This formula can only be combined with other bomb formulas, and you may choose to make this as a non-lethal bomb that deals no damage.
Alchemist's Fire
Unique
- Required Level: None
- Duration: 1d4 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, igniting when introduced to air, setting anything it touches on fire. It deals 1d6 fire damage to anyone that ends their turn in it, and it has a 5-foot radius.
Liquid Webbing
Unique
- Required Level: None
- Duration: None
- Reagent Points: 3
This viscous liquid becomes incredibly stringy and adhesive when exposed to air. It can be applied to bombs or used on its own as an action. When used on its own, it can cover a medium or small creature or a 5 ft by 5 ft area. When used in a bomb, it fills the radius of the bomb. Creatures covered by this webbing are restrained. A creature Restrained by this effect can use its actions to make a Strength check against your Alchemy save DC. If it succeeds, it is no longer Restrained. If it is applied to an area, that area is considered rough terrain.
The webs are flammable. Any restrained creature can be set alight dealing 2d4 fire damage to them but freeing them from the web.
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.
Stable Poison
Poison
- Required Level: None
- Duration: None
- Reagent Points: 1
Your poison is stable enough to be used by a non-alchemist. 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.
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. For an extra 2 reagent points, you can add 1 extra round of paralysis.
Weakness Poison
Poison
- Required Level: None
- Duration: 1 minute
- Reagent Points: 2
A creature that fails the saving throw for this poison has disadvantage on their Strength, Constitution, or Dexterity saving throws. For every extra reagent point spent you can increase the duration by 1 minute.
Mind Fog
Poison
- Required Level: None
- Duration: 1 minute
- Reagent Points: 2
A creature that fails the saving throw for this poison has disadvantage on its Intelligence, Wisdom, or Charisma saving throws. For every extra reagent point 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 your Intelligence modifier in rounds. For an extra 2 reagent points, you can reduce their AC by another 2.
A creature can only be affected by this once per short or long rest.
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.
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 of 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: 8
- 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 poisons to create a deadly miasma. Any creature that enters the cloud for the first time or who ends their turn in the cloud is affected by the poison as normal.
Stable Medicine
Medicine
- Required Level: None
- Duration: None
- Reagent Points: 1
Your medicine is stable enough to be used by a non-alchemist. This can be used by anyone as an action.
Healing Medicine
Medicine
- Required Level: None
- Duration: None
- Reagent Points: 2
Your medicine restores 1d4+2 hitpoints. For an extra reagent point, you can increase this by another d4.
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: Instantaneous
- 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.
Multiple resistances from this formula can't be stacked on the same creature. If a new one is applied, 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 equal to your half your Intelligence modifier rounded up. For every 2 extra 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 equal to half your Intelligence modifier rounded up. For every 2 extra 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 spell Haste except for the 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 target regains half of your alchemy die in hitpoints.
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 an object made entirely of dirt, wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. This transformation is permanent but reversible. 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 one hour. For each extra 2 reagent points added, you may extend this time 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 in contact with a creature. For every 2 reagent points above 3 added to the agent, add 1d4 acid damage and another unit of material it can eat through.
For example, if you spend four reagent points total, it'll eat through 3 feet of dirt or wood, 1 and a half feet of stone, 3 inches of metal, and deal 2d6 + 2d4 acid damage.
Forget-Me-Drought
Unique
- Required Level: None
- Duration: None
- Reagent Points: 2
This drought can be used in a poison 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 doubles 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, 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 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: 5
- Duration: Intelligence modifier in minutes without fuel, or until chemically extinguished
- 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 introduced to air, this liquid instantly ignites and fills a 10 ft area when, spreading if there are flammable objects nearby. When someone starts or ends their turn in the fire, they take 1d8 + your Intelligence modifier in fire damage. This fire stays lit underwater or on the water's surface.
Cluster Bomb
Bomb
- Required Level: 5
- Duration: Instantaneous
- Reagent Points: 3
You create a series of smaller bombs strung together. The damage done increases by 1d4, but the total radius is halved, rounded down, while the radius of effects like Smoke, Stun, and Flash are doubled.
For each extra 2 reagent points used, add another d4 to the damage.
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 an extra 2 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.
Flash Freeze
Unique
- Required Level: None
- Duration: Dependant 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.
Shrapnel Casing
Bomb
- Required Level: None
- Duration: Instantaneous
- Reagent Points: 2
You create a bomb casing made out of brittle metal, causing an explosion of shrapnel. This shrapnel adds an extra 1d4+2 piercing damage. For every extra reagent point added, add another 1d4.
Pigment
Unique
- Required Level: None
- Duration: None
- Reagent Points: 2
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.
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: 10
- Duration: Until end of the target's next turn
- 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 until the end of its next turn.
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 range, dim light for another 30 ft, and you can make it whatever color you wish.
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 for 1 minute. 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.
Bottled Darkvision
Medicine
- Required Level: 3
- Duration: 1 hour
- Reagent Points: 2
You create a vial that grants you 60 feet of Darkvision.
Vial of Shroud
Unique
- Required Level: None
- 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 10 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.
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: 2
You create a vial of Thunder Brew, which can be applied to bombs or used by itself as an action. When used, this will cause a thunderous boom that will deafen anyone within a 15 ft radius. This can be heard from up to 500 feet away.
Door Charge
Bomb
- Required Level: None
- Duration: Instantaneous
- 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. 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.
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 unstabe concoction, the unstable percentage caps at 80%, 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.
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.
For an extra 3 reagent points, you can cause any check to separate the objects to have disadvantage.
Bottle O' Ooze
Unique
- Required Level: 8
- Duration: 24 hours
- Reagent Points: 4
You create a bottle containing a Gray Ooze. When used as an action, you summon 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, 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: 1 hour
- Reagent Points: 2
You create 10 feet of synthetic rope within a small bottle. When used, it acts as normal rope. For every extra reagent point used, you can create an extra 5 feet of rope.
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.
Lightning Fluid
Unique
- Required Level: None
- Duration: Instantaneous
- 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 1d6 lightning damage. For every extra 2 reagent points used, you can increase this by 1d6.
Banishing flask
Formula Type
- Required Level: 10
- Duration: Intelligence modifier in rounds
- Reagent Points: 4
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: 2 hours, or until chemically dismissed
- 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 around 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 5 foot radius and attack any creature within that radius. Whenever a creature ends their turn in this radius, they will take 1d8 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 2 feet and the damage done by 1d8.
Quick Dry Cement
Unique
- Required Level: None
- Duration: None
- Reagent Points: 3
You create a mixture of quick drying cement. When used as an action, this can cover a cubic foot area, quickly covering the area in stone within a second or two.
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 +1 to their AC. For an extra 2 reagent points, you can increase this by another +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: 3
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.
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 die by violence you reform after 1 week without your equipment in an adjacent empty space to the Philosopher's Stone in perfect health. Or, at least we have to assume 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 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.
Big Bomba
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 15d10 explosive damage, has a radius of 150 feet, and you may set a timer on it. This bomb does double damage to structures, and is placed as an action.
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 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. This vial of the ultimate poison can be used as any of the 3 types of poisons. This poison deals poison damage equal to 5 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, 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, any injuries or scars that happened 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 and Dm Clockwork Dragon.
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 Discord community for offering ideas and helping me in the creation and balance of the formulas.
Art credits
Page 1: 'Alchemist'
by Paizo Publishing.
Page 3: 'Alchemist's Workshop by Even Amundsen.
Page 5: Plague Alchemist
by unknown artist.
Page 6: Chemical Thrower
sources seem to indicate that this was a Fallout weapon, though that's all I was able to find.
Page 12: '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.