Homebrew
The plague bringer sees disease as the ultimate weapon, and has worked tirelessly to master new diseases and disease-delivery systems. A plague bringer feels no more remorse at unleashing his armaments on his enemies than an archer does when firing an arrow in the heat of battle. Disease is a tool, and the plague bringer is its master.
You must have a Constitution score of 13 or higher in order to multiclass in or out of this class.
hit dice:
1d8
hit points at 1st level:
8 + Constitution modifier
hit points at higher levels:
1d8 (or 5) + Constitution modifier per Alchemist level after 1st
armor proficiencies:
Light Armor, Medium Armor
weapon proficiencies:
Simple weapons, Blowguns, Hand Crossbows, and Scimitars.
tools:
Alchemy Supplies
saving throws:
Constitution, Intelligence
skills:
Choose 3 from Acrobatics, Arcana, Insight, Investigation, Medicine, Nature, Perception, Persuasion, Sleight of Hand, and Survival
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
(a) any simple weapon or (b) a scimitar
(a) any simple weapon or (b) a light crossbow and 20 bolts
(a) a Dungeoneer's Pack or (b) an Explorer's Pack
Alchemy supplies, leather armor, and a dagger
If you are using starting wealth, you have 4d4 x 10gp in funds.
spellcasting:
Basic Alchemy
You gain proficiency with your choice from a Poisoners kit.
Everfull Bag
You have a magic bag used to cart around your alchemy lab. When you reach into the bag to produce any alchemical supplies you create (elixirs, explosives, mutagens, and toxins) you pull them out with ease (no action required) otherwise the bag functions like an empty backpack that you can fill with other items. You do not run out of reagents used to create your alchemical supplies if those reagents are not consumed. Additionally, the weight of your alchemy supplies are reduced to 1lb. If this bag is ever lost or destroyed you can spend 50gp to purchase a new one or half as much in material costs to craft one over the course of three days.
Volatile Mixture
Occasionally your experiments go awry. You’ve learned to harness this ability in the form of explosives. Upon completing a long rest, an alchemist can create a number of explosives equal to their Intelligence modifier plus profencies bonus (minimum of 1). These explosives can be thrown as an action to a range of 20ft. and deal 1d8 fire damage to a target it comes into contact with, at 5th level (2d8), 11th level (3d8), and 17th level (4d8). Use your proficiency bonus + your Dexterity modifier for the attack roll. All creatures within 5ft. of the impacted target are subject to the explosive’s splash damage and must make a Dexterity saving throw against your spell save DC or take fire damage equal to your Intelligence modifier (minimum of 1). All prepared explosives become inert as soon as you complete your next long rest. You need alchemy supplies to prepare explosives.
Create Elixirs
After many hours of practice and study, you are able to duplicate spells by infusing a small amount of magic into your creations. When an alchemist mixes an elixir, they infuse the chemicals and reagents in the extract with magic siphoned from their own magical aura. To “cast” these spell effects, the alchemist must imbibe the potion as an action. If the spell has a casting time of one action, reaction or one bonus action, you use whichever action you used to drink the elixir to cast the spell effect. A spell with a casting time that is longer than 1 action takes its normal casting time to cast, during which the alchemist must maintain concentration. If concentration is broken, the spell fails, but the elixir is not wasted. If you want to try casting the spell again, you must start over.
All spell effects provided by elixirs can be dispelled by spells such as dispel magic and counterspell. Any elixirs removed from the alchemist’s possession become inert until returned. If a spell effect calls for a material component with a cost or one that is consumed, the cost or ingredient must be included in the making of the elixir.
Your Formulae List
At 2nd level you have a book with a formulae list containing four 1st-level alchemical formulae of your choice. Your formulae list is the repository of the formulae you know and is to an alchemist what a spellbook is to a wizard.
Adding New Formulae
When you find an alchemical formula of first level or higher, you can add it to your formulae list if it is of a level which you can prepare and if you can spare the time to decipher and copy it. An alchemist can study a wizard’s spellbook, potion, or a spell scroll to learn any formula that is equivalent to a spell the spellbook, potion, or scroll contains. Wizards cannot learn spells from your formulae list.
For each level of the formula, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the formula to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the formula just like your other formulae.
Replacing Your Formulae List
You can copy a formula from your own formulae list into another book. This is just like copying a new formula into your formulae list, but faster and easier, since you understand your own notation and already know how to craft the elixir. You need spend only 1 hour and 10 gp for each level of the copied spell.
If you lose your formulae list, you can use the same procedure to transcribe the elixirs that you have prepared into a new formulae list. Filling out the remainder of your formulae list requires you to find new formulae to do so, as normal.
Preparing and Crafting Elixirs
The Alchemist table shows how many elixir slots (spell slots) you have to craft your Alchemist elixirs of 1st level and higher. When an alchemist prepares an elixir, they must designate what spell effect from their formulae list goes into the elixir and at what level the effect will be used at. An alchemist prepares a number of elixirs as they have slots. An alchemist can change any spell effects in any number of their remaining elixirs to another they have written in their formulae list when they complete a short rest. The level of the changed formula must equal the level of it's current effect. For example, a prepared alter self elixir can be changed to a barkskin elixir or a 2nd-level cure wounds elixir if the alchemist chooses. Alchemy supplies are required to prepare your elixirs. All previously prepared elixirs become inert after taking a long rest.
You regain all expended elixir slots when you complete a long rest.
Spellcasting Ability
Intelligence is your spellcasting ability for your Alchemist elixirs. You use your Intelligence whenever a spell or feature refers to your spellcasting modifier.
In addition, you use your Intelligence modifier and proficiency bonus for the spell save DC of an Alchemist elixir or Alchemist features you use unless explicitly stated.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier.
Spellcasting modifier = your proficiency bonus + your Intelligence modifier.
Learning Formulae of 1st Level and Higher
You begin with four formulae on your formulae list. Each time you gain an Alchemist level, you can add one alchemical formula of your choice from the Alchemical Formulae list located later in the class description. Each of these formulae must be of a level which you have elixir slots as shown on the Alchemist table. On your adventures. you might find other formulae that you can add to your formulae list.
Plague Vial
At 1st level, a plague bringer can create a plague vial, an alchemically grown and concentrated disease sample. It takes 1 hour to prepare a plague vial, and once prepared, the vial remains potent until used. A plague bringer can only maintain 1 plague vial at a time—if he prepares a second vial, any existing plague vial becomes inert. A plague vial that is not in a plague bringer’s possession becomes inert until a plague bringer picks it up again.
It’s a standard action to drink a plague vial. Upon being imbibed, the plague vial infects the plague bringer’s blood, sweat, tears, and other bodily fluids for 10 minutes per class level. Any creature that harms him with melee attacks (except with reach weapons) must make a Fortitude save (DC 10 + 1/2 the plague bringer’s level + the plague bringer’s Intelligence modifier) or become sickened for 1 round per plague bringer level. The plague bringer is immune to the effect of his own plague vial, but not that of another’s plague vial. The effects of multiple plague vials do not stack.
As a standard action, the plague bringer can infect a weapon with this sickness (typically by licking it or wiping his blood or pus on it). The disease on the weapon works like a poisoned weapon, except the source is a disease instead of a poison (so a resistance to poison does not apply).
Anyone other than a plague bringer (including another alchemist) who drinks a plague vial must make a saving throw against the vial’s DC or become nauseated for 1 hour.
Discovery
Your research into the alchemical arts has led you to some very interesting information. At 2nd level you learn two discoveries located at the end of the class description. You learn additional discoveries at 6th, 9th, 12th, 14th, 16th, 18th, and 20th levels. Additionally, when you gain a level in this class, you can choose one of the discoveries you know and replace it with another discovery that you could learn at that level.
Disease Resistance
At 2nd level, a plague bringer gains a +2 bonus on all saving throws against disease. This bonus increases to +4 at 5th level, and to +6 at 8th level. At 10th level, a plague bringer becomes completely immune to disease (including magical diseases).
School of the Plague Master
At 3rd level you decide to devote yourself fully to the study of disease and poison. Your school grants you features at 3rd level and again at 10th, 14th, and 18th level.
Ability Score Increase
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. You cannot increase an ability score above 20 using this feature.
Arcane Explosives
You infuse a small string of warding magic into your bombs. Beginning at 5th level any creatures you designate are unaffected by your explosive’s splash damage. Additionally, your bombs are considered magic for the purpose of overcoming resistances and immunities to nonmagical weapons.
Elemental Affinity
The study of alchemy brings you also a better understanding of natural phenomena. Beginning at 6th level, when you throw one of your explosives, you can channel a small amount of your magic into it, altering its properties. When you prepare your elixirs, you can pick the type of damage it deals between acid, cold, fire, or lightning.
Evasion
Beginning at 7th 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.
Fire in the Hole
Starting at 11th level, after throwing one of your explosives or drinking an elixir, you can make a weapon attack as a bonus action.
Product Testing
After ingesting various reagents and breathing less-than-savory fumes, you have some measure of protection from toxins. At 15th level you gain resistance to acid and poison damage and have advantage on saving throws against poisons. Upon reaching 18th level you gain immunity to poison damage and the poisoned condition.
Eclectic Alchemist
At level 20 you’ve completed most of your schooling, you make a grand discovery. You immediately learn two normal discoveries, but also learn one grand discovery representing a truly astounding alchemical breakthrough of significant import. For many alchemists, the promise of one of these grand discoveries is the primary goal of their experiments and hard work.
class features:
School of the Plague Master
Quick Slather
At 3rd level, you can apply poisons and toxins you create to a melee weapon or 10 pieces of ammunition as a bonus action. When a toxin is applied to a weapon, it retains potency for one minute or until you land an attack against a creature.
Toxin Maker
Instead of pursuing conventional alchemy, you’ve decided to delve into the realm of virulent poisons. Beginning at 3rd level, when preparing elixirs, you may choose to prepare a number of toxins in their place. The number of toxins you can create equals your Intelligence modifier. The toxins you create and apply to weapons deal poison damage equal to 1d4 per level of the elixir it replaces + your Intelligence modifier. On a hit, the target of your toxin must then make a Constitution saving throw against your spell save DC or become poisoned for one minute. The target can make a saving throw at the beginning of one of it’s turns, ending this condition early on a success. You require alchemy supplies to prepare toxins.
Secondary Effects
Instead of sickening your opponent, your toxins can take on a variety of other effects. Beginning at 10th level, you know two of these effects and gain additional effects at 14th and 18th levels. These effects replace the poisoned condition that your toxins would normally do.
Clouded Mind
The target must make an Intelligence saving throw against your spell save DC. On a failed save, roll a d6 at the start of each of the target’s turns. On a roll of 1-4 the target takes its turn as normal. On a roll of 5-6, the target wastes it’s turn doing nothing. The target can repeat the saving throw at the beginning of each of their turns, ending this condition early on a success.
Darkness
The target must make a Wisdom saving throw against your spell save DC or become blinded for one minute. The target can repeat the saving throw at the beginning of each of their turns, ending this condition early on a success.
Drowsy
The target must make a Constitution saving throw against your spell save DC or fall asleep for one minute, until the sleeper takes damage, or until someone uses their action to jostle the target awake.
Feeble
The target must make a Constitution saving throw against your spell save DC or become incredibly feeble. The target deals only half damage from weapon attacks that use Strength for one minute. The target can repeat the saving throw at the beginning of each of their turns, ending this condition early on a success.
Locked Joints
The target must make a Strength saving throw equal to your spell save DC or become paralyzed for one minute. The target can repeat the saving throw at the beginning of each of their turns, ending this condition early on a success.
Incapacitation
You can prepare your poisons in such a way so as to incapacitate rather than kill. At 14th level, when you prepare a toxin in this way, it does no damage, but the target has disadvantage their initial saving throw against the poisoned condition of your toxins or conditions applied from your Secondary Effects feature.
Potent Toxins
Starting at 18th level the number of toxins you can prepare equals half your Alchemist level. Additionally, you can apply two effects granted by your Secondary Effects feature or one effect and the poisoned condition to a number of toxins equal to your Intelligence modifier (separate saves are required for each effect). Toxins prepared in this way deal no damage.
subclass options:
Discoveries
As an alchemist, you gain bouts of inspiration and focus. These pursuits often lead to discoveries that you might work towards or abandon halfway through. You can learn a discovery at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class. Additionally, when you gain a level in this class, you can choose one of the discoveries you know and replace it with another discovery that you could learn at that level unless stated otherwise.
Adept Arcane Studies
Prerequisites - 12th Level, Arcane Studies, Extra Arcane Studies
You may cast the spells you chose from your Extra Arcane Studies discovery more frequently. These spells can be used a number of time equal to your intelligence modify and are now restored after completing a short or long rest. (This discovery is permanent. Additionally, your Extra Arcane Studies discovery becomes permanent when you learn this discovery.)
Alchemical Makeup
You gain proficiency in the Deception and Persuasion skills.
Alchemy Practice
You doubles your proficiency with Poisoner's Kits.
Arcane Studies
You learn three cantrips from the Wizard spell list. (This discovery is permanent. Your spellcasting ability for these spells is that of the respective class.)
Assassin's Blade
Prerequisite - 6th Level
Any weapon attack you make that doesn't already apply poison damage deals an extra 1d6 poison damage.
Augmented Anatomy
Prerequisite - 20th Level, Enhanced Anatomy
One ability score of your choice increases by 4 and the maximum of that score increases by 4. (This discovery is permanent. This ability score increase need not be the one you chose for your Enhanced Anatomy discovery.)
Breaching Charge
Prerequisite - 6th Level
You can prepare up to two special explosive in place of up to two explosives you could normally prepare to blow through solid objects. The damage type of these bombs changes to thunder, and they deal double damage to solid objects and siege engines not being worn or carried. (If you have the Delayed Bomb discovery, you can stick these explosives to solid objects before using your action (or possible bonus action) to detonate them.)
Breath Weapon Bomb
Prerequisite - 6th level
Instead of drawing the components of, creating, and throwing a bomb, the alchemist can draw the components, drink them, mix them within his body, and then expel them as a breath weapon as a standard action. This breath weapon is a 15-foot cone and has the same DC as the bomb. Each creature within the cone takes damage as if it had suffered a direct hit from the alchemist’s bomb, but succeeding at a Dex save (DC = 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier) halves the damage. Unlike throwing normal bombs, drawing, drinking, and expelling breath weapon bombs does not provoke attacks of opportunity.
Brewmaster
You gain proficiency with Brewing Supplies.
Caustic Blood
Whenever a creature within 5 feet of you hits you with an attack, that creature takes acid damage equal to your Constitution modifier (minimum of 1).
Celestial Poison
Your toxins now affect undead.
Choking Gas
You can prepare up to two special explosive in place of up to two explosives you could normally prepare to produce a thick plume of greenish, toxic smoke. Instead of dealing instant damage, the explosive fills a 15-foot sphere with smoke, heavily obscuring the area for one minute. A creature that enters the smoke or starts its turn in the smoke takes poison damage equal to your Intelligence modifier. A creature that doesn’t need to breathe is unaffected. A wind of at least 10 miles per hour disperses the smoke in one round.
Darkness Bomb
Prerequisite - 10th Level
You can prepare up to two special explosive in place of up to two explosives you could normally prepare to remove all light from an area. After you throw this bomb a 15-foot sphere of magical darkness springs forth for one minute. The darkness spreads around corners, and a creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If any of this explosive’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Delayed Bomb
You can delay the detonation of an explosive you’ve thrown within 30 feet of you for a number of rounds equal to your Intelligence modifier. As an action, you can detonate this explosive, otherwise it explodes after all rounds are expended.
Dispelling Bomb
Prerequisite - 8th Level
You can prepare up to two special explosives in place of up to two explosives you could normally prepare to mimic the effects of the dispel magic spell within a 15-foot sphere as if cast at its lowest level. This explosive utilizes your spellcasting modifier.
Draught of Mutation
Prerequisite - 15th Level
You can prepare one mutagen upon completing a long rest.
Duck and Cover
Prerequisite - 8th Level
You gain proficiency in Dexterity saving throws.
Eldritch Transmutation
Prerequisite - 12th Level
You learn the fabricate spell and can cast it as a wizard does without expending an elixir slot. You must complete a long rest before you can cast this spell again.
Elixir of Unlife
Prerequisite - 10th Level
When you prepare your elixirs, you can prepare an Elixir of Unlife. This elixir does not count against the number of elixirs you can prepare. This item is poured onto a corpse or pile of bones, granting the semblance of the animate dead spell targeting only one target. You can prepare one Elixir of Unlife after completing a long rest.
Enhanced Anatomy
One ability score of your choice increases by 2 to a maximum of 20. (You may select this discovery multiple times, each time choosing a different ability score. You cannot choose the same ability score more than once. This discovery is permanent.)
Enhanced Keen Sight
Prerequisite - Keen Sight
You can see normally in darkness, both magical and nonmagical, to a distance of 60 feet. Additionally, the distance your Keen Sight discovery covers is increased by 30 feet. (This discovery is permanent. Additionally, when you choose this discovery, your Keen Sight discovery becomes permanent as well.)
Explosive Bomb
The alchemist’s bombs now have a splash radius of 10 feet rather than 5 feet. Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames is a full-round action that requires a Dex save. Rolling on the ground provides the target with a +2 to the save. Dousing the target with at least 2 gallons of water automatically extinguishes the flames.
Extra Arcane Studies
Prerequisite - 8th Level, Arcane Studies
Choose one 1st-level and one 2nd-level formulae that you know. You can cast those spells in the way a wizard does without expending an elixir slot. You must complete a long rest before you can cast either of these spells in this way again.
Extra Attack
Prerequisite - 5th level
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Eyes of Arcana
You can cast detect magic at will, without expending a spell slot or material components.
Eyes of Detection
Prerequisite - 15th Level
You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.
Fast Bomb
Prerequisite - 8th level
An alchemist with this discovery can quickly create enough bombs to throw more than one in a single round. The alchemist can prepare and throw additional bombs as a full-round action if their dexterity score is above a 15. This functions just like a full-attack with a ranged weapon.
Featherweight Tonic
Prerequisite - 9th Level
When you prepare your elixirs, you can prepare an elixir of levitate. A creature that drinks this tonic can only target themself, otherwise this functions as a normal elixir. This elixir does not count against the number of elixirs you can prepare.
Flashbang
You can prepare up to two special explosive in place of up to two explosives you could normally prepare to deliver a burst of light. Instead of dealing damage, any creature within the explosion's splash damage radius must make a Constitution saving throw or become blinded for a number of rounds equal to your Intelligence modifier and deafened until the start of your next turn. A creature can repeat this saving throw at the start of subsequent turns, ending these effects early on a success.
Forceful Bomb
You can prepare any number of special explosive in place of any explosives you could normally prepare to deliver a burst of force. Instead of dealing damage, any creature within the explosive's splash damage radius must make a Strength saving throw or be pushed 20 feet away from the center of the explosion and be knocked prone, or be pushed half as much and stay standing on a successful save.
Hasty Mixture
Prerequisite - 5th Level
You can prepare a number of explosives equal to half your Intelligence modifier (minimum of 1) during a short rest. These explosives aren’t as powerful and only deal 1d4 fire damage on a hit and half your Intelligence modifier (minimum of 1) to all creatures affected by the explosive's splash damage.
Homing Grenade
Prerequisites - 5th Level
You can prepare up to two special explosive in place of up to two explosives you could normally prepare with magic to track an enemy. This special grenade has been fitted with magics akin to the magic missile spell. When you throw this explosive at a creature in range, you strike the target for 2d4 Force damage. All creatures within 5 feet of the target must make a Dexterity saving throw against your spell save DC or take force damage equal to your Intelligence modifier.
Keen Sight
You gain darkvision out to a range of 60 feet If you already possess darkvision, increase the range you can see by 30 feet.
Luminescence
You can create two small, clear flasks of glowing liquid over the course of a short rest. This liquid sheds bright light out to a range of 15 feet and dim light 15 feet beyond that for 8 hours. A creature can also choose to fill a lamp or lantern with Luminescence, doubling the range of the bright and dim light produced by the lamp or lantern, but the Luminescence can only burn for 1 hour. You must complete a short or long rest before you can create any more Luminescence.
Masterful Arcane Studies
Prerequisite - 18th Level, Adept Arcane Studies, Arcane Studies, Extra Arcane Studies
You may cast the spells you chose from your Extra Arcane Studies at will without expending an elixir slot. (This discovery is permanent.)
Nauseating Bomb
Prerequisite - 4th level, Smoke bomb
You can prepare any number of special explosives in place of any explosives you could normally prepare to produce a thick plume of smoke. The explosive fills a 15-foot sphere with a foul smelling smoke, individuals caught in the smoke must make a Con saving throw or be nauseated for 1d4 rounds. A wind of at least 10 miles per hour disperses the smoke in one round. The alchemist with this discovery does not suffer the effect of the poison of his own bomb.
Net Bomb
You can prepare up to two special explosive in place of up to two explosives you could normally prepare to entangle your enemies. These explosives do not deal damage, and anyone within the explosive's splash damage radius must make a Dexterity saving throw against your spell save DC or become restrained for one minute. A creature can attempt to make a Strength saving throw at the beginning of each of their turns, freeing themselves on a success.
Plague Bomb
Prerequisite - 8th level, Smoke bomb
You can prepare any number of special explosives in place of any explosives you could normally prepare to produce a thick plume of smoke. The explosive fills a 30-foot sphere with a noxious smoke that duplicates the effects of contagion for 1 round per level. A wind of at least 10 miles per hour disperses the smoke in one round. The alchemist with this discovery does not suffer the effect of the poison of his own bomb.
Phantom Elixir
Prerequisite - 12th Level
When preparing your elixirs, you can prepare a Phantom elixir. When you drink this elixir, you become incorporeal for one minute. While incorporeal, you can walk through walls and creatures as if they were difficult terrain. If this effect ends while you're inside a creature or object, you are shunted to the nearest unoccupied space and take force damage equal to the number of feet you were pushed. This elixir does not count against the number of elixirs you can prepare.
Powder Bomb
You can prepare up to two special explosive in place of up to two explosives you could normally prepare to explode with a white dust. The explosive deals no damage, but dust fills a 30-foot sphere and reveals the location of any tangible invisible creatures in its area. (Upon reaching 5th level, this discovery applies to invisible incorporeal creatures as well.)
Precise Bomb
Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs. If the bomb misses, this discovery has no effect.
Quicksilver Coating
You can prepare two special coatings in the place of one of the elixirs of 1st level or higher you can normally prepare. When this liquid is applied to a melee weapon or twenty pieces of ammunition, the weapon becomes "silvered" for 8 hours. Upon reaching 5th level, you can prepare a number of coatings equal to your Intelligence modifier for every elixir it replaces.
Reagent Research
You gain proficiency in Nature and Survival. If you already have either proficiency, you gain expertise in those skills.
Sluggish Toxin
Prerequisite - 10th Level
When a creature is affected by the poisoned condition from one of your toxins, they only add half their Dexterity modifier to their armor class (if applicable) and can only take one action or bonus action on their turn.
Strong Brew
1st-level elixirs you create that deal damage add your Intelligence modifier to the damage roll.
Smoke Bomb
You can prepare any number of special explosives in place of any explosives you could normally prepare to produce a thick plume of smoke. Instead of dealing damage, the explosive fills a 15-foot sphere with smoke, heavily obscuring the area for one minute. A wind of at least 10 miles per hour disperses the smoke in one round.
Tonic of Aptitude
Prerequisite - 10th Level
When you prepare your elixirs, you can prepare an elixir of enhance ability at its lowest level. This elixir does not count against the number of elixirs you can prepare.
Tonic of Energy
Prerequisite - 11th Level
When you prepare your elixirs, you can prepare an elixir of haste targeting whoever drank it. This elixir does not count against the number of elixirs you can prepare. When a creature drinks the elixir you have to maintain concentration on the spell as normal.
Tonic of Leaping
Prerequisite - 9th Level
When you prepare your elixirs, you can prepare an elixir of jump. This elixir does not count against the number of elixirs you can prepare.
Tonic of Nourishment
You can prepare two special tonics in the place of one of the elixirs of 1st level or higher you can normally prepare. When a creature drinks this tonic, they receive the benefits of having eaten a berry from the goodberry spell. Upon reaching 10th level, you can prepare a number of tonics equal to your Intelligence modifier for every elixir it replaces.
Tonic of Warding
When you prepare your elixirs, you can prepare an elixir of mage armor. This elixir does not count against the number of elixirs you can prepare.
Touch of Death
Prerequisite - 5th Level
You can apply poisons and toxins you create to your hand without poisoning yourself. You can then make a melee spell attack or unarmed strike against a target. On a hit, the poison is applied to the target.
Virulent Gas
Prerequisite - 15th Level, Choking Gas
Your choking gas now affects creatures whether they need to breathe or not. The gas deals an additional 3d8 acid damage as well.
Volatile Toxins
Prerequisite - 20th Level
Toxins can benefit from both your Potent Toxins feature and deal damage as well.
Grand Discoveries
Awakened Intellect
The alchemist’s constant exposure to strange chemicals has expanded his mind. His Intelligence score permanently increases by 2 points.
Change Alignment
Once per day as part of his preparation of infusions, the alchemist can brew an infusion that shifts the imbiber’s alignment to one of their choosing so long as the imbiber is not already that alignment. This change become permanent and can only be reversed by a wish or miracle. An unwilling creature receives a Wisdom save to resist this change. The alchemist may have only one such infusion at any one time.
A permanent, forced change of alignment may be devastating, and some believe it is little better than zealous slavery or mind control. Others consider a good alignment brought about by any means but purity of heart an affront to freedom. This discovery remains controversial at best. The effects of this infusion may have serious repercussions for a creature suddenly struggling with a new outlook. Many see it as little more than forced insanity, and some good faiths outlaw its use.
Eternal Youth
The alchemist discovers the key to eternal youth and a sort of immortality. Though this immortality isn't perfect, things such as injuries or poison may still be able to kill the alchemist. Is this discovery a blessing or a curse? That is something that may be debated in some circles.
Fast Healing
The alchemist’s flesh responds to damage with shocking speed. They regain hit points at an exceptional rate, gaining 5 hit points per round. Except where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. It does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.
Philosopher's Stone
The alchemist has discovered a mystery long sought after by many alchemists, the knowledge on how to craft a philosopher's stone. The alchemist learns how to create a philosopher’s stone, and can do so once per month at no cost. Creating a philosopher’s stone takes 1 day of work.
This rare substance appears to be an ordinary, sooty piece of blackish rock. If the stone is broken open (break DC 20), a cavity is revealed at the stone’s heart. This cavity is lined with a magical type of quicksilver that enables the alchemist to transmute base metals (iron and lead) into silver and gold. A single philosopher’s stone can turn up to 5,000 pounds of iron into silver (worth 25,000 gp), or up to 1,000 pounds of lead into gold (worth 50,000 gp). However, the quicksilver becomes unstable once the stone is opened and loses its potency within 24 hours, so all transmutations must take place within that period.
The quicksilver found in the center of the stone may also be put to another use. If mixed with any healing potion while the substance is still potent, it creates a special oil of life that acts as a true resurrection spell for any dead body it is sprinkled upon.
This potion will only work on a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature's soul is free and willing, the creature is restored to life with all its hit points.
This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was undead, it is restored to its non-undead form.
The spell can even provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you.
Poison Touch
The alchemist gains a poisonous touch. Calling upon the venomous powers of natural predators, they infect the subject with a horrible poison by making a successful melee touch attack. This poison deals 1d3 Constitution damage per round for 6 rounds. Poisoned creatures can make a Constitution save each round to negate the damage and end the affliction. They can suppress or activate this ability as a free action. The physical appearance of how the alchemist generates and delivers their poisonous touch varies from alchemist to alchemist.
True Mutagen
The alchemist’s mutagen now grants a +8 natural armor bonus and a +8 alchemical bonus to Strength, Dexterity, and Constitution. The alchemist takes a –2 penalty to his Intelligence, Wisdom, and Charisma as long as the mutagen persists.
An alchemist creates a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. A mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again.
When an alchemist brews a mutagen, they select one physical ability score—either Strength, Dexterity, and Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting them a +8 natural armor bonus and a +8 alchemical bonus to the selected ability score for 200 minutes. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to Intelligence, Wisdom, and Charisma.
A non-alchemist who drinks the mutagen must make a Fortitude save (DC 20 + the alchemist’s Intelligence modifier) or become nauseated for 1 hour. A non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist’s mutagen if he drinks it. The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.
Alchemical Formulae List
1st Level
absorb elements, animal friendship, armor of Agathys, arms of Hadar, burning hands, cause fear, chaos bolt, charm person, chromatic orb, command, comprehend languages, create or destroy water, cure wounds, detect evil and good, detect magic, detect poison and disease, disguise self, expeditious retreat, false life, featherfall, find familiar, fog cloud, guiding bolt, hellish rebuke, heroism, hunter’s mark, ice knife, identify, illusory script, jump, longstrider, mage armor, magic missile, protection from evil and good, shield of faith, speak with animals, thunderwave, witch bolt, zephyr strike
2nd Level
Aganazzar's scorcher, aid, alter self, augury, barkskin, blindness/deafness, blur, continual flame, darkness, darkvision, detect thoughts, dragon’s breath, earthbind, enhance ability, enlarge/reduce, enthrall, find traps, gentle repose, gust of wind, heat metal, invisibility, knock, lesser restoration, levitate, locate animals or plants, locate object, magic weapon, maximilian's earthen grasp, mind spike, mirror image, misty step, nystul’s magic aura, pass without trace, protection from poison, see invisibility, spider climb, suggestion, warding bond, web, zone of truth
3rd Level
beacon of hope, blink, catnap, counterspell, dispel magic, elemental weapon, fear, feign death, fireball, fly, gaseous form, glyph of warding, haste, hypnotic pattern, life transference, lightning bolt, meld into stone, nondetection, protection from energy, remove curse, revivify, sending, slow, speak with dead, speak with plants, thunder step, tiny servant, tongues, water breathing, water walk
4th Level
arcane eye, aura of purity, charm monster, compulsion, death ward, dimension door, elemental bane, fire shield, freedom of movement, greater invisibility, locate creature, otiluke’s resilient sphere, polymorph, shadow of moil, stone shape, stoneskin
5th Level
awaken, circle of power, cone of cold, contagion, creation, far step, greater restoration, legend lore, mass cure wounds, mislead, modify memory, passwall, skill empowerment, steel wind strike, swift quiver, telekinesis, transmute rock
6th Level
chain lightning, circle of death, eyebite, find the path, flesh to stone, heal, investiture of flame, investiture of ice, investiture of stone, investiture of wind, mass suggestion, move earth, otiluke’s freezing sphere, scatter, Tenser's transformation, true seeing, wind walk
7th Level
crown of stars, delayed blast fireball, etherealness, plane shift, prismatic spray, regenerate, resurrection, teleport
| | | | | Spell | slots | per | spell | level | |
---|
Level | Proficiency Bonus | Features | Discoveries Known | Formulae Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th |
1st | +2 | Basic Alchemy, Everfull Bag, Volatile Mixture, Plague Vial | - | - | - | - | - | - | - | - | - |
2nd | +2 | Create Elixirs, Discovery, Disease Resistance | 2 | 4 | 2 | - | - | - | - | - | - |
3rd | +2 | School of the Plague Master | 2 | 5 | 3 | - | - | - | - | - | - |
4th | +2 | Ability Score Improvement | 2 | 6 | 3 | - | - | - | - | - | - |
5th | +3 | Arcane Explosives | 2 | 7 | 4 | 2 | - | - | - | - | - |
6th | +3 | Elemental Affinity | 3 | 8 | 4 | 2 | - | - | - | - | - |
7th | +3 | Evasion | 3 | 9 | 4 | 3 | - | - | - | - | - |
8th | +3 | Ability Score Improvement | 3 | 10 | 4 | 3 | - | - | - | - | - |
9th | +4 | - | 4 | 11 | 4 | 3 | 2 | - | - | - | - |
10th | +4 | Alchemical School Feature | 4 | 12 | 4 | 3 | 2 | - | - | - | - |
11th | +4 | Fire in the Hole | 4 | 13 | 4 | 3 | 3 | - | - |
12th | +4 | Ability Score Improvement | 5 | 14 | 4 | 3 | 3 | - | - | - | - |
13th | +5 | - | 5 | 15 | 4 | 3 | 3 | 1 | - | - | - |
14th | +5 | Alchemical School Feature | 6 | 16 | 4 | 3 | 3 | 1 | - | - | - |
15th | +5 | Product Testing | 6 | 17 | 4 | 3 | 3 | 2 | - | - | - |
16th | +5 | Ability Score Improvement | 7 | 18 | 4 | 3 | 3 | 2 | 1 | - | - |
17th | +6 | - | 7 | 19 | 4 | 3 | 3 | 3 | 1 | 1 | - |
18th | +6 | Alchemical School Feature | 8 | 20 | 4 | 3 | 3 | 3 | 2 | 1 | - |
19th | +6 | Ability Score Improvement | 8 | 21 | 4 | 3 | 3 | 3 | 3 | 2 | 1 |
20th | +6 | Eclectic Alchemist | 9 | 22 | 4 | 3 | 3 | 3 | 3 | 3 | 2 |