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Alchemist

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.
LevelProf BonusFormulae KnownReagent DiceDiscoveries KnownFeatures
1+2---------Bombs, Natural Philosopher
2+23------Bomb Formulae, Field of Study
3+233d10---Reagent
4+234d102Ability Score Improvement, Discoveries
5+345d102Flashbang
6+346d103Field of Study feature
7+357d103Improved Potions
8+358d103Ability Score Improvement
9+469d104---
10+4610d104Field of Study feature
11+4711d104Evasion
12+4712d104Ability Score Improvement
13+5813d105---
14+5814d105Improved Potions
15+5915d105Blast Coating
16+5916d105Ability Score Improvement
17+61017d106---
18+61018d106Field of Study feature
19+61119d106Ability Score Improvement
20+61120d106Philosopher’s Stone

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Kipper_Dagon.

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