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Alchemist Redux, Middle Finger of Vecna

Alchemist

A grinning gnome cackles with glee as he hurls a bomb into a group of charging goblins, blasting them into scorched chunks. He produces another, throws it at his feet, and disappears, still laughing, into the ensuing cloud of smoke. A slender elf quickly mixes liquids and herbs in a small bowl. She applies the mixture to an arrow wound on an injured dwarf's side, which immediately stops bleeding. Whether their methods are explosive, transformative, or restorative, alchemists live to transmute the world around them to their liking.   Chemical Reactions One of the first things an alchemist learns is how to mix chemicals that react explosively with each other. Ostensibly, this is taught to students to prevent deadly accidents, but adventuring alchemists regularly apply this knowledge to create bombs. An alchemical bomb is a 1-pound, apple-sized, spherical glass or clay flask filled with a reactive chemical. A smaller vial of thin glass containing a reagent is suspended in the liquid, and the whole thing is sealed with a cork or wax seal. The chemicals violently explode when mixed. This occurs when the inner vial breaks, usually after the bomb impacts a solid surface or a fuse sets off a small explosive detonator within the vial. Bombs are primarily used to fend off enemies, but creative alchemists may find more practical uses for explosives, such as demolishing obstacles.   Serums and Tinctures 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.   Elemental Sciences The primary source of alchemy's power comes from the elemental planes. It is no surprise, then, that alchemists strive to tap deeper into that power, researching and discovering new compounds composed of the elements. The pinnacle of alchemy is the philosopher's stone, which is rumored to grant its bearer supreme elemental power. Few alchemists have succeeded in creating a philosopher's stone, and fewer still remain alive to divulge its secrets.   Creating an Alchemist When you create an alchemist, consider why your character studies alchemy. Are you attracted to its dangerous power, or its ability to help others? Do you desire to use magic, but lack the aptitude or inborn ability? Why do you adventure? Are you searching for new alchemical formulae or rare ingredients? Do you, like so many, seek the philosopher's stone? Be sure to understand alchemy’s place in your campaign world. You might have learned your trade from a master or studied alongside artificers and wizards in a university. Your trade might be commonplace or an oddity. Depending on the setting, you might be respected for your knowledge or feared for your destructive potential.   Quick Build You can make an alchemist quickly by following these suggestions. First, make Intelligence your highest ability score, followed by Dexterity. Choose any background.
hit dice: 1d6
hit points at 1st level: 6+your constitution modifier
hit points at higher levels: (4)1d6+your constitution modifier for every level after first
armor proficiencies: Light Armor
weapon proficiencies: Simple Weapons, Bombs
tools: Alchemist’s Supplies, Herbalism Kit
saving throws: Dexterity, Intelligence
skills: Choose three from Arcana, History, Insight, Medicine, Nature, Perception, Sleight of Hand, and Survival
starting equipment:
You start with the following equipment, in addition to the equipment granted to you by your background:

  • (a) a light crossbow and 20 bolts or (b) any simple weapon

  • (a) an explorer's pack or (b) a scholar's pack

  • Alchemist's supplies and (a) a vial of acid, (b) a vial of alchemist’s fire, or (c) a vial of basic poison

  • Leather armor and a dagger


spellcasting:
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. The statistics of a bomb are shown in the Bombs sidebar. After 24 hours, an unused bomb becomes inert. 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 Strength or 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   Sidebar: Bomb Bombs are martial ranged weapons with the following statistics: Name Cost Damage Weight Range Bomb 2 sp 1d10 fire 1 lb. Finesse, special, thrown (range 30/60) Special Property Bomb. When a bomb hits a target, it explodes in a 5-foot radius and is destroyed. The bomb can be thrown at an unoccupied space within its range. Each creature other than the target within the blast radius must succeed on a DC 11 Dexterity saving throw, taking half the damage rolled on a failed save or no damage on a successful one. Additionally, as a bonus action, you can empty some of the bomb's explosive material to permanently remove the blast radius from this bomb, dealing damage only to the bomb’s target.
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 skill check made to identify herbs, potions, poisons, or other alchemical substances. If you are proficient with such a skill, this bonus stacks with your normal proficiency bonus.   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 in the following table:
Potion Cost Alchemist Level
Potion of Climbing 1 reagent die 3rd
Potion of Growth 1 reagent die 3rd
Potion of Healing 1 reagent die 3rd
Potion of Waterbreating 1 reagent die 3rd
Cure-All 2 reagent die 7th
Potion of Greater Healing 2 reagent die 7th
Potion of Heroism  2 reagent die 7th
Potion of Resistance 2 reagent die 7th
Potion of Diminution 3 reagent die 14th
Potion of Flying 4 reagent die 14th
Potion of Hill Giant Strength 4 reagent die 14th
Potion of Invisibility 4 reagent die 14th
Potion of Superior Healing 4 reagent die 14th
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.   Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, as an alchemist, when you gain an ability score improvement, you can instead choose to learn a new Discovery for which you meet the prerequisites.   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 reagent 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

Formula Damage Saving Throw
Acid Bomb d4 acid dex
Bramble Bomb - -
Cryo Bomb d8 cold con
Holy Bomb d8 radiant dex
Impact Bomb d8 force dex
Lightning Bomb d8 lightning  dex
Nonlethal Bomb d8 bludgeoning  dex
Oil Bomb d6 fire -
Painkiller Bomb* -
Quiet Bomb d8 fire dex
Shrapnel Bomb* d8 piercing  dex
Smoke Bomb -
Sonic Bomb d6 thunder con
Stink Bomb d8 poison con
Teleportation Bomb -
Whithering bomb d8 necrotic  con
Psionic Bomb d6 psychic  wis
 *subclass specific  Sidebar: Missed Bombs As bombs are explosive projectiles, it makes sense to ask what happens if a thrown bomb fails to hit its target. For simplicity, we assume that missed bombs explode harmlessly in the background or fail to detonate altogether, but do not explode in the target's space and deal damage with its blast radius. The GM can decide which of these two outcomes happens or can determine the outcome randomly.   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 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 reagent 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 a d12s against fiends and undead.   Impact Bomb By replacing your bomb's explosive reagent 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.     Lightning Bomb By replacing your bomb's explosive reagent 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 reagent 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. Oil can be removed by dousing a creature with a gallon of water.   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 reagent 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.     Smoke Bomb By removing your bomb's explosive reagent 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 reagent 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.   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.   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 dice Potion of Clairvoyance 3 reagent dice Potion of Mind Reading 3 reagent dice   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. Your casting modifier for these cantrips is Intelligence.   Ballistics Research You learn two additional bomb formulae.   Battle Training You gain proficiency with martial weapons and shields.     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.   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. 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 reagents 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 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.     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 can expand it blast radius along with its 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.     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:   Potion Cost 2 × Basic Poison 1 reagent die 2 × Antitoxin 1 reagent die Potion of Poison 2 reagent dice Oil of Taggit 2 reagent dice Serpent Venom 2 reagent dice Truth Serum 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.
subclass options:

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 reagent 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.  

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 reagent 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 reagent 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 formulation of your mutagens 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.
LevelProficiency BonusFeaturesFormulae KnownDiscoveries KnownReagent Dice
1+2Bombs, Natural Philosopher---
2+2Bomb Formulae, Field of Study3--
3+2Reagent3-3d10
4+2Ability Score Improvement, Discoveries324d10
5+3Flashbang425d10
6+3Field of Study feature436d10
7+3Improved Potions537d10
8+3Ability Score Improvement538d10
9+4-649d10
10+4Field of Study feature6410d10
11+4Evasion7411d10
12+4Ability Score Improvement7412d10
13+5-8513d10
14+5Improved Potions8514d10
15+5Blast Coating9515d10
16+5Ability Score Improvement9516d10
17+6-10617d10
18+6Field of Study feature10618d10
19+6Ability Score Improvement11619d10
20+6Philosopher’s Stone11620d10

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