Alchemist
The frizzy haired human dashes past the orc, slapping him as she passes. Enraged, the orc starts to give chase but stops when he realizes that something was wrong. The slap was hurting too much to be just a slap. That was when he noticed that there was acid melting his face off. It's cries of agony were echoed by it's companions as the human heads back to town to pick up more acid and collect the bounty.
Laughing maniacally to himself, the gnome threw the vibrating vial over the rock into the hoard of goblins he knew were on the other side. Soon enough, a large explosion shook the ground as the vial exploded into a fireball. The little gnome finally couldn't hold it in any longer, and his laughter grew to math the sound of his explosives going of as he threw them over the rock.
Throwing his cloak aside, the elf stood defiantly in the way of the demon. The demon was confused, not because of the elf in its way, but because the elf had four arms, a pair of wings, and a scorpion tail. The demon double checked to see whether its invisibility was somehow disabled, but it wasn't. How was this elf seeing it. Humming to himself, the elf drank a potion to make him faster, and charged the demon.
Alchemists are mad scientists, and though they aren't usually insane, their actions might seem so to others. Alchemists come in many different kinds, from scholars, to warmongers, to apothecaries, but they all have one thing in common, a desire to find out what happens when they combine one thing with another.
The Magic of Fusion
Alchemists have discovered through experimentation that when certain things are fused, interesting results occur. They learn different recipes for making things explode, burn, heal, and empower, as well as how to properly store them to keep from bowing themselves up at every turn. More experienced alchemists are capable of mixing their deadly chemicals faster and faster, until it only takes them a few minutes to create a batch of their concoctions.
This alone would not make people question their sanity, but the vast majority of alchemists like to take it one step farther. After fusing chemicals, the next step is fusing items. More specifically fusing other creature's DNA with their own. This is a taxing process, and an alchemist can only support a certain amount of foreign DNA in their system, but powerful alchemists can have as many as five of these so called augmentations.
Driving Curiosity
Curiosity is a powerful motivator for alchemists, and they hate being bored. It is this very curiosity that drives them to clear out previously discovered recipes to discover new ones. The loss of the knowledge doesn't matter to them because they don't care about knowledge. What an alchemist cares about is the path to find the knowledge, and that is where their curiosity plays a big role. When there is a cave, a fighter might wonder if there are dangerous creatures living in there, a rogue might wonder if there are traps, and a wizard might
wonder if they have enough energy to deal with any magical attacks. All of them would enter with a reasonable degree of caution. An alchemist however, if left unchecked, will walk straight into the cave just to see what would happen.
The Seven Founders
The science of potion making, as well as some fusion tactics have existed for millennia, however it was seven individuals who sheped the actual practice of alchemy. Each of the seven developed a certain part of the alchemical practice, and taught it to the others. Each of them kept the most potent parts of their discoveries to themselves however, but they passed them on to their successors, leading to the elemental paths, or alchemical focuses.
Most alchemists can tell you that each of the elemental paths follows the teachings of one of the seven founders by using the power of the correlating metal. More well versed scholars can tell you that the metal actually has no bearing on the powers, and the only reason that they are considered related is because of the founders fondnesses for said metals. What people don't know is that each of the seven founders was a metal-core photolith, who each had one of the 'fundamental metals' as their core.
Creating an Alchemist
When creating an alchemist character, think about your character's introduction to alchemy. How did your character come to learn alchemy? Did you act as aprentice to another alchemist who taught you his way of alchemy? Did you study at a school for alchemy, with different specialties taught as different subjects? Or maybe you watched someone using alchemy, and studied on your own to replicate what you saw?
Quick Build
You can make an alchemist quickly by following these suggestions. First, put your highest ability score in Intelligence, followed by Constitution or Dexterity. Second choose the Guild Artisan background.
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 armor, medium armor, shields
- Weapons: Simple weapons, hand crossbows, heavy crossbows, katars
- Tools: Alchemist's supplies, herbalism kit
- Saving Throws: Constitution, Intelligence
- Skills: Choose two from Arcana, History, Intimidation, Investigation, Medicine, Nature, and Perception
The Alchemist
Level | Proficiency Bonus | Features | Concoctions Known |
---|---|---|---|
1st | +2 | Mystical Concoctions | 2 |
2nd | +2 | Augment Self | 2 |
3rd | +2 | Alchemical Focus | 2 |
4th | +2 | Ability Score Improvement | 3 |
5th | +3 | Augment Self Improvement, Vial Slinger | 3 |
6th | +3 | Alchemical Focus Feature | 3 |
7th | +3 | ─ | 4 |
8th | +3 | Ability Score Improvement | 4 |
9th | +4 | Augment Self Improvement | 5 |
10th | +4 | Alchemical Focus Feature | 5 |
11th | +4 | ─ | 6 |
12th | +4 | Ability Score Improvement | 6 |
13th | +5 | Augment Self Improvement | 7 |
14th | +5 | Mystical Resistance | 7 |
15th | +5 | Alchemical Focus Feature | 8 |
16th | +5 | Ability Score Improvement | 8 |
17th | +6 | Augment Self Improvement | 9 |
18th | +6 | Timeless Body | 9 |
19th | +6 | Ability Score Improvement | 9 |
20th | +6 | Philosopher's Stone | 9 |
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) two katars or (b) any two simple weapons
- (a) scale mail or (b) leather armor, a hand crossbow, and 20 bolts
- (a) a dungeoneer's pack or (b) a scholar's pack
- Alchemist's supplies and an herbalism kit
Starting Wealth
If you forgo this starting equipment, as well as the items offered by your background, you start with 5d4 × 10 gp to buy your equipment.
Mystical Concoctions
The first thing any alchemist learns is how to tinker with chemicals to produce effects. You learn two concoctions from the Mystical Concoctions section at the end of this class description. As you reach higher levels in this class, you learn additional concoctions as shown in the Concoctions Known column of the Alchemist table. Additionally, whenever you finish a long rest, you may replace any number of concoctions
you know with new ones.
When you finish a long rest, you may create a number of concoctions equal to your level. To use a concoction, you must take the action listed on the concoction, and the effects take place immediately and the concoction is destroyed, unless otherwise specified. All concoctions cease to function 24 hours after they are created. You must have your alchemist's supplies or your herbalism kit to create concoctions.
Some of the effects of your concoctions require your target to make a saving throw to resist the concoctions effects. The saving throw DC is calculated as follows:
Recipe Book
An alchemists recipe book is where they store their formulas for concoction. Despite the name however, it is not actually a book. In fact, there is no writing at all, because an alchemist's recipe book is a vial of chemicals. The alchemists us a combination of chemicals to create certain scents which they can decode into recipes. They can only understand a certain amount of scents at a time, so when they decide to replace a recipe, they simply change what chemicals are in the vial.
Concoction Save DC = 8 + your proficiency bonus + your Intelligence modifier
Augment Self
By this point, an alchemist will begin experimenting with their own physiology. At 2nd level, you gain the augmentation of your choice. Your augmentation options are detailed at the end of this class description. You gain an additional augmentation when you reach 5th, 9th, 13th, and 17th level. Whenever you gain a level in this class, you may also replace one of your augmentations with another one from the list.
Regardless of your total number of augmentations, your DM has the final say as to whether or not two augmentations are mutually exclusive. It is encouraged however, that rather than disallow the combination that you work with your DM to come up with a reason why you should have both augmentations.
Alchemical Focus
When you reach 3rd level, you choose one of the fundamental elements to emulate in your fusionary journey: Copper, Iron, Gold, Silver, Lead, Mercury, or Tin, all detailed at the end of this class description. Your choice grants you features at 3rd level, and again at 6th, 10th, and 15th 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.
Vial Slinger
Starting at 5th level, when you take the attack action, or use an action to use one of your mystical concoctions, you can make a second attack or use a second concoction as part of the same action.
Mystical Resistance
By 14th level, you have been exposed to so many chemicals, and unlocked their secrets that they pose little risk to you. You gain resistance to acid and poison damage, and you are immune to the poisoned condition.
In addition, you have advantage on saving throws to avoid the negative effects of explosives, oils, poisons, potions, and salves, and resistance to damage dealt by explosives, oils, poisons, potions, and salves.
Timeless Body
Beginning at 18th level, the chemicals you regularly intake have granted you a semblance of the immortality you strive for, causing you to age more slowly. For every 10 years that pass, your body ages only 1 year.
Philosopher's Stone
At 20th level, you create a masterpiece, your philosopher's stone. As an action, you can cause your philosopher's stone to morph into a liquid state, and fuse into your body, granting you one of the effects below. You choose this effect when you create the stone, and you cannot change it, nor can you
change the chosen Prime Augmentation if you choose the perfect body effect.
Additionally, as an action you may eject your philosopher's stone from your body, causing it to manifest in your hand. Doing so however means you lose the chosen effect until you reabsorb it. While in this form, your philosopher's stone can only be absorbed by you, and it is indestructable. You are always aware of the exact location of your philosopher's stone.
Immortality. Your body ceases to age while your philosopher's stone is within you. In addition, you are sustained by the magic of your philosopher's stone such that you no longer require food, drink, or sleep.
Chemical Affinity. While infused with your philosopher's stone, you may add half your constitution score to the number of concoctions you can create after a long rest, and you can learn 1 additional concoction. In addition, whenever you finish a short rest, you may replace any number of your remaining concoctions with other concoctions you know, up to an amount equal to your Intelligence modifier.
Perfect Body. You gain the Prime Augmentation of your choice while filled with your philosopher's stone, which are detailed at the end of this class description.
Alchemical Focus
The creators of alchemy were seven different people who were each known for a specific metal in conjunction with a specialized fusion. In time, these two distinctive pieces were thought to be related. Each alchemist follows in the footsteps of one of the creators and focuses on one of the elements.
Copper ♀
You have chosen to follow in the footsteps of Lady Venus 'Coppervial', and as such, you have a greater affinity for concoctions.
Concoction Savant
When you choose this focus at 3rd level, you learn 1 additional concoction, and may create one additional concoction when you finish a long rest.
Light Concoctions
Also at 3rd level, th distance you can throw your explosives and oils increases by 30 feet.
Widespread Concoctions
When you reach 6th level, you can make your concoctions more compressed, resulting in wider areas of coverage. The radius of your explosions and oils increases by 10 feet.
Empowered Concoctions
Beginning at 10th level, you may add your intelligence modifier to the damage of one of your concoctions on your turn.
Ultimate Concoction
Beginning at 14th level, when you roll damage for one of your concoctions, you may reroll any number of the dice, and you must use the new rolls.
Once you use this feature a number of times equal to your Intelligence modifier, you must finish a long rest before using it again.
Iron ♂
You have chosen to follow in the footsteps of Lord Mars 'Ironfist', and augment your physical prowess with steroids.
Colossus Slayer
Starting at 3rd level, your tenacity can wear down the most potent foes. When you hit a creature with a weapon Attack, you can deal an extra 1d8 damage to the creature if it’s below its hit point maximum. You can deal this extra damage only once per turn.
Improved critical
Also starting at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.
Magical Attacks
Beginning at 6th level, you can channel some latent chemical powers to improve your attacks. Your unarmed strikes and katar attacks count as magical for the purpose of overcoming resistances and immunities to nonmagical attacks and damage.
Honed Instincts
By 10th level, your instincts are so honed that you have advantage on initiative rolls, and you can't be surprised while you are conscious.
In addition, when you are hit with a weapon attack, you may use your reaction to reduce the damage by an amount equal to your Constitution modifier.
Superior Critical
At 14th level, your weapon attacks score a critical hit on a roll of 18-20.
Gold ⦿
You strive for perfection of body by following in the footsteps of Lord Helios 'Goldskin'.
Improved Self
When you choose this focus at 3rd level, you gain 3 perfection points. Whenever you make an ability check, you may spend 1 perfection point to gain a bonus on the check equal to your proficiency bonus. You regain all expended perfectio0n points when you finish a long rest.
The maximum amount of perfection points you may have increases to 5 at 6th level, 7 at 10th level, and 10 at 14th level.
Chemical Fortitude
Also at 3rd level, you gain immunity to disease, as the chemicals and augmentations to your body give you a greater tolerance to foreign substances.
Greater Endurance
At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to your alchemists level by spending 1 perfection point.
Perfect Will
Beginning at 10th level, you are immune to the frightened condition.
Perfect Body
By 14th level, you have reached a greater state of being. You gain proficiency in all saving throws.
Additionally, whenever you make a saving throw and fail, you may spend 1 perfection point to reroll it and take the second result.
Silver ☾
You strive to alter the odds of life in your favor by following in the footsteps of Lady Luna 'Silvercharm'.
Lucky Touch
Starting at 3rd level, you can grant minor luck to others with a touch. You may cast the bless spell once at will, without requiring any components, by touching the target creatures. Once you do so, you must finish a short or long rest before doing so again.
In addition, when a creature you can see makes an ability check, you may add your proficiency bonus to the check. You can choose to do so after the roll is made, but before the result of the check is determined. Once you do so, you must finish a short or long rest before doing so again.
Lucky Self
By 6th level, you can occasionally alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur.
Once you use this feature, you can't use it again until you finish a short or long rest.
Aura of Luck
Beginning at 10th level, whenever you or a friendly creature within 20 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Intelligence modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.
Master of Fate
At 14th level, whenever you make an ability check or a saving throw and fail, you may reroll it and take the second result.
Once you use this feature a number of times equal to your Intelligence modifier, you must finish a long rest before doing so again.
Lead ♄
You want to strike unseen from the shadows according to the teachings of Lord Saturn 'Leadcloak'.
Shadow Initiate
Starting when you choose this focus at 3rd level, you gain proficiency in stealth, and you may double your proficiency bonus for stealth checks.
In addition, while you are hidden, creatures have disadvantage on saving throws against your concoctions.
Shadow Step
At 6th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space
you can see that is also in dim light or darkness. You then can take the hide action as part of the same bonus action.
Cloak of Shadows
By 11th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, throw a concoction, or are in an area of bright light.
Lord of Shadows
When you reach 14th level, being unseen allows you to unleash massive destruction. If you are hidden, the first melee weapon attack or damaging concoction you use on a turn deals maximum damage.
Mercury ☿
You want to preserve and create life according to the teachings of Lady Mercury 'Quicksilver'.
Healing Salve
Starting at 3rd level, you can create a salve that can heal wounds. With this salve, you can restore a total number of hit points equal to your alchemist level × 5.
As an action, you can touch a creature and apply some of the salve to restore a number of hit points to that creature, up to the maximum amount remaining for the salve.
Alternatively, you can expend 5 hit points from the salve to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Healing Salve, expending hit points separately for each one.
This feature has no effect on undead.
Homonculus
Also at 3rd level, you create a homonculus. Whenever you finish a long rest and your alchemist’s supplies are with you, you can form this homunculus in an unoccupied space within 5 feet of you. If you already have a homunculus from this feature, you cannot create another one.
The homunculus is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the Alchemical Homunculus stat block. You determine the homonculus's appearance, which includes wings and bits of alchemical equipment. Some alchemists prefer mechanical-looking birds, whereas others like winged vials or miniature cauldrons.
In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or to take the Dash, Disengage, or Help action.
If the mending spell is cast on it, it regains 2d6 hit points. If it dies, you may revive it at the end of your next long rest, provided it is within 5 feet of you and you have your alchemist's supplies with you.
Mutual Healer
Beginning at 6th level, whenever your homonculus uses it's action to heal one or more creatures, you may regain hit points equal to half the total number of hit points restored by
Alchemical Homonculus
Tiny construct, Neutral
- Armor Class 13 (natural armor)
- Hit Points equal to 5 times your level in this class + your Intelligence modifier
- Speed 20 ft., fly 30 ft.
STR DEX CON INT WIS CHA 4 (-3) 15 (+2) 11 (+0) 10 (+0) 10 (+0) 7 (-2)
- Skills Perception +4, Stealth +4
- Damage Immunities acid, poison
- Condition Immunities charmed, exhaustion, poisoned
- Senses darkvision 60 ft., passive Perception 10
- Languages understands the languages you speak
Might of the Master. When your proficiency bonus increases by 1, your homunculus’s skill bonuses also increase by 1.
Actions
Heal. One target within 30 of the homonculus it can see that you designate regains 1d6 + your proficiency bonus hit points. Once the homonculus has used this ability a number of times equal to your intelligence modifier, it cannot do so again until you complete a long rest.
Alchemical Salve (3/Day). The homunculus produces a salve and touches one creature you designate. The target receives one of the following magical benefits of your choice:
Buoyancy. The target gains a flying speed of 10 feet for 10 minutes.
Inspiration. The target feels giddy and effective, gaining advantage on certain ability checks in the next hour. The target chooses the checks before or after rolling. The magic runs out after the target has used it on a number of checks equal to your Intelligence modifier (minimum of 1).
Resilience. The target gains a number of temporary hit points equal to 2d6 + your Intelligence modifier.
the homonculus (rounded down), provided you are within 30 feet of the homonculus.
Improved Homonculus
By 10th level, when your homonculus uses it's action to heal another creature, it can heal two creatures as part of the same action.
Mutual Potions
At 14th level, when you cast a spell or use a concoction that targets you, you can also affect your homonculus with the
spell or concoction if your homonculus is within 30 feet of you.
Tin ♃
You augment your fusionary powers with magic like Lord Jupiter 'Tinstaff'.
Spellcasting
When you reach 3rd level, you learn the arts of arcane spellcasting. See chapter 10 of the phb for the general rules of spellcasting and chapter 11 for the wizard spell list.
Cantrips. You learn two cantrips of your choice from the Wizard spell list. You learn an additional Wizard cantrip of your choice at 10th level.
Spell Slots. The Tin Spellcasting table shows how many spell slots you have to cast your spells of 1st level or higher. To cast one of these spells, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st level spell shield, and you have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.
Spells known of 1st level and Higher. You know three 1st-level Wizard spells of your choice, two of which you must choose from the evocation and transmutation spells on the wizard spell list.
The Spells Known column of the Tin Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an evocation or transmutation spell of your choice, and must be of a level you have the spell slots for. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and must be an evocation and transmutation spell, unless you're replacing the spell you gained at 8th, 14th, or 20th level.
Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell Save DC
Spell attack modifier
Elemental Savant
When you gain this feature at 3rd level, choose one of the following cantrips: acid splash, firebolt, or poison spray. You learn that cantrip if you don't already know it, and it doesn't count against the number of wizard cantrips you know. You
Tin Spellcasting
Level | Cantrips Known | Spell Known | 1st | 2nd | 3rd | 4th |
---|---|---|---|---|---|---|
3rd | 2 | 3 | 2 | — | — | — |
4th | 2 | 4 | 3 | — | — | — |
5th | 2 | 4 | 3 | — | — | — |
6th | 2 | 4 | 3 | — | — | — |
7th | 2 | 5 | 4 | 2 | — | — |
8th | 2 | 6 | 4 | 2 | — | — |
9th | 2 | 6 | 4 | 2 | — | — |
10th | 3 | 7 | 4 | 3 | — | — |
11th | 3 | 8 | 4 | 3 | — | — |
12th | 3 | 8 | 4 | 3 | — | — |
13th | 3 | 9 | 4 | 3 | 2 | — |
14th | 3 | 10 | 4 | 3 | 2 | — |
15th | 3 | 10 | 4 | 3 | 2 | — |
16th | 3 | 11 | 4 | 3 | 3 | — |
17th | 3 | 11 | 4 | 3 | 3 | — |
18th | 3 | 11 | 4 | 3 | 3 | — |
19th | 3 | 12 | 4 | 3 | 3 | 1 |
20th | 3 | 13 | 4 | 3 | 3 | 1 |
can cast the chosen cantrip as a bonus action with the following modification:
Acid Splash. A creature damaged by this spell takes the acid damage again at the start of it's next turn.
Firebolt. When you cast the spell, the damage type becomes one of the following damage types of your choice: Acid, Cold, Fire, Lightning, or Poison.
Poison Spray. A creature that fails the save also suffers the poisoned condition for 1 minute.
Spell-in-a-Bottle
At 6th level, when you use your action to cast a cantrip, you can use one concoction as a bonus action.
Distracting Throws
By 10th level, you can put something in your concoctions to make affected creatures more susceptible to your magic. When a creature fails a saving throw against one of your concoctions, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.
Improved Spell-in-a-Bottle
Starting at 14th level, when you use your action to cast a spell, you can use one concoction as a bonus action.
Mystical Concoctions
Concoctions are a staple of an alchemist's power set. The concoction choices you may choose from are listed below in alphabetical order. The action requirement of a concoction, as well as its type (Explosive, Oil, Potion, or Salve) are listed in the description of the concoction. You can't learn a concoction more than once.
Acid Bomb
explosive, 1 action
You may throw this bomb up to 60 feet, where it explodes with a corrosive liquid. Each creature within 20 feet of the bomb must make a dexterity saving throw. A target takes 12d4 acid damage on a failed save, or half as much on a success.
When you reach 12th level, the damage increases to 18d4.
Aquashock Grenade
explosive, 1 action
You may throw this grenade up to 60 feet, where it explodes with magically enhanced water. Each creature within 20 feet of the bomb must succeed on a dexterity saving throw or become drenched. A drenched creature has disadvantage on saves against effects that deal cold damage, and has vulnerability to lightning damage. In addition, drenched creatures gain exhaustion twice as fast from effects relating to extreme cold, and half as fast from effects relating to extreme heat.
A drenched creature can remove the condition by spending at least 5 minutes by a fire, changing clothes, or taking at least 20 points of fire damage.
When you reach 12th level, the radius increases by 20 feet.
Atrophy Paste
salve, l action
Make an unarmed strike using your Intelligence modifier instead of your Strength modifier. On a hit, the target is knocked prone as it's muscles are rendered temporarily ineffective for 1 minute, and the salve is expended. At the end of each of it's turns, the target can make a Constitution saving throw to end the effect on itself.
When you reach 12th level, a creature can only make the saving throw every other turn.
Blinding Paste
salve, l action
Make an unarmed strike using your Intelligence modifier instead of your Strength modifier. On a hit, the target is blinded as it's eyes cease to function for 1 minute, and the salve is expended. At the end of each of it's turns, the target can make a Constitution saving throw to end the effect on itself.
When you reach 12th level, a creature can only make the saving throw every other turn.
Breath in a Bottle
potion, 1 bonus action
When you drink this potion, you gain the ability to expel the liquid out of your mouth at a high velocity. Once within the next hour, you may use a bonus action to spray the liquid in a 30 foot cone. Each creature in the cone must make a dexterity saving throw, taking 5d8 damage on a failed save, of half on a successful one. You choose the damage type when you create this concoction from the following list: acid, cold, fire, lightning, piercing, and poison.
When you reach 12th level, the damage increases to 8d8.
Concussion Grenade
explosive, 1 action
You may throw this grenade up to 60 feet, where it explodes with a concussive blast of sound. Each creature within 20 feet of the bomb must make a constitution saving throw. On a failed save, a target takes 5d8 thunder damage and is deafened for 1 minute. On a successful one, a creature takes half damage, and isn't deafened.
When you reach 12th level, the damage increases to 8d8.
Corrosive Puddle
oil, 1 action
You may throw this disk up to 60 feet away, where it sprays acid across the ground in a 30 foot radius. A creature that enters the acid's area for the first time on a turn, or starts it's turn there takes 3d6 acid damage.
When you reach 12th level, the damage increases to 5d6.
Deafening Paste
salve, l action
Make an unarmed strike using your Intelligence modifier instead of your Strength modifier. On a hit, the target is deafened as it's ears cease to function for 1 minute, and the salve is expended. At the end of each of it's turns, the target can make a Constitution saving throw to end the effect on itself.
When you reach 12th level, a creature can only make the saving throw every other turn.
Death Lotion
salve, l action
Make an unarmed strike using your Intelligence modifier instead of your Strength modifier. On a hit, the target takes 1d4 acid damage at the start of each of it's turns for 1 minute, and the salve is expended. This effect ends if the creature moves through running water, or is doused in water.
When you reach 12th level, the damage increases to 2d4.
Flashbang
explosive, 1 action
You may throw this bomb up to 60 feet, where it causes an explosion of light. Each creature within 10 feet of the bomb must make a constitution saving throw, or be blinded and deafened as if by the Blindness/Deafness spell. A creature can repeat the saving throw at the end of each of it's turns, ending the effect on itself on a success.
When you reach 12th level, the radius increases to 20 feet. Additionally, when a creature affected by this concoction attempts to end the effects on itself, it must roll for the blindness and the deafness effects separately.
Frag Grenade
explosive, 1 action
You may throw this grenade up to 80 feet, where it explodes, flinging small, jagged pieces of metal everywhere. Each creature within 30 feet of the bomb must make a dexterity saving throw. A target takes 4d8 piercing damage on a failed save, or half as much on a success.
When you reach 12th level, the damage increases to 5d8, and the radius increases by 10 feet.
Greek Fire
explosive, 1 action
You may throw this vial up to 60 feet, where it explodes in a massive flaming ball of gas. Each creature within 20 feet of the explosion must make a dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much on a success.
When you reach 12th level, the d6s become d8s, and the radius increases by 5 feet.
Healing Salve
salve, l action
Make an unarmed strike using your Intelligence modifier instead of your Strength modifier. On a hit, the target regains 2d8 + 2 hit points, ceases to be poisoned, is cured of any disease, and the salve is expended.
When you reach 12th level, the creature instead regains 4d8 + 4 hit points.
Instinct Potion
potion, 1 bonus action
When you drink this potion, your senses are enhanced, granting you blindsense out to 30 feet for 1 hour. If you already have blindsense, the radius of it increases by 30 feet instead.
When you reach 12th level, the radius of the blindsense increases by 30 feet.
Life Eater
salve, l action
Make an unarmed strike using your Intelligence modifier instead of your Strength modifier. On a hit, the target takes 1d4 necrotic damage at the start of each of it's turns for 1 minute, and the salve is expended. This effect ends if the creature moves through running water, or is doused in water.
When you reach 12th level, the damage increases to 2d4.
Napalm
oil, 1 action
You may throw this disk up to 60 feet away, where it sprays a sticky, flammable liquid across the ground in a 30 foot radius, then sets it on fire for 1 minute. A creature that enters the
liquids area for the first time on a turn, or starts it's turn there takes 3d6 fire damage.
When you reach 12th level, the damage increases to 5d6.
Oil of Misdirection
oil, 1 action
You may throw this disk up to 60 feet away, where it sprays a special oil across the ground in a 30 foot radius, and releases fumes 60 feet into the air. Any creature that starts it's turn in the area must succeed on a wisdom saving throw, or become confused as if by the confusion spell with a few differences. The creature is affected until they leave the area, and you use the table below instead of the normal table.
d10 | Behavior |
---|---|
1-2 | The creature doesn't move or take Actions this turn. |
3-5 | The creature uses all its Movement to move in random directions. To determine the directions, roll a d8 every 5 feet and assign a direction to each die face. The creature doesn't take an action this turn. |
6-8 | The creature uses its action to make a melee Attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. |
9-10 | Use the result of both 3-5 and 6-8. The creature that gets attacked is randomly chosen from any creatures within range at any point during the turn. |
When you reach 12th level, the radius increases by 10 feet.
Oil of Slipping
oil, 1 action
You may throw this disk up to 60 feet away, where it sprays a slippery oil across the ground in a 30 foot radius. The area is difficult terrain, and whenever a creature enters the area for the first time on a turn, or uses more than half it's movement in the area must succeed on a Dexterity saving throw or fall prone. A dashing creature must make the saving throw every 5 feet it moves in the area.
When you reach 12th level, the radius increases by 10 feet.
Oil of the Wind
oil, 1 action
You may throw this disk up to 60 feet away, where it sprays a special oil across the ground in a 30 foot radius, which in turn blasts wind upward 60 feet into the air. The area is difficult terrain, and a creature in the area ascends 10 feet whenever they enter the area, and at the start of each of their turns, to a maximum height equal to the height of the area. Additionally, while a creature without a flying speed is in the area they gain a flying speed equal to half their walking speed, but any creature that wishes to move down must spend an additional foot of movement for every foot they wish to move down, on top of the added movement from difficult terrain. Ranged attacks made against creatures within the oil's area have disadvantage.
When you reach 12th level, the radius increases by 10 feet, and the height increases by 20 feet.
Poisonous Mist
explosive, 1 action
You may throw this canister up to 60 feet, where it releases a toxic gas into the air in a 20 foot radius for 1 minute. Each creature that enters the area of the gas for the first time, or starts it's turn there must make a constitution saving throw, taking 5d6 poison damage on a failed save, or half on a success. A creature that doesn't need to breath is immune to this concoction. A moderate wind (11 to 20 miles per hour) disperses the smoke after 1 minute, and a strong wind (21 or more miles per hour) does so after 1 round.
When you reach 12th level, the d6s become d8s.
Potion of Agility
potion, 1 bonus action
When you drink this potion, your muscles relax, granting you the grace of a cat, and increasing your Dexterity score by 2 for 1 hour.
When you reach 12th level, your Dexterity score instead increases by 4.
Potion of Fortitude
potion, 1 bonus action
When you drink this potion, your pain tolerance skyrockets, granting you 30 temporary hit points for 1 hour.
When you reach 12th level, you instead gain 60 temporary hit points.
Potion of Life
potion, 1 bonus action
When you drink this potion, your body's natural healing factor is sped up, and you regain 5d4 + 10 hit points.
When you reach 12th level, the amount of hit points you regain becomes 10d4 + 20.
Potion of Power
potion, 1 bonus action
When you drink this potion, your adrenaline spikes, increasing your Strength score by 2 for 1 hour.
When you reach 12th level, your Strength score instead increases by 4.
Potion of Swiftness
potion, 1 bonus action
When you drink this potion, your body speeds up, increasing your speed by 30 feet for 1 hour.
When you reach 12th level, your speed instead increases by 60 feet.
Skin Rotter
salve, l action
Make an unarmed strike using your Intelligence modifier instead of your Strength modifier. On a hit, the target takes 1d4 poison damage at the start of each of it's turns for 1 minute, and the salve is expended. This effect ends if the creature moves through running water, or is doused in water.
When you reach 12th level, the damage increases to 2d4.
Smoke Bomb
explosive, 1 action
You may throw this bomb up to 60 feet, where it expels a thick, black cloud of smoke in a 20 foot radius. The area is heavily obscured, and remains for 1 hour. A moderate wind (11 to 20 miles per hour) disperses the smoke after 1 minute, and a strong wind (21 or more miles per hour) does so after 1 round.
When you reach 12th level, the radius increases by 20 feet, and the duration, including the time for wind to disperse it, is doubled.
Sore-maker Paste
salve, l action
Make an unarmed strike using your Intelligence modifier instead of your Strength modifier. On a hit, the target has disadvantage on all ability checks, and vulnerability to all damage as sores cover it's body for 1 minute, and the salve is expended. At the end of each of it's turns, the target can make a Constitution saving throw to end the effect on itself.
When you reach 12th level, a creature can only make the saving throw every other turn.
Stinking Puddle
oil, 1 action
You may throw this disk up to 60 feet away, where it sprays a foul smelling liquid across the ground in a 30 foot radius. The liquid causes toxic fumes to rise 30 feet in the air. Any creature that starts it's turn in the area must succeed on a constitution saving throw, or take 5d4 poison damage and become poisoned. A poisoned creature has it's speed halved and must succeed on a constitution saving throw at the beginning of each of it's turns or be knocked unconscious. A creature that doesn't need to breath is immune to this concoction.
When you reach 12th level, the radius increases by 10 feet.
Straight Up Genasi Blood
potion, 1 bonus action
When you drink this potion, you gain resistance to one of the following damage types for 1 hour, chosen when you create this concoction: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.
When you reach 12th level, your can choose two damage types when you create the potion.
Tar
oil, 1 action
You may throw this disk up to 60 feet away, where it sprays a sticky gunk across the ground in a 30 foot radius. The area is difficult terrain, and a creature that ends it's turn there must succeed on a Strength saving throw or be restrained. A restrained creature can use an action to make a Strength check to break free. The tar hardens and loses it's properties after 1 hour, however a creature restrained by the tar when it hardens has a -10 penalty to all further Strength checks made to escape.
When you reach 12th level, the radius increases by 10 feet.
Augmentations
All alchemists seek to improve themselves. These improvements are represented by augmentations. The augmentations you may choose from are listed below in alphabetical order. You cannot choose an augmentation more than once.
Breath Weapon
You can use your action to exhale destructive energy. It deals damage in an area according to the table. When you use your breath weapon, all creatures in the area must make a saving throw, the type of which is determined by the table. The DC of this saving throw is 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increase to 3d6 at 6th level, 4d6 at 11th, and 5d6 at 16th level. You may use your breath weapon a number of times equal to your Constitution modifier. You regain expended uses on a short or long rest.
Damage Type | Area and Saving throw |
---|---|
Acid | 5' by 30' line (DEX save) |
Cold | 15' cone (CON save) |
Fire | 15' cone (DEX save) |
Lightning | 5' by 30' line (DEX save) |
Poison | 15' cone (DEX save) |
Carapace
You have a chitinous carapace that prevents you from wearing armor. Your constitution modifier is added to your ac.
Claws
You have claws on your hands. Your unarmed strikes now deal a base of 1d6 slashing damage, and you have advantage on ability checks related to climbing.
Crab Pincers
You have a pair of crab arms growing from your shoulders. You may make unarmed strikes with them, dealing 1d6 plus your Strength modifier piercing damage, and grappling a creature on a hit if the creature is your size or smaller (escape DC 8 + your proficiency bonus + your Strength modifier).
Extra Arms
You have 1 extra pair of arms which give you these benefits. When you take the attack action, you may make another attack as a bonus action, and you can benefit from two shields at a time. You also count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Infrared Vision
You gain darkvision out to 60 feet. If you already have darkvision, the radius of it increases by 60 feet.
Lizard Tail
You have a lizard tail that helps you swim. You have a swimming speed of 60 feet, and advantage on checks made in relation to swimming. You may also make an unarmed strikes with it, dealing 1d6 plus your Strength modifier bludgeoning damage.
Magical Saliva
You saliva can produce a wonderful effect. Up to 3 times per day, you can touch one creature with your saliva. The target receives one of the following magical benefits of your choice:
Aquatic. The target can breath underwater for 10 minutes.
Buoyancy. The target gains a flying speed of 10 feet for 10 minutes.
Inspiration. The target feels giddy and effective, gaining advantage on certain ability checks in the next hour. The target chooses the checks before or after rolling. The magic runs out after the target has used it on a number of checks equal to your Intelligence modifier (minimum of 1).
Resilience. The target gains a number of temporary hit points equal to 2d6 + your Intelligence modifier.
Manticore Tail
You have the tail of a manticore, and can shoot your tail spikes from it. The tail is a ranged attack with range 100/200 feet, and on a hit, it deals 1d8 + your Dexterity modifier piercing damage. You have twenty-four tail spikes. Used spikes regrow when you finish a long rest.
Protected Ears
You cannot be deafened.
Quickened Pace
You base walking speed increases by 30 feet.
Scorpion Stinger
You have a scorpion tail that you can use to attack with. Treat the tail as an unarmed strike, and on a hit, a target takes 1d6 + your Strength modifier piercing damage, and 1d6 poison damage + your Intelligence modifier.
Shaded Eyes
You cannot be blinded.
Sixth Sense
You gain blindsight out to 30 feet. If you already have blindsight, the radius of it increases by 30 feet. You must be able to hear for your blindsense to work.
Spider Legs
You have a set of spider legs growing out of your back. While walking with the spider legs, you have a climbing speed of 60 feet, and can ignore movement restrictions of webs.
Supertraction
Your feet are more like crane claws. You cannot wear normal footwear, and while barefoot, you may ignore non-magical difficult terrain.
Tentacles
You have a pair of tentacles growing from your shoulders. You may make unarmed strikes with them, dealing 1d6 plus your Strength modifier bludgeoning damage, and grappling a creature on a hit if the creature is your size or smaller (escape DC 8 + your proficiency bonus + your Strength modifier).
Unbreathing
You no longer require air.
Vibration Sensitive
You gain tremorsense out to 30 feet. If you already have tremorsense, the radius of it increases by 30 feet.
Web Shooter
You can shoot webs out of your hands and mouth. The webs are a ranged attack with range 30/60 feet, and on a hit a creature is restrained. As an action, the restrained target can make a Strength check with a DC of 8 + your proficiency bonus + your Intelligence modifier, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
Wings
Wings sprout form between your shoulder blades, granting you a flying speed of 60 feet. If you are of a race that can already fly, your flying speed instead increases by 60 feet.
Prime Augmentations
One of the things an alchemist's philosopher's stone has the potential to do is make their body near perfect in one aspect. The different ways you can have this happen are listed below in alphabetical order.
All-Seeing Eyes
You gain truesight out to 60 feet.
Elastic Skin
You can cast the Enlarge/Reduce spell at will, targeting yourself. You do not need to concentrate on the spell, it lasts until you die, and it isn't treated as a spell.
Face-Changer
You can cast the Alter Self spell at will. You do not need to concentrate on the spell, it lasts until you die, and it isn't treated as a spell.
Keen Mind
You gain a +6 to Intelligence, Wisdom, and Charisma. Alternatively, you may choose to gain a +2 bonus to all three.
Top Shape
You gain a +6 to Strength, Dexterity, or Constitution. Alternatively, you may choose to gain a +2 bonus to all three.
Thanks
For
Reading
This class was inspired by multiple sources. The alchemist specialty of the Eberron Artificer inspired me to make this class in the first place after I wanted more to an alchemist. The subclasses were inspired in part by some of the 'mystical powers' of the seven planetary metals. Other sources of inspirations came from other various classes and subclasses.
Front Cover Art: TheDigitalArtist
Back Cover Art: MjolnirPants
Any and all feedback is appreciated, and can be left in a comment here. There will probably be a larger file at some point where I will put most of my homebrew.