More experienced alchemists learn to mix less volatile
substances into potions, alchemical concoctions
which replicate magical effects. These potions range
from the medicinal, such as potions of healing, to
the transformative, such as potions of gaseous form,
to the downright deadly, such as potions of poison.
Undisputed masters of potions, alchemists constantly
innovate with new formulations and preparations,
improving their potions into magic items in their own
right.
hit dice:
d6
hit points at 1st level:
6+Con Modifier
hit points at higher levels:
1d6+Con
armor proficiencies:
Light Armor
weapon proficiencies:
Simple Weapons, Bombs, Simple Firearms
tools:
Alchemist’s supplies, herbalism kit
saving throws:
Dexterity, Intelligence
skills:
Choose three from Arcana, History, Insight,
Medicine, Nature, Perception, Sleight of Hand,
Survival, and Tech
starting equipment:
spellcasting:
You only gain spells if you take the Dynamo Engineer subclass
Spellcasting
Also at 2nd level, you’ve achieved the ability to
cast spells by storing and releasing energy in spell
dynamos.
Spell Dynamos. You power your spells through
handheld arcane devices called spell dynamos, which
each hold a single spell slot. The Dynamo Engineer
Spellcasting table shows how many spell slots you
have. The table also shows what the level of those slots
is; all of your spell slots are the same level. To cast one
of your wizard spells of 1st level or higher, you must
expend a spell slot. You regain all expended spell slots
when you finish a long rest.
Preparing Spells. Unlike other spells, you must
prepare spell dynamos in advance. When you finish
a long rest, you configure each of your dynamos
to cast a particular wizard spell you know. You can
only use a spell dynamo to cast a spell to which it is
configured. When you finish a short or long rest, you
can reconfigure your unexpended spell dynamos to
hold different spells.
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 Dynamo Engineer
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 for which you have spell slots.
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 it must be an evocation or
transmutation spell, unless you’re replacing the spell
you gained at 3rd, 8th, 14th, or 20th level from any
school of magic.
Spellcasting Ability. Intelligence is your
spellcasting ability for your wizard spells, since you
cast them using cutting-edge arcane technology. You
use your Intelligence whenever a spell refers to your
spellcasting ability. Use your bomb save DC when
setting the saving throw DC for a wizard spell you
cast, and use your Intelligence modifier when making
an attack roll with one.
Spell attack modifier = your proficiency
bonus + your Intelligence modifier
Alchemist
Level |
Spells
Known |
Spell
Dynamos |
Slot
Level |
2 |
3 |
2 |
1st |
3 |
3 |
2 |
1st |
4 |
4 |
3 |
1st |
5 |
4 |
3 |
1st |
6 |
4 |
3 |
1st |
7 |
5 |
4 |
2nd |
8 |
6 |
4 |
2nd |
9 |
6 |
4 |
2nd |
10 |
7 |
5 |
2nd |
11 |
8 |
5 |
2nd |
12 |
8 |
5 |
2nd |
13 |
9 |
5 |
3rd |
14 |
10 |
6 |
3rd |
15 |
10 |
6 |
3rd |
16 |
11 |
6 |
3rd |
17 |
11 |
6 |
3rd |
18 |
11 |
7 |
3rd |
19 |
12 |
7 |
4th |
20 |
13 |
7 |
4th |
class features:
Natural Philosopher
You have learned many things about alchemy during
your studies. Starting at 1st level, you can add half
your proficiency bonus, rounded up, to any ability
check you make to identify herbs, potions, poisons, or
other alchemical substances. This bonus stacks with
your normal proficiency bonus, if you would add that
already.
Bombs
At 1st level, you can create volatile alchemical bombs
using your alchemist’s supplies. Whenever you take a
short or long rest, you can create a number of bombs
equal to 10 plus twice your alchemist level. The cost of
materials necessary to create these bombs is negligible.
After 24 hours, an unused bomb becomes inert. The
statistics of a bomb are shown in the Bomb sidebar.
Instead of making an attack with a bomb using the
Attack action, once per turn you can take the Use an
Object action to prime a bomb with explosive reagents and throw it, increasing the bomb’s explosive potential
and allowing you to deal additional damage. When
you do so, you can add your Intelligence modifier,
instead of Dexterity, to the bomb’s damage roll.
Additionally, when you throw a bomb in this way, its
damage increases by 1d10 when you reach 5th level
(2d10), 11th level (3d10), and 17th level (4d10).
Saving Throws. When your bombs call for a
saving throw, its save DC is calculated as follows:
Bomb save DC = 8 + your proficiency bonus +
your Intelligence modifier
Bomb Formulae
By 2nd level, your research has granted you insight
into new alchemical formulations for your bombs.
Select three bomb formulae from the Bomb Formulae
section below. Once per turn, when you take the Use
an Object action to throw a bomb, you can apply a
formula to it.
When you gain certain levels in this class, you
learn additional formulae of your choice, as shown in
the Bomb Formulae Known column of the Alchemist
table. Additionally, when you gain a level in this class,
you can choose one of the formulae you know and
replace it with another formula.
Field of Study
While all alchemists share a common knowledge base,
most alchemists specialize into a particular field of
study. When you reach 2nd level, you select your field
of study, which grants you features at 2nd, 6th, 10th,
and 18th level.
A formula granted by your field of study does not
count against the total number of formulae you know.
Reagent
Starting at 3rd level, you have a collection of powerful
alchemical reagents, represented by a pool of reagent
dice, that you can spend to brew potions or magnify
the power of your explosives.
Reagent Dice
You start with three reagent dice, which are d10s, and
you gain additional reagent dice as you gain levels in
this class, as shown in the Reagent Dice column of the
Alchemist table. You regain all expended reagent dice
when you finish a long rest.
When you take the Use an Object action to prime
and throw a bomb, you can expend a number of
reagent dice up to your proficiency modifier and add
the dice to the bomb’s damage roll.
Brewing Potions
You can spend 10 minutes and expend any number
of reagent dice to brew potions. These potions retain
potency for 24 hours, after which they become inert.
If a potion calls for a saving throw, it uses your bomb
save DC.
The number of reagent dice and the alchemist level
required to brew a potion are given on the Potions
table:
Potion |
Cost |
Alchemist Level |
Alchemical Anesthetic |
1 reagent die |
3 |
Potion of Climbing |
1 reagent die |
3 |
Potion of Growth |
1 reagent die |
3 |
Potion of Healing |
1 reagent die |
3 |
Potion of Water Breathing |
1 reagent die |
3 |
Cure-All |
2 reagent dice |
7 |
Potion of Greater Healing |
2 reagent dice |
7 |
Potion of Heroism |
2 reagent dice |
7 |
Potion of Resistance |
2 reagent dice |
7 |
Potion of Diminution |
3 reagent dice |
14 |
Potion of Flying |
4 reagent dice |
14 |
Potion of Hill Giant Strength |
4 reagent dice |
14 |
Potion of Invisibility |
4 reagent dice |
14 |
Potion of Superior Healing |
4 reagent dice |
14 |
Reagent Synthesis
Once per day when you finish a short rest, you can
regain all of your expended reagent dice that you have
not used to brew potions.
Discoveries
In the course of your research, you have made
a number of discoveries regarding the nature of
alchemy. At 4th level, you gain two discoveries of your
choice. When you gain certain alchemist levels, you
gain additional discoveries of your choice, as shown in
the Discoveries Known column of the Alchemist table.
Additionally, when you learn a new discovery,
you can choose one of the discoveries you know and
replace it with another discovery that you could learn
at that level.
Flashbang
Beginning at 5th level, you carry a supply of
concussive explosives which help you escape from
perilous situations. As a bonus action, you can throw
one of these explosives at your feet, disorienting and
distracting nearby foes. Each creature within 5 feet of
you can’t take reactions until the start of its next turn.
Evasion
Beginning at 11th level, when you are subjected to
an effect that allows you to make a Dexterity saving
throw to take only half damage, you instead take no
damage if you succeed on the saving throw, and only
half damage if you fail.
Blast Coating
Starting at 15th level, you automatically succeed on
saving throws against your own bombs and never take
damage from them.
Philosopher’s Stone
At 20th level, you unlock the crowning achievement
of all alchemy: a philosopher’s stone, a dynamo of
alchemical energy in a fist-sized glowing jewel. You
can construct your philosopher’s stone using your
alchemist supplies, 1,000 gp worth of materials, and
1 week of work. You can only have one philosopher’s
stone at a time and only you can gain the stone’s
benefits. As long as you possess the stone, you gain the
following benefits:
• Whenever you finish a short rest, you regain all
expended reagent dice.
• Using the stone’s transmutation magic, you can
brew potions as an action, instead of in 10 minutes.
• You age 10 times slower than normal, and your age
cannot be magically changed.
Additionally, you learn the following formula, which
doesn’t count against the total number of formulae
you know:
Nuclear Bomb
By replacing your bomb’s explosive contents with
your philosopher’s stone, you can change it into a
nuclear bomb. A nuclear bomb deals 10d10 + 100
force damage instead of its normal fire damage, has
a blast radius of 1 mile, and completely destroys the
philosopher’s stone. Additionally, each creature within
the blast radius that fails its saving throw takes full
damage, instead of half damage, and each creature that
succeeds its saving throw takes half damage, instead of
no damage.
Bomb Formulae
Unless otherwise stated, all bombs produce a loud boom,
audible out to one mile. Bombs are presented in
alphabetical order.
Acid Bomb
By mixing your bomb’s explosive contents with a few
drops of ardenflotic acid, a highly corrosive chemical,
you can change it into an acid bomb. An acid bomb
deals acid damage instead of fire damage and has d4
damage dice. Additionally, the target, as well as each
creature within the blast radius that fails its saving
throw, takes the same amount of damage again at the
end of its next turn.
Bramble Bomb
By adding a potent fertilizer to your bomb’s explosive
contents, you can change it into a bramble bomb. A
bramble bomb deals no damage, and instead causes
tough, thorny brambles to sprout from any area of
natural ground within the bomb’s blast radius, which
becomes difficult terrain. Additionally, if a creature
in the blast radius is prone when the bomb detonates,
it is enveloped by the brambles and must make a
Strength (Athletics) check opposed by your bomb save
DC in order to move or stand. The brambles shrivel
and die after 1 minute.
Cryo Bomb
By replacing your bomb’s explosive contents with
a piece of ice nine, you can change it into a cryo
bomb. A cryo bomb deals cold damage instead of
fire damage, has d8 damage dice, and requires a
Constitution saving throw instead of a Dexterity save.
Additionally, the target, as well as each creature within
the blast radius that fails its saving throw, has its speed
decreased by 10 feet until the end of its next turn.
Holy Bomb
By adding a few drops of holy water to your bomb’s
explosive contents, you can change it into a holy
bomb. A holy bomb deals radiant damage instead of
fire damage and has d8 damage dice, unless the target
is a celestial, fiend, or undead. The bomb’s damage
dice are d6s against celestials and d12s against fiends
and undead.
Impact Bomb
By replacing your bomb’s explosive contents with a
more reactive one, you can change it into an impact
bomb. An impact bomb deals force damage instead of
fire damage and has d8 damage dice. Additionally, the
target, as well as each creature within the blast radius
that fails its saving throw, is pushed 5 feet away from
the center of the blast.
Incendiary Bomb
By adding a thickening agent to your bomb’s explosive
contents, you can change it into an incendiary
bomb. An incendiary bomb has d6 damage dice.
Additionally, the area of the blast radius is engulfed in
flames which persist until the beginning of your next
turn. Flammable objects in this area that aren’t being
worn or carried ignite. Any creature that ends its turn
in this area takes half the bomb’s damage.
Laughing Gas Bomb
By mixing your bomb’s explosive contents with a
drop of jesterate, a highly euphoric chemical, you can
change it into a laughing gas bomb. A laughing gas
bomb deals poison damage instead of fire damage,
has d6 damage dice, and requires a Constitution
saving throw instead of a Dexterity save. Additionally,
the target, as well as each creature within the blast
radius that fails its saving throw, falls prone in a fit of
laughter. Once a creature is targeted by this bomb or
succeeds on a saving throw against it, it does not fall
prone on subsequently failed saving throws.
Lightning Bomb
By replacing your bomb’s explosive contents with a
charged arcane capacitor, you can change it into a
lightning bomb. A lightning bomb deals lightning
damage instead of fire damage and has d8 damage
dice. Additionally, the target, as well as each creature
within the blast radius that fails its saving throw, can’t
take reactions until the end of its next turn.
Nonlethal Bomb
By replacing your bomb’s explosive contents with
a pouch of rubber pellets, you can change it into a
nonlethal bomb. A nonlethal bomb deals bludgeoning
damage instead of fire damage and has d8 damage
dice. If damage from this bomb drops a creature
to 0 hit points, it knocks the creature out, rather
than dealing a killing blow, rendering the creature
unconscious and stable. Additionally, this bomb’s
rubber projectiles bounce around corners, ignoring
half and three-quarters cover for targets within the
blast radius.
Oil Bomb
By mixing your bomb’s explosive contents with a few
drops of a super-surfactant, you can change it into
an oil bomb. An oil bomb does not deal damage, but
coats each creature within the blast radius in a sticky,
flammable oil. The next time a creature coated in oil
takes fire damage, it takes an additional d6 damage
for each die of fire damage rolled, up to a maximum
of half your alchemist level, rounded up. Oil can be
removed by dousing a creature with a gallon of water.
Prismatic Bomb
By adding an ounce of polyjuice, an unpredictable,
multicolored chemical, to your bomb’s explosive
contents, you can change it into a prismatic bomb. A
prismatic bomb deals damage randomly-determined
instead of fire damage, has d8 damage dice, and
requires a randomly-determined type of saving throw.
Roll on each of the following tables.
d6 |
Damagr |
1 |
Acid |
2 |
Cold |
3 |
Fire |
4 |
Lightning |
5 |
Poison |
6 |
Radient |
d6 |
Saving Throw |
1-2 |
Dex |
3-4 |
Con |
5-6 |
Wis |
Psionic Bomb
By mixing your bomb’s explosive contents with dust
from a psionic crystal, you can change it into a psionic
bomb. A psionic bomb deals psychic damage instead
of fire damage, has d6 damage dice, and requires a
Wisdom saving throw instead of a Dexterity save.
Additionally, the target, as well as each creature
within the blast radius that fails its saving throw,
makes ability checks to concentrate on spells with
disadvantage until the end of its next turn.
Quiet Bomb
By replacing your bomb’s explosive contents with a
wad of thermal cotton, you can change it into a quiet
bomb. A quiet bomb has d8 damage dice. When this
bomb detonates, it makes only a low thud, audible out
to 10 feet, and releases a puff of smoke to mask the
light given off by its blast. Creatures have disadvantage
on ability checks to detect that this bomb was
detonated nearby.
Seeking Bomb
By replacing your bomb’s explosive contents with a
powerful lodestone, you can change it into a seeking
bomb. A seeking bomb has d6 damage dice. You don’t
suffer disadvantage from making a ranged attack using
this bomb while you are within 5 feet of a hostile
creature.
Smoke Bomb
By removing your bomb’s explosive contents entirely,
you can change it into a smoke bomb. A smoke bomb
deals no damage but fills a 10-foot radius sphere with
smoke. This fog spreads around corners and its area
is heavily obscured. It lasts for a number of rounds
equal to your Intelligence modifier or until a wind of
moderate or greater speed (at least 10 miles per hour)
disperses it. Once you throw one of these bombs, you
can’t throw another for 1 minute.
Sonic Bomb
By mixing your bomb’s explosive contents with a
few drops of air elemental essence, you can change
it into a sonic bomb. A sonic bomb deals thunder
damage instead of fire damage, has d6 damage dice,
and requires a Constitution saving throw instead of a
Dexterity save. Additionally, the target, as well as each
creature within the blast radius that fails its saving
throw, is deafened until the end of its next turn.
Stink Bomb
By adding a single drop of skunkanide, a chemical
too unholy to expound upon, you can change it into
a stink bomb. A stink bomb deals poison damage
instead of fire damage, has d8 damage dice, and
requires a Constitution saving throw instead of a
Dexterity save. Additionally, the target, as well as each
creature within the blast radius that fails its saving
throw, has disadvantage on ability checks it makes
before the end of its next turn.
Teleportation Bomb
By replacing your bomb’s explosive contents with
a glowing etherite crystal, you can change it into a
teleportation bomb. A teleportation bomb deals no
damage and instead opens a rift in space, instantly
teleporting you to its point of detonation, if it
explodes within 30 feet of you.
Thermobaric Bomb
By replacing your bomb’s explosive contents
with a delayed explosive, you can change it into a
thermobaric bomb. A thermobaric bomb deals has d6
damage dice and explodes in a 10-foot radius sphere.
Withering Bomb
By mixing your bomb’s explosive components with
a powerful desiccating agent, you can change it into
a withering bomb. A withering bomb deals necrotic
damage instead of fire damage, has d8 damage dice,
and requires a Constitution saving throw instead of a
Dexterity save. Additionally, the target, as well as each
creature within the blast radius that fails its saving
throw, can’t regain hit points until the end of its next
turn.
Discoveries
If a discovery has prerequisites, you must meet them
to learn it. You can learn the discovery at the same
time that you meet its prerequisites. You can only
learn a discovery once, unless otherwise specified.
Advanced Poisoner
Prerequisites: 13th level, Venomsmith Field of Study
Your morbid research into the most vicious, exotic
poisons has revealed how to synthesize the following
poisons when you brew potions:
Poison |
Cost |
Burnt Othur Fumes |
3 reagent dice |
Crawler Mucus |
3 reagent dice |
Drow Poison |
3 reagent dice |
Midnight Tears |
5 reagent dice |
Pale Tincture |
4 reagent dice |
Wyvern Poison |
6 reagent dice |
Alchemy of Ascendancy
Prerequisite: 17th level
A breakthrough in your alchemical studies has
revealed the formulation of several potent elixirs. You
can brew the following potions:
Potion |
Cost |
Necromantic Draught |
4 reagent dice |
Oil of Etherealness |
4 reagent dice |
Potion of Speed |
4 reagent dice |
Potion of Stone Giant Strength |
4 reagent dice |
Alchemy of Influence
Prerequisite: 13th level
Your alchemical research has revealed many of the
basic chemicals which govern emotions. You can brew
the following potions:
Potion |
Cost |
Potion of Animal Friendship |
1 reagent die |
Philter of Love |
2 reagent die |
Potion of Clairvoyance |
3 reagent die |
Potion of Mind Reading |
3 reagent die |
Alchemy of Transformation
Prerequisite: 13th level
You have mastered the alchemical secrets of shifting
matter, which allow you to brew the following
potions:
Potion |
cost |
Oil of Slipperiness |
2 reagent dice |
Sandstone Solution |
2 reagent dice |
Aqua Fortis |
3 reagent dice |
Chameleon Concoction |
3 reagent dice |
Potion of Gaseous Form |
3 reagent dice |
Arcane Study
You learn three cantrips of your choice from the
wizard spell list. Intelligence is your spellcasting
ability for your wizard spells.
Ballistics Research
You learn two additional bomb formulae.
Battle Training
You gain proficiency with martial weapons and
shields.
Beguiling Haze
Prerequisites: 13th level, Amorist Field of Study
When you charm a creature, you can choose to
place it in a dreamy state, from which it regards
everyone it sees as close friends. While the creature
is charmed, it is nonhostile and acts as though it is
charmed equally by each creature it sees. Once you
use this ability, you can’t use it again until you finish a
short or long rest.
Buffered Metabolism
Prerequisites: 13th level, Xenoalchemist Field of Study
As a reaction when you take damage, you can expend
any number of reagent dice up to your proficiency
bonus to reduce the amount of damage taken by the
total rolled on the dice.
Clotting Agent
You have developed a serum that protects you from
harm. Your hit point maximum increases by your
alchemist level + your Constitution modifier, and
increases by 1 again whenever you gain a level in this
class.
Craft Homunculus
Using a special alchemical process requiring 8 hours
of work, which can be performed over the course
of a long rest, you can create a homunculus. A
homunculus functions as a familiar summoned by the
find familiar spell, with several differences:
• The telepathic link between you and your
homunculus functions at any distance, provided
you and your homunculus are on the same plane of
existence.
• You cannot dismiss your homunculus as you would
a familiar.
• Your homunculus is a construct and cannot assume
a different form.
• Your homunculus can take the Attack action on its
turn.
When your homunculus dies, its body remains, and
can be reanimated in a procedure requiring 1 hour of
work, which can be performed over the course of a
short or long rest.
Demolition Spree
Prerequisites: 13th level, Mad Bomber Field of Study
When you take the Use an Object action to prime and
throw a bomb, you can throw a number of bombs
equal to the number of the bomb’s damage dice,
instead of only one. Each bomb you throw deals 1d10
damage plus your Intelligence modifier and can’t
target the same creature or space. You must spend
reagent dice separately on these bombs and can apply
a bomb formula to only one of them.
Explosive Missile
As a bonus action on your turn, you can load one of
your bombs onto the head of a crossbow bolt or a bullet. Instead
of its normal damage, this bolt deals damage as if you
had primed and thrown a bomb as an action, but does
not have a blast radius. Only one of your bombs can
be loaded onto a bolt at a time and you can’t fire an
explosive bolt if you have already thrown a bomb on
your turn.
Fire Brand
You can mix your bomb’s contents together and
apply the fiery concoction to a melee weapon you are
holding as a bonus action. Until the end of your turn,
this melee weapon deals an additional 1d6 fire damage
on a hit. This bonus damage increases by 1d6 at 5th
level (2d6), 11th level (3d6), and 17th level (4d6).
Fire Eater
Instead of throwing a bomb, you can take the Use
an Object action to drink a bomb’s contents and spit
them out in a 15-foot cone. Each creature within
the cone must make a Dexterity saving throw or
take damage as if the bomb had been thrown. On a
successful save, a creature takes half as much damage.
When you use this ability, you take 1d4 points of fire
damage each of your bomb’s damage dice.
Fire in the Hole
Prerequisite: 9th level
You have tweaked your bomb’s formula to increase its
explosive yield. Your bomb save DC increases by half
your proficiency bonus, rounded down.
Fortified Serum
Prerequisites: 13th level, Apothecary Field of Study
Whenever a creature regains hit points by drinking
one of your potions, it gains resistance to bludgeoning,
piercing, and slashing damage from nonmagical
weapons until the end of its next turn.
Grenadier
When you take the Use an Object action to prime and
throw a bomb, you can use your bonus action to make
an attack with a weapon that isn’t two-handed.
Dynamo Charger
Prerequisites: 13th level, Dynamo Engineer Field of Study
You’ve invented a device which rapidly recharges
your spell dynamos. Once per day when you finish
a short rest, you can regain 2 expended spell slots
stored in dynamos. You can configure these dynamos
immediately.
Hemoreagent
Prerequisite: 17th level
When you take the Use an Object action to throw a
bomb, you can convert a measure of your own blood
into reagents. You can add five or fewer reagent dice
to the bomb’s damage roll, and you take 1d6 necrotic
damage for each reagent die added. This damage can’t
be avoided or reduced.
Lazarus Bolt
Prerequisite: 9th level
You’ve discovered a radical necromantic workaround:
restoring life with direct electricity to the heart. As an
action, you can drive a bolt into the torso of a creature
that has died within the last minute and shock it back
to life. That creature returns to life with 1 hit point.
This feature can’t return to life a creature that lacks a
heart, a creature that has died of old age, or a creature
that is missing vital organs.
Once you use this ability, you can’t use it again until
you finish a short or long rest.
Magnified Blast
Prerequisite: 17th level
Thanks to a new internal design for your bombs, you
have expanded their blast radius and magnitude.
Whenever you add reagent dice to your bomb’s
damage, you can also choose to expand the bomb’s
blast radius by a distance of up to 5 feet per two
reagent dice spent.
Ooze Cowboy
Prerequisites: 13th level, Ooze Rancher Field of Study
Tired of waiting for your oozes to catch up with you,
you’ve modified your formula to make extra fast
slimes! All oozes you make have a movement speed of
30 feet, if it were lower. Additionally, you can ride any
ooze you make of Medium size or larger as a mount.
You and your equipment suffer no ill effect from
touching your oozes directly. Lastly, your oozes add
your proficiency modifier to their damage rolls and
initiative rolls.
Poisoner
Thanks to your research into poisonous compounds,
you’ve learned how to concoct lethal toxins. You
gain proficiency with the poisoner’s kit. Additionally,
you can craft the following poisons when you brew
potions, which use your bomb save DC instead of
their normal save DC:
Poison |
Cost |
2 × Basic Poison |
1 reagent dice |
2 × Antitoxin |
1 reagent die |
Potion of Poison |
2 reagent die |
Oil of Taggit |
2 reagent dice |
Truth Serum |
2 reagent dice |
Serpent Venom |
2 reagent dice |
Precision Explosives
You have modified your bombs to have narrow gaps
in their explosions, perfect for keeping some creatures
safe from the blast. You can choose one creature in
the blast radius of a bomb other than the target to
automatically succeed its saving throw against the
bomb and take no damage from it.
Reactionary Gulp
Prerequisite: 17th level
By keeping your potions organized on a bandolier or
in a series of pouches, you can quickly draw them in a
moment’s notice. Immediately after you take damage
from a creature you can see, you can use your reaction
to drink a potion.
Recycled Potions
Prerequisite: 9th level
When you brew potions, you can distill those you
have already brewed, recovering the reagents stored
within. You can convert brewed potions into reagent
dice and you can choose to expend those dice to create
new potions. You can’t gain more than your maximum
number of reagent dice using this ability.
Syringe
Using a sophisticated hypodermic needle, you can
more quickly administer potions and poisons. As a
bonus action, you can inject a potion into yourself or
a willing creature within 5 feet of you, granting the
benefits of the potion as if it were drank normally. You
can inject a potion into an unwilling creature with a
successful melee attack.
Tri-Mutation
Prerequisites: 13th level, Mutagenist Field of Study
You’ve developed a powerful, but fleeting way of
blending your mutagens together. When you inject
yourself with a mutagen, you can choose to inject a
tri-mutagen, which grants you the benefit of all your
mutagens at once. This benefit lasts for 1 minute, or
until you use your bonus action to inject yourself with
a different mutagen. Once you use this ability, you
can’t use it again until you finish a long rest.
Habitual Brewer
Prerequisite: 13th level, Mixologist Field of Study
You can always spare a second to fix yourself a drink.
When you take a short rest, you can brew one magical
drink without spending a reagent die.
subclass options:
Fields of Study
All alchemists learn the basics of their science:
the elements, chemical reactions, and alchemical
formulae. Beyond that, alchemists pick up a specialty
which they practice and research in depth. Some focus
on the healing arts, and some focus on destruction,
where others focus on research or potion-brewing.
Fields of study are as varied as the alchemists which
research them and have applications equally as
diverse.
Amorist
The study of mind-affecting alchemy is a delicate
one, practiced only by a small number of alchemists,
known as amorists. Often called “love doctors” by
their clientele, amorists specialize in the brewing of
potions that produce strong emotional responses in
their drinkers. While love potions are by far their
most popular product, amorists can also craft pungent
pheromone bombs which can even soften the hearts of
terrible monsters.
Bonus Proficiencies
When you select this field of study at 2nd level, you
gain proficiency in the Deception and Persuasion
skills.
Pheromone Bomb
Starting at 2nd level, you can craft pheromone
bombs. By replacing your bomb’s explosive contents
with a potent pheromone, you can change it into a
pheromone bomb. A pheromone bomb requires a
Wisdom saving throw instead of a Dexterity save. The
bomb deals no damage, and instead causes the target,
as well as each creature within the blast radius that
fails its saving throw, to be charmed by you until the
end of its turn or it takes damage.
Magnetic Personality
Starting at 6th level, you can add your Intelligence
modifier to Charisma checks that you make.
Alchemical Perfume
Beginning at 10th level, you wear an aromatic mind-
altering perfume which endears others to you. When
a hostile creature within 5 feet of you makes an attack
roll against you, it must make a Wisdom saving throw
against you bomb save DC or have disadvantage
on the attack roll. Once a creature succeeds on this
saving throw, it is immune to this effect for 24 hours.
Creatures which are immune to being charmed
automatically succeed this save.
Alchemical Romance
Starting at 18th level, during a long rest, you can
spend 4 reagent dice to make an extremely potent
potion of true love. This potion acts much like a
philter of love, except that when you make the potion,
you choose the creature the target regards as its
true love, provided the target knows the creature or
meets it within 24 hours of consuming the potion.
Additionally, this effect lasts indefinitely, ended only
when you make a new potion of true love, or the effect
is removed with a remove curse spell or similar
magic. When this potion’s effects are ended on
a target, it regards the creature it once loved
with total disgust, and can never love that
creature again.
Apothecary
Many practically-minded alchemists assume
the role of the apothecary, for adventuring parties
always needs a healer, and clerics might be in short
supply. During their downtime, such alchemists have
a marketable skill to depend upon for income and
can do an indisputable amount of good with their
knowledge. Apothecaries are constantly at work
studying potions and herbology, preferring to
learn how to mend the body, rather than destroy
it.
Bonus Proficiencies
When you choose this field of study at 2nd level, you
gain proficiency with the Medicine skill.
Formula: Painkiller Bomb
At 2nd level, you can create painkiller bombs. By
mixing your bomb’s explosive contents with a slurry of
analgesic oil, you can change it into a painkiller bomb.
A painkiller bomb deals no damage, and instead
grants each creature within its blast radius temporary
hit points equal to 1d8 plus half your alchemist level,
which last until the end of your next turn. This bomb
has no effect on constructs and undead.
Potion Toss
Starting at 6th level, you’ve developed a chemical
mechanism to deliver potions more effectively to
distant allies. You can use your action to hurl a potion
at a willing creature within 20 feet of you. The target
gains the benefit as if they had drank the potion
normally.
Self-Medication
By 10th level, you’ve tested out your own tolerances
to painkillers such that you can take a small measure
regularly without ill effect. Whenever you drink a
potion that has the effect of restoring your hit points
(even if you already have all of your hit points), you
gain advantage on saving throws until the end of your
next turn.
Alchemical Resurrection
Starting at 18th level, your medicines are potent
enough to rouse the dead. By using your action to mix
500 gp worth of diamond dust into a potion of superior
healing or a potion of supreme healing, you create a
potion of raise dead. Pouring this concoction on a
humanoid corpse that has been dead no longer than
10 days as an action causes the effect of the raise dead
spell.
Dynamo Engineer
As an early alchemical thesis states, if the fundamental
energy of magic could be captured within physical
substance, there would be no need for magic-users.
Some alchemists have founded their careers on
this notion, inventing and iterating upon small
devices known as spell dynamos, which can store
and manipulate arcane energy. These dynamos can
be configured to store their energy at a specific
resonance, such that, when it is released, it perfectly
replicates the effect of a spell. Indeed, these few
alchemists have begun to brave the frontier of
spellcasting without an ounce of arcane talent; just a
knack for tinkering and endless inventiveness.
Spectrum Analyzer
Starting at 2nd level, you have invented a small device
shaped like a monocle capable of rendering magical
auras visible to the naked eye. You can cast the spell
detect magic once without using a spell slot or spell
components, and regain the ability to do so when you
finish a short or long rest.
Spellcasting
see spell casting rules above
Formula: Arcano Bomb
Starting at 6th level, you can use craft arcano bombs.
By adding an unexpended dynamo to the bomb (and
thus expending its spell slot), you can change it into
an arcano bomb. An arcano bomb deals force damage
instead of fire damage, has d12 damage dice, and deals
an additional die of damage, as if a reagent die were
added to it.
Counter-Discharge
Beginning at 10th level, when a creature you can
see casts a spell which affects you, you can use your
reaction to expend a spell dynamo to release a wave
of disruptive magical energy. If the spell requires
you to make a saving throw to resist its effects, you
have advantage on the saving throw. If the spell deals
damage, you have resistance against it. Once you use
this ability, you can’t use it again until you finish a
long rest.
Arcane Recycler
By 18th level, you can convert otherwise wasted
magical energy into a usable form. When you miss
with an arcano bomb, you can recycle the spell slot
stored in the dynamo and transfer it to one of a
number waiting empty dynamos on your person.
Mad Bomber
While many “mad bombers” aren’t actually mad, it
takes a special kind of crazy to devote one’s life to
studying explosives. Most alchemists who specialize in
this field are incorrigible pyromaniacs who take great
pleasure in burning, blasting, and blowing things up.
Mad bombers are always working to improve their
bombs’ effectiveness.
Blasting Specialty
Starting when you choose this field of study at 2nd
level, your bombs deal double damage to objects and
structures.
Formula: Shrapnel Bomb
At 2nd level, you can create shrapnel bombs. By
augmenting your bomb’s explosive contents with
metal bearings, you can change it into a shrapnel
bomb. A shrapnel bomb deals piercing damage instead
of fire damage, has d8 damage dice, and explodes in a
10-foot radius.
Timed Demolition
At 6th level, you’ve learned how to set bombs to
explode on a delay. When you take the Use an Object
action to prime a bomb and throw it, you can set a
duration for its detonation, which can be any number
of rounds (any increment of 6 seconds) up to one
minute. Following this duration, the bomb detonates
at the end of your turn.
Blast Shield
Starting at 10th level, you have developed an
elemental plating to protect you from hazardous
energies. You gain resistance to your choice of acid,
cold, fire, or lightning damage and can change your
selection whenever you finish a long rest.
Formula: Black Powder Bomb
Beginning at 18th level, you can craft the dreaded
black powder bombs. By replacing your bomb’s
explosive contents with a charge of black powder,
you can change it into a black powder bomb. A black
powder bomb has d12 damage dice.
Mutagenist
The study of alchemy is fundamentally the study of
transformation. All alchemists transmute mundane
materials into magical substances: potions, elixirs,
and bombs, yet some take it one step further. You
have discovered the secrets of the mutagen, the
very keystone of transmutation, which allows you
to transform your very body, gaining supernatural
strength or speed, sprouting additional limbs or claws,
or thickening your skin into a stony aegis.
Bonus Proficiencies
At 2nd level, you gain proficiency in your choice of
the Acrobatics or Athletics skill, as well as in the use
of shields.
Mutagen
Beginning at 2nd level, you can use your bonus action
to inject yourself with a powerful transmutative
potion known as a mutagen. You gain one of the
following benefits of your choice for 1 minute, or until
you use your bonus action to inject yourself with a
different mutagen:
Strength. Your Strength score increases by 3, to a
maximum of 20.
Additionally, you sprout claws, fangs, spines, horns,
or a different natural weapon of your choice. You can
use this natural weapon to make unarmed strikes. On
a hit, you deal damage equal to 1d4 + your Strength
modifier, instead of the bludgeoning damage normal
for an unarmed strike. The damage of this attack is
bludgeoning, piercing, or slashing, as appropriate for
the natural weapon.
Dexterity. Your Dexterity score increases by 3, to a
maximum of 20. Additionally, your movement speed
increases by 5 feet.
Constitution. Your Constitution score increases
by 3, to a maximum of 20. When you gain this
increase, your current and maximum hit points
increase accordingly with your new Constitution
score, but when this effect ends, both your current and
maximum hit points decrease by the same amount.
Shared Mutagen
At 6th level, you’ve created a mutagen formulation
generic enough to safely be injected into others. You
can use your action and spend a reagent die to inject
a willing creature within 5 feet of you with a mutagen
of your choice. A creature can only be under the effect
of one mutagen at a time. Once you have injected
another creature with a mutagen, you can’t do so again
until the original mutagen ends.
Advanced Mutation
Starting at 10th level, whenever you inject yourself
with a mutagen, you can choose one of the following
additional mutations:
Hyperelastic. Your flesh takes on a rubbery
quality, allowing you to bend and stretch with ease.
Your melee weapon attacks gain the Reach property,
if they did not already have them. Additionally, you
have advantage on ability checks you make to escape
grapple or slip binds.
Mucilaginous. Your skin secretes a thick,
extremely sticky substance which helps you adhere to
objects. You can move up, down, and across vertical
surfaces and upside down along ceilings, while leaving
your hands free. You also have a climbing speed equal
to your walking speed.
Additionally, creatures have disadvantage on ability
checks made to escape grapple with you.
Polybrachia. You grow a pair of additional arms.
These arms are fully functional and can be used to
hold weapons and shields (allowing you to hold 2 two-
handed weapons, or 4 one-handed weapons), perform
somatic components of spells, and perform other
actions, though the arms themselves don’t grant you
any additional actions.
Mutated Blood
By 18th level, your mutagens have permanently
altered your biology. Choose Strength, Dexterity, or
Constitution. This ability score increases by 2 and
its maximum becomes 22. Once you have chosen an
ability score, this selection can’t be altered.
Ooze Rancher
Unsurprisingly, oozes, jellies, and slimes are a
fascinating subject of subject for alchemists who wish
to piece together how inanimate chemicals can form
together and rise up in a moving, hungry mass. The
answer to this question may very well be at the heart
of alchemy itself. Alchemists who choose to research
slimes in depth are called ooze ranchers, for they
breed and keep numerous slimes to experiment upon.
Ooze Empathy
Starting when you choose this field of study at 2nd
level, you’ve developed a pheromone mix which
engenders all kinds of slime to you. Whenever an ooze
tries to attack you, it must make a Wisdom saving
throw against your bomb save DC. On a failed save,
its attack misses. On a successful save, the ooze is
immune to this feature for the next 24 hours.
Formula: Slime Bomb
At 2nd level, you can create slime bombs. By mixing
your bomb’s explosive contents with the remnants of
an ooze, you can change it into a slime bomb. A slime
bomb deals no damage, but coats each creature within
the blast radius in a viscous, green slime. No creature
coated in slime can take the Dash action or the
Disengage action. Slime can be removed by dousing a
creature with a gallon of water or by taking an action
to remove most of it.
Bottled Oozes
Starting at 6th level, you’ve learned a clever alchemical
trick for condensing oozes into denser states and
storing them in stasis for later use. Whenever you
brew potions, you can spend 2 reagent dice to create
an ooze bottle, detailed in Potion.
Liquid Anatomy
By 10th level, your experiments with ooze alchemy
has resulted in injecting yourself with a measure of
ozoplasm, a fundamental substance which composes
oozes and slimes. As a result, you can move through
any space as narrow as 1 inch wide without squeezing
(though your equipment does not similarly compress).
Moreover, you take no additional damage from critical
hits.
Ooze Jug
Beginning at 18th level, you’ve solved the major
problem preventing large oozes from being bottled:
you just needed a much larger bottle. You have one
ooze jug, which functions like an ooze bottle, but
contains a larger ooze. You can only have one ooze jug
at a time and it can only contain one ooze at a time.
You can fill it with the following oozes when you brew
potions:
Ooze |
Cost |
Ochre Jelly |
4 reagent die |
Gelatinous Cube |
8 reagent die |
Black Pudding |
10 reagent die |
Venomsmith
For every alchemist that has devoted his or her life
to healing the sick and infirm, there is another with
a darker calling. Commonly called poisoners or
venomsmiths, these alchemists are masters in the art
of crafting deadly and debilitating poisons. Whether
employed by an assassin’s guild or performing
assassinations themselves, a venomsmith’s presence is
usually accompanied by untimely death.
Poisoner
Beginning when you choose this field of study at 2nd
level, you gain the Poisoner discovery. Until you reach
3rd level, you have 2 reagent dice which can spend
only on crafting poisons using this discovery. You can’t
later replace this discovery with a different one when
you gain a level in this class.
Additionally, when you deal poison damage to a
creature, you ignore resistance to poison damage and
you treat immunity to poison damage as resistance
instead, dealing half damage.
Formula: Venom Bomb
At 2nd level, you can create venom bombs. By mixing
a few drops of a fast-acting toxin into your bomb’s
explosive components, you can change it into a venom
bomb. A venom bomb deals poison damage instead
of fire damage, has d8 damage dice, and requires
a Constitution saving throw instead of a Dexterity
save. Additionally, the target, as well as each creature
within the blast radius that fails its saving throw,
have disadvantage on the next Strength, Dexterity, or
Constitution saving throw it makes before the end of
its next turn.
Alchemical Assassin
Beginning at 6th level, you are adept at applying
poisons without being seen. You have advantage on
Dexterity (Sleight of Hand) checks you make to add
ingested poisoned to food or drink, to apply poison
to a weapon you are holding without being seen, or to
place a vial of poison on another person without them
noticing.
Mithridatism
By 10th level, by administering yourself small doses
of various poisons and toxins, you have developed
immunity to their ravages. You have immunity to
poison damage and to being poisoned.
Toxic Recompense
Starting the 18th level, whenever a creature within
5 feet of you hits you with a melee attack, you can
use your reaction to unleash a spray of poisonous
vapor. The attacker must make a Constitution saving
throw against your bomb save DC or be poisoned for
1 minute. While poisoned, the creature takes 1d10
poison damage at the start of each of its turns. A
poisoned creature can repeat the saving throw at the
end of each of its turns, ending the effect on itself on a
success.
Xenoalchemist
A small number of renegade alchemists elect to
experiment on themselves, modifying their anatomy
or even outright attaching new body parts. These
experiments are often considered unethical and
dangerous, even by other alchemists, and those that
practice them are branded xenoalchemists for their
efforts. As xenolchemists progress in their studies,
they invariably stumble upon the dangerous practice
of alchemical necromancy, which allows them to
imbue unlife upon amalgamations of body parts.
Xenobiology
Starting when you choose this field of study at 2nd
level, you have advantage on all ability checks you
make to identify or research monsters.
Mad Scientist
By 2nd level, you’ve learned the finer points of
reanimating dead appendages and stitching them to
things. You gain two monstrous grafts of your choice.
Additionally, you don’t lose hit points or hit dice from
installing or removing grafts, and it takes you no time
to recover after the attachment of a new graft. See
Monstrous Grafts below
Surgical Attack
Beginning at 6th level, whenever you take the Attack
or Use an Object action on your turn, you can make
an unarmed strike. You can only use this ability if your
unarmed strike is improved by a graft, such as Bestial
Features.
Necromantic Organs
By 10th level, you’ve learned how tinge your own
biology with necromancy through reanimated organs
that will persist after your death. If you drop to 0 hit
points and don’t die outright, you drop to 1 hit point
instead.
Once you use this ability, you can’t use it again until
you finish a long rest.
It ́s Alive!
Beginning at 18th level, your research into the field
of alchemical necromancy has culminated in an
alchemical golem stitched together from discarded
body parts. You can create an alchemy golem in an
8-hour long procedure, which can be conducted over
the course of a long rest. To complete this process, you
must have a healer’s kit, alchemist’s supplies, and a
knife (or a facility with access to such tools), as well as
at least three recently deceased humanoid corpses.
Your alchemy golem acts independently on its own
turn, but always obeys your commands. On each of
your turns, you can use a bonus action to mentally
command your golem if it is within 60 feet of you.
You decide what action the golem will take and where
it will move during its next turn, or you can issue
a general command, such as to guard a particular
chamber or corridor. If you issue no commands, the
golem only defends itself against hostile creatures.
Once given an order, the golem continues to follow it
until its task is complete.
When the alchemy golem drops to 0 hit points, it
dies. You can restore your alchemy golem’s hit points
and reanimate it over the course of a short or long
rest.
You can attach up to three grafts to your alchemy
golem. You can only have one alchemy golem at a
time.
Grafts
Adopting the fearsome claws of a monstrosity or
the scorching breath of a dragon is an unusual, but
surefire way to gain an advantage over one’s foes.
However, many find Xenoalchemy, or Graftworking,
the practice of surgically attaching monstrous parts
onto a humanoid body, distasteful, if not outright
revolting. This fringe branch of alchemy, obsessed
with the limbs and organs of monsters, can replace
the limbs of amputees, grant adventurers the uncanny
ability to see in the dark, and empower them with
unconventional weapons and senses.
Harvesting a Graft. Grafts are harvested from
the fresh corpses of monsters, slain within the last 48
hours or preserved by gentle repose or a similar spell.
Harvesting a graft from a corpse takes 10 minutes.
Only one graft can be harvested from each corpse. If
the graft is too large or too small, it is alchemically
enlarged or reduced to fit. You cannot harvest grafts
from Tiny or smaller creatures, or from Gargantuan or
larger creatures.
Different types of monstrous grafts can only be
harvested from monsters with specific properties, as
specified in the graft’s Donor section.
Attaching a Graft. Attaching a graft for the first
time always requires a laborious surgical procedure,
normally removing an original body part. This
procedure takes one hour and requires a healer’s kit,
alchemical supplies, and a knife (or a facility with
access to such tools), as well as someone to perform
the operation. A monstrous graft is permanent until
another graft is provided to replace it.
You can only have one component in each of your
body slots.
This surgery is intensive and necessitates recovery
time. When you finish installing a monstrous graft
into your body, you lose half your hit points and all of
your hit dice. For 24 hours after installation, you can’t
use the graft’s abilities, as you adjust to its presence.
Replacing a graft or adding a new graft in its body
slot takes only 30 minutes. You still lose half your hit
points when replacing a graft, but you don’t lose hit
dice.
Body Slots. Each graft takes up one of the
following slots: Arms, External, Head, Internal, or
Legs. You cannot have more than one graft in the same
slot. For instance, if you already have an arm graft,
you must remove it before you can attach a different
arm graft.
Cost. Not all grafts can be easily obtained, but
when grafts can be purchased, suggested prices
are shown on the Graft Cost table below. Most of
these can be acquired at even cheaper rates, if one is
willing to track down a disreputable establishment
specializing in dealing grafts and accept the risks
inherent to an unsanitary operation.
Graft |
Cost |
Amphibious Adaption |
$80,000 |
Arcane Synapses |
$65,000 |
Beast’s Hide |
$25,000 |
Bestial Weapons |
$20,000 |
Charging Hooves |
$35,000 |
Climbing Apparatus |
$80,000 |
Darkvision |
$45,000 |
Draconis Fundamentum |
$75,000 |
Dragon’s Hide |
$225,000 |
Energetic Suture |
$150,000 |
Heart of Steel |
$250,000 |
Horns |
$35,000 |
Fiend’s Hide |
$150,000 |
Flexible Form |
$75,000 |
Indiscernible Anatomy |
$80,000 |
Leaping Legs |
$50,000 |
Olfactory Implants |
$20,000 |
Oversized Arms |
$150,000 |
Prehensile Tail |
$50,000 |
Regenerating Marrow |
$50,000 |
Replacement |
$40,000 |
Stench |
$50,000 |
Tentacles |
$40,000 |
Venom Sac |
$75,000 |
Voice Box |
$20,000 |
Webspinner Apparatus |
$75,000 |
Amphibious Adaptation
Donor: Any creature with the Amphibious trait
Slot: Head
You have grafted the gills of an aquatic creature to
your neck, allowing you to breathe both air and water.
Additionally, you attach minimal fins and gain a swim
speed equal to your movement speed.
Arcane Synapses
Donor: Any creature with the Innate Spellcasting
feature
Slot: Head
You have stolen a bit of arcane potential from a
creature by inserting some of its nerves into your
brain. You learn one cantrip of your choice from the
wizard spell list. Intelligence is your casting ability for
this cantrip.
By harvesting a second creature, you can improve
this graft and learn an additional wizard cantrip.
Bestial Weapons
Donor: Beast, Dragon, Monstrosity with Bite or Claw
attack
Slot: Arms or Head
You have surgically implanted the teeth or claws from
a monster into yourself, granting yourself a host of
ferocious weapons. By harvesting a second creature,
you can improve this graft to gain both the claws and
teeth.
You can use your claws and teeth to make unarmed
strikes, and can use Dexterity instead of Strength for
their attack and damage rolls. If you hit with your
claws or teeth, you deal damage equal to 1d4 + your
Strength or Dexterity modifier (your choice), instead
of the bludgeoning damage normal for an unarmed
strike.
Your claws deal slashing damage and take up the
Arms slot, whereas your teeth deal piercing damage
and take up the Head slot.
Charging Hooves
Donor: Any creature with a Charge trait or a Gore or
Hooves attack
Slot: Legs
You have replaced your legs with those of a creature
known for running down their foes. Once on each of
your turns, when you move at least 15 feet in a straight
line, you can move up to 10 additional feet in that
direction without spending additional movement.
Climbing Apparatus
Donor: Beast, Humanoid, or Monstrosity with a
climb speed
Slot: Legs
You have replaced or complemented your limbs with
those of a climbing creature. You gain a climb speed
equal to your movement speed.
Darkvision
Donor: Any creature with darkvision
Slot: Head
You have replaced your own eyes with those of a
monster with keen vision. You gain darkvision, the
ability to see in dim light within 60 feet of you as if
it were bright light, and in darkness as if it were dim
light. You can’t discern color in darkness, only shades
of gray.
Draconis Fundamentum
Donor: Humanoid, Dragon, or Monstrosity with a
Breath weapon
Slot: Internal
You have installed the mighty source of breath
weapons into yourself, and as an action on your turn,
you can exhale a wave of energy. Each creature in a
15-foot cone must make a Dexterity saving throw
(DC equals 8 + your Constitution modifier + your
proficiency bonus). On a failed save, the creature takes
1d6 damage for each point of your proficiency bonus,
or half as much on a successful one. The breath’s
damage is the same type as the donor’s breath weapon.
Once you use this ability, you can’t use it again until
you finish a short or long rest.
Dragon’s Hide
Donor: Dragon of Large size or larger
Slot: External
You’ve transplanted the scaly, diamondlike hide of
a dragon onto your body. Your Armor Class equals
17. You also gain resistance to one of the following
damage types to which the donor dragon was
immune: acid, cold, fire, lightning, or poison damage.
You can only install this graft if you are proficient with
heavy armor.
Energetic Suture
Donor: Celestial, Dragon, Elemental, or Fiend with
resistance to fire, cold, lightning, or poison damage
Slot: External
You have managed to capture the essence of
extraplanar resistance to magic. You gain resistance
to one of the following damage types to which the
donor was immune or resistant: fire, cold, lightning,
or poison damage.
Heart of Steel
Donor: Any construct
Slot: Internal
You have replaced your heart with the core from a
construct. As a result, you can ignore the effects of
1 level of exhaustion, and you only need to rest for
4 hours to gain the same benefit that a human does
from 8 hours of sleep.
Horns
Donor: Any creature with a Gore, Horns, Ram, or
Tusk attack
Slot: Head
You attach a study pair or horns or tusks onto your
body. You can use your horns to make unarmed
strikes, which deal damage equal to 1d4 + your
Strength modifier, instead of the damage normal for
an unarmed strike. Your horns deal the same type of
damage as the donor (usually bludgeoning or piercing
damage). Additionally, if you move in a straight line
for 10 feet immediately before hitting a creature with
your horns, that creature must make an opposed
Strength check or be knocked prone.
Fiend’s Hide
Donor: Fiend of Medium size or larger
Slot: External
You have transplanted the supernaturally tough hide
of a fiend onto your body. Your Armor Class equals 15
+ your Dexterity modifier (maximum 2).
Flexible Form
Donor: Any creature with the shapechanger subtype
Slot: Internal
You have alchemically transfused the blood of a
shapechanger into yourself. You can change your
form as per the spell alter self (to use only the
Change Appearance option), targeting only yourself
and requiring no spell slots, spell components, or
concentration.
Once you use this ability, you can’t use it again until
you finish a long rest.
Indiscernible Anatomy
Donor: Aberration
Slot: Internal
You have spliced aberrant genetics into your body,
which have subsequently altered the placement and
composition of your internal organs. When you are
targeted by an attack that is a critical hit, you can
choose to take no additional damage from critical hit,
as if it were a normal hit instead.
Once you use this ability, you can’t use it again until
you finish a long rest.
Leaping Legs
Donor: Any creature with the Pounce or Standing
Leap trait
Slot: Legs
You have replaced or modified your legs with the
muscular limbs of a bounding creature. Your long
jump distance and your high jump height double.
Additionally, you can jump your full distance with or
without a running start.
Olfactory Implants
Donor: Any creature with the Keen Smell or Keen
Hearing and Smell trait
Slot: Head
You have replaced or modified your nose with that
of a creature with keen smell. You have advantage on
Wisdom (Perception) checks that rely on smell.
Oversized Arms
Donor: Giant
Slot: Arms
You have replaced your arms with a giant’s massive
limbs. Your melee attacks gain Reach if they did not
have it already. Additionally, you have advantage
on Strength checks and saving throws you make to
maintain your grip on objects.
Prehensile Tail
Donor: Any creature with a Tail attack
Slot: External
You surgically attach a muscular, prehensile tail to
your body and wire its nerves to your own. You can
use your tail to make unarmed strikes, and can use
Dexterity instead of Strength for its attack and damage
rolls. If you hit with it, you deal bludgeoning damage
equal to 1d4 + your Strength or Dexterity modifier,
instead of the damage normal for an unarmed strike.
Additionally, you can hold and manipulate objects
and weapons with your tail, but you can’t make attacks
with weapons held by your tail or wield a shield with
your tail and gain its benefits.
Regenerating Marrow
Donor: Any creature with the Regeneration trait
Slot: Internal
You have replaced your bone marrow with that of a
regenerating creature. On your turn, you can use a
bonus action to regain hit points equal to 1d10 + your
Constitution modifier.
Once you use this ability, you can’t use it again until
you finish a long rest.
Replacement
Donor: Any
Slot: Any
One or more of your organs or limbs has been
replaced with a part harvested from a monster. A
replacement can effectively solve any amputation or
organ failure, but they cannot return to life someone
that has died; such work is solely the domain of
necromancy. Replacement limbs can resemble
the original limb, or can demonstrate obvious
monstrous characteristics, depending on the donor.
A replacement organ or limb takes up one body
slot relevant to it; for example, a troll’s hand takes
the Arms slot and a replacement liver takes up the
Internal slot.
Stench
Donor Type: Any creature with the Stench trait
Slot: Internal
As an action, you can release a foul liquid contained
within an organ taken from the donor creatures. Each
creature within 5 feet of you must make a Constitution
saving throw (DC equals 8 + your Constitution
modifier + your proficiency bonus) or be poisoned
until the end of its next turn.
Once you use this ability, you can’t use it again until
you finish a short or long rest.
Tentacles
Donor: Any creature with a Tentacles or Tendrils
attack
Slot: Arms
You surgically replace or modify one or both of your
arms with a flexible tentacle or tendril. You can use
your tentacles to make unarmed strikes. If you hit
with it, you deal bludgeoning damage equal to 1d4
+ your Strength or Dexterity modifier, instead of the
damage normal for an unarmed strike.
Additionally, when you hit a target with a melee
attack using your tentacles, you can use your bonus
action to attempt to grapple the target.
Venom Sac
Donor: Aberration, Beast, Dragon, or Monstrosity
which can poison a creature or deal poison damage
with an attack not provided by a weapon
Slot: Internal
You have installed an internal bladder which secretes
poison from your body. As a bonus action, you can
coat your claws, if you have them, or a weapon you are
holding in basic poison.
Once you use this ability, you can’t use it again until
you finish a short or long rest.
Voice Box
Donor: Any creature with the Mimicry trait
Slot: Head
You have augmented your own vocal folds with
those of a creature that can mimic sounds. You can
mimic any sounds you have heard, including voices.
A creature that hears the sounds can tell they are
imitations with a successful Wisdom (Insight) check
opposed by your Bomb Save DC.
Webspinner Apparatus
Donor: Any creature with a Web action
Slot: Internal
You have installed spinnerets from a spiderlike
creature into your body, allowing you produce webs.
You can cast the spell web without using spell slots or
spell components (DC equals 8 + your Constitution
modifier + your proficiency bonus).
Once you use this ability, you can’t use it again until
you finish a short or long rest.
Mixologist
Alchemists will not generally cite Mixology as a
legitimate field of study; it’s more of a pastime, practiced
by alchemy apprentices and talented bartenders striving
to perfect new and interesting drinks. Yet some alchemists
treat this hobby as a serious subject, publishing papers
and experimenting endlessly to formalize this artform as
a science.
Flair Bartending
When you choose this field of study at 2nd level, you gain
proficiency with brewer’s tools. Additionally, you can
safely throw and catch potions, drinks, and bottles up to a
distance of 60 feet without making an ability check.
Jager Bomb
At 2nd level, you can construct alcoholic bombs. By
mixing your bomb’s explosive reagent with a potent shot,
you can change it into a jager bomb. A jager bomb deals
no damage and has no blast radius, and instead causes the
target to become briefly inebriated. A target hit by this
bomb has disadvantage on the next ability check, attack
roll, or saving throw it makes before the beginning of your
next turn. A target that is immune to drunkenness or being
poisoned is also immune to this effect.
Magical Brewmaster
By 6th level, you can whip up cocktails with alchemical
finesse. Whenever you brew potions, you can spend 1
reagent die to brew 2 magical drinks.
Dutch Courage
Starting at 10th level, you’re emboldened by your drinks.
While you have 1 or more level of drunkenness, you can
add your level of drunkenness to saving throws you make
against spells and magical effects.
210-Proof Jager Bombs
By 18th level, you’ve improved your jager bomb recipe.
Whenever you hit a target with a jager bomb, it must
make a Dexterity saving throw. This save does not have
disadvantage due to the bomb’s effect. On a failed save,
the target suffers two levels of drunkenness, or one on a
successful save.
Level | Prof Bonus | Formulae Known | Reagent Dice | Discoveries Known | Features |
---|
1 | +2 | --- | --- | --- | Bombs, Natural Philosopher |
2 | +2 | 3 | --- | --- | Bomb Formulae, Field of Study |
3 | +2 | 3 | 3d10 | --- | Reagent |
4 | +2 | 3 | 4d10 | 2 | Ability Score Improvement, Discoveries |
5 | +3 | 4 | 5d10 | 2 | Flashbang |
6 | +3 | 4 | 6d10 | 3 | Field of Study feature |
7 | +3 | 5 | 7d10 | 3 | Improved Potions |
8 | +3 | 5 | 8d10 | 3 | Ability Score Improvement |
9 | +4 | 6 | 9d10 | 4 | --- |
10 | +4 | 6 | 10d10 | 4 | Field of Study feature |
11 | +4 | 7 | 11d10 | 4 | Evasion |
12 | +4 | 7 | 12d10 | 4 | Ability Score Improvement |
13 | +5 | 8 | 13d10 | 5 | --- |
14 | +5 | 8 | 14d10 | 5 | Improved Potions |
15 | +5 | 9 | 15d10 | 5 | Blast Coating |
16 | +5 | 9 | 16d10 | 5 | Ability Score Improvement |
17 | +6 | 10 | 17d10 | 6 | --- |
18 | +6 | 10 | 18d10 | 6 | Field of Study feature |
19 | +6 | 11 | 19d10 | 6 | Ability Score Improvement |
20 | +6 | 11 | 20d10 | 6 | Philosopher’s Stone |