Fields of Study

Apothecary
Corpsecrafter
Mad bomber
Poisoner
Psychedelic
Transmuter

Discoveries

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, in 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 secreted away in a smoky basement laboratory or gleefully experimenting in a well-respected school of magic, the alchemist is often regarded as being just as unstable, unpredictable, and dangerous as the concoctions he brews. While some creators of alchemical items content themselves with sedentary lives as merchants, providing tindertwigs and smokesticks, the true alchemist answers a deeper calling. Rather than cast magic like a spellcaster, the alchemist captures his own magic potential within liquids and extracts he creates, infusing his chemicals with virulent power to grant him impressive skill with poisons, explosives, and all manner of self-transformative magic.

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 often utilize this knowledge to create bombs to use in combat and exploration.

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 right before use, 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.

More experienced alchemists learn to mix less volatile substances, some of which can replicate magical effects. Many become apothecaries, healing and creating potions for others. Apothecaries can use herbs and chemicals to heal wounds, cure diseases, and neutralize poison.

Class Features

The Alchemist
-Level- -PB- -Alchemy Die- -Features- -Discoveries-
1st +2 1d8 Concoctions -
2nd +2 1d8 Field of Study -
3rd +2 1d8 Discoveries 2
4th +2 1d8 Chemical Distillation 2
5th +3 2d8 - 3
6th +3 2d8 Brew Potions 3
7th +3 2d8 Field of Study Feature 4
8th +3 2d8 Brew Potions (improved) 4
9th +4 2d8 - 5
10th +4 2d8 Field of Study Feature 5
11th +4 3d8 - 6
12th +4 3d8 Evasion 6
13th +5 3d8 - 7
14th +5 3d8 Brew Potions (improved) 7
15th +5 3d8 - 8
16th +5 3d8 Field of Study Feature 8
17th +6 4d8 - 9
18th +6 4d8 - 9
19th +6 4d8 - 10
20th +6 4d8 Philosopher’s Stone 10

As a alchemist, you gain the following class features.

Hit Points

Hit Dice: 1d8

Saving Throws

You are proficient with Constitution and Intelligence saving throws.

Skills

Class Skills: Alchemy, Ceramics, Medicine and Herbalism

Skill Points: You gain 2 skill points at 1st level.

Additional Skills: You gain 4 additional skill points to spend on Alchemy. Note that Journeyman crafter and Master crafter are much more difficult to gain during play.

Skills - Combat

Weapon Groups: You have rank 1 in each weapon group.

Combat Skills: You gain the Light armor skill and the class specific Combat alchemy combat skill.

After 1st level: You gain 1 skill point to spend on combat skills every 3rd level, at levels 3, 6, 9, 12, 15 and 18.

Class specific combat skills The following combat skills are exclusive to alchemists.
Combat Alchemy You are proficient with throwing alchemical items, such as flasks and vials, as well as alchemist's bombs. Such items are ranged weapons with the finesse and thrown (range 20/60) properties.

You do not have disadvantage when throwing an alchemical item while adjacent to a hostile creature.

Precise Thrower Attacking at long range doesn’t impose disadvantage on your combat alchemy attack rolls. In addition they ignore half cover and three-quarters cover.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Rest Additions
The following additions are made to the general rest rules.
Long rest
During a Long rest:
* Create 2 Concoctions.
* Create any number of potions with Brew Potions.
  
After a Long rest:
* Regain 1 Alchemy point.
  
Add the following class specific benefits to choose from:
* Regain all Alchemy points.
* Create 2 additional Concoctions.

Concoctions

You learn how to create a variety of concoctions using your alchemist’s supplies. During a long rest you can prepare 2 concoctions. See Rest Additions for more info.

You can never have more currently active concoctions than your Intelligence modifier + class level.

At 1st level you can make bombs, elementary reagents, potions and poisons. At higher levels you learn to augment your concoctions and create new ones.

When your concoctions call for a saving throw, its save DC is calculated as follows:

Alchemy save DC = 8 + your proficiency bonus + your Intelligence modifier

Bomb

These volatile alchemical items explode on contact, dealing fire damage equal to your alchemy die + your Intelligence modifier fire damage on a direct hit. All creatures adjacent to the target must make a Dexterity saving throw, taking half damage on a failed save and no damage on a successful one.

If you miss your attack roll with a bomb, there is a 50% chance the throw was not hard enough to cause the bomb to explode. Otherwise it continues up to your maximum throwing distance before exploding. Roll an attack roll for each possible target in the path to see if it explodes before.

You cannot throw more than one bomb per round. Creatures not proficient with combat alchemy have disadvantage on attack rolls made with your bombs.

Elementary Reagent

An elementary reagent is a versatile concoction which can be finalized into one of several different items depending on the final ingredient added when used. Preparing the final product is an item action that requires both hands (or an assistant).

After the final mix is made, the concoction has to be used within a number of rounds equal to your Intelligence modifier. You can make the reagents into one of the following:

Poison

Poison concoctions can be applied to slashing or piercing weapons. As an action, you can apply one of these poisons to your weapon or to three pieces of ammunition, where it lasts for 10 minutes before it becomes inert.

If you damage a living creature with the weapon, this poison deals additional poison damage equal to your alchemy die.

Potion

You can mix together herbs to create potions that cure ailments and injuries. If such a potion is ingested as an item action, it heals damage equal to your alchemy die.

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 from apothecary, mad bomber, poisoner and transmuter. Your field choice grants you features at 2nd level and then again at 7th, 10th, and 16th level.

Discoveries

In the course of your research, you have made a number of discoveries regarding the nature of alchemy. At 3rd 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.

Chemical Distillation

You can use your alchemist’s supplies to purify water, rendering it drinkable if a little bland in taste.

Brew Potions

During times of downtime you can prepare alchemical reagents needed to brew potions of different types. The currently availabe reagents are represented by Alchemy points. The maximum number of Alchemy points you can have at any time is equal to half your class level.

You have learnt to create potions with ease and speed. During a couple of hours time, or during a long rest, you can use your alchemist’s supplies and spend your Alchemy points to brew potions. Potions retain potency 24 hours, after which they become inert. Unless otherwise noted, their effects last for 1 hour.

You regain Alchemy points after a long rest. See Rest Additions for more info.

Brewing the following potions cost 1 alchemy point.

From level 8, you can brew the following potions, for 2 alchemy points each.

At level 14, you can brew the following potions, for 3 alchemy points each.

Evasion

Your experience with avoiding your own bombs’ explosions has granted you the ability to nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell.

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.

Philosopher’s Stone

You unlock the secrets of alchemy. Using your alchemist’s supplies and 1000 gp worth of materials, you can spend 1 week of work creating a philosopher’s stone, a dynamo of elemental energy encased in a fist-sized, glowing jewel. Your philosopher’s stone only works in your possession, and you can only have one at a time. To any other creature, it is just an ordinary (if beautiful) gemstone. As long as you possess your philosopher’s stone, you gain the following benefits.

The philosopher’s stone also has devastating destructive potential. As a bonus action when you throw a bomb, you can replace its reagent with the philosopher’s stone, creating a massive bomb. This bomb has a blast radius of 500 ft, dealing 10d10 + 50 fire damage to all creatures in the area.


Apothecary

Archetype Features

Class level Feature
2nd Bonus Skills, Painkiller Bomb, Potion Focus
7th Quick Hands, Surgical Precision
10th Bonus Potions
16th Panacea

Many practically-minded alchemists decide to assume the role of the apothecary. An adventuring party always needs a healer, and clerics might be in short supply. On their downtime, such alchemists have a marketable skill to depend upon for income. Apothecaries are constantly at work studying potions and herbology. In order to learn how to heal the body, an apothecary must learn how the body works. This often requires carving boldly upon the corpses of the dead to further understand how they behave while living.

Bonus Skills

When you select this field of study at 2nd level, you gain 1 skill point to spend on Medicine. In addition, you can use your alchemist’s supplies instead of a healer’s kit.

Painkiller Bomb

You can create bombs which spray an analgesic oil. When creating a bomb, you can replace its contents with this oil, changing it to a painkiller bomb. The bomb can then be thrown as normal or splashed on an adjacent creature.

You have advantage on attack rolls made to hit a willing creature in combat with this bomb, while outside of combat, you automatically hit. Painkiller bombs do not have a blast radius and deal no damage. Instead, on a hit, the target gains temporary hit points for 1 minute, equal to your alchemy die + your Intelligence modifier.

Potion Focus

Whenever you administer a Potion Concoction to another creature, the target heals an additional amount of hp equal to your Intelligence modifier.

Quick Hands

As a bonus action, you can drink a potion or safely pass a potion to or from a willing creature within 15 feet of you that has at least 1 hand free. As an action, you can pass a number of potions or bombs up to your Dexterity modifier to willing creatures within range.

Surgical Precision

Your skill with small and precise tools is so refined that it shows even in battle, As long as you are using a finesse or light melee weapon, you can attack twice whenever you take the Attack action. In addition, once per turn, if you have advantage on the attack roll, you can deal extra damage to target equal to your alchemy die.

Bonus Potions

You can additionally brew the following potions with your Brew potions feature:

Panacea

During a long rest, using 5 alchemy points and materials worth at least 500 gp (which are consumed upon use), you can distill the essence of universal healing, the panacea. When a creature drinks this potion, they instantly gain the following benefits:

The panacea must be consumed within 24 hours, after which it becomes inert. You can reactivate it during a long rest, with the same alchemy point cost, but no additional gp cost.


Corpsecrafter

Archetype Features

Class level Feature
2nd Bonus Skills, Animated Cadaver, Revival Concoction
7th Corpsecrafting Infusions
10th Corpsecrafting Infusions (2 infusions), Unnatural Intellect
16th Magnum Opus
Rest Additions
The following additions are made to the general rest rules.
Short rest
During a Short rest:
* Repair your Cadaver.

The art of corpsecrafting specializes in using alchemy to reanimate and reshape the bodies of the fallen. Corpsecrafters, unlike necromancers they’re often compared to, prefer to focus their efforts on their macabre creations; a cadaver, to perform a variety of tasks for them by use of a combination of magical and alchemical augmentations.

Bonus Skills

When you select this field of study at 2nd level, you gain 2 skill points to spend on Leatherworking.

Cadaver
Medium undead

Armor Class 10
Hit Points 22 (3d8 + 9)
Speed 25 ft.


STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 16 (+3) 3 (-4) 8 (-1) 5 (-3)

Damage Immunities. poison
Condition Immunities. poisoned
Senses. darkvision 60 ft.
Languages. understands all languages creator knows, but can’t speak


Arcane Embalming. The cadaver gains advantage on turning saving throws.

Proficiency. The cadaver uses the same proficiency bonus as its creator.

Undead Fortitude. If damage reduces the cadaver to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage dealt, unless the damage is radiant or from a critical hit. On a success, the cadaver drops to 1 hit point instead.


Actions

Slam. Melee Attack: 1d6 + 2 bludgeoning damage.

Animated Cadaver

You have perfected the ability to reanimate corpses and modify them. During a long rest, you can alchemically reanimate a fresh cadaver if you have your alchemist’s supplies, leatherworker’s tools and a humanoid corpse. When you do so, it has the base statistics listed below. You can only have one cadaver at a time as they need constant upkeep.

In combat, the cadaver shares your initiative count and takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action unless you take a bonus action on your turn to command it to take the Attack, Dash, Disengage, Help, Hide, or Search action.

If you spend a short rest with your leatherworker’s tools on your cadaver, it regains 2d6 hit points.

Hiding the undead

Your cadaver is created by science, but unfortunately people often associate undead with evil. Luckily your cadaver’s undead nature is easy to hide, at least if reasonably fresh. All it takes is covering it with clothes, armor, bandages and maybe a mask or hat.

Revival Concoction

You learn how to prepare an additional concoction, the revival concoction, which can be used as an action to repair your cadaver.

If your cadaver has died within the last hour the concoction can be used to restore it to unlife. After 1 minute it is revived with 1 hit point.

Using the concoction on a “living” cadaver grants it temporary hit points equal to 3 times your class level. The temporary hit points are not gained until after 1 minute, and they last indefinitely.

Corpsecrafting Infusions

When you create your cadaver, you can choose to add a variety of boons and features to it by using corpsecrafting infusions. When creating a cadaver you can apply one effect form the infusions list. You can apply one additional infusion at 10th level. Some infusions can be applied twice, with additional effects.

Unnatural Intellect

Your cadaver gains some semblance of thought. Your cadaver can now act on its own, not needing to be commanded with your bonus action to use its own actions.

Magnum Opus

You have developed some extraordinary infusions for your cadaver. Choose one of the Magnum Opus infusions to give to a cadaver you create.


Mad Bomber

Archetype Features

Class level Feature
2nd Makeshift Bombs
7th Demolition
10th Expanding blast
16th Big bombs

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.

Makeshift Bombs

The creation of bombs is so ingrained in your memory that you can do it in an instant. As long as you have alchemist’s supplies and a component pouch, you can create a makeshift bomb as an item action. The bomb does not count against your daily limit of concoctions, only damages a single target on a hit and cannot be modified by any of your discoveries.

Demolition

You learn to use your bombs to damage and destroy structures. You now make your bombs to accept fuses of various lengths. As an action, you can set a bomb and light its fuse, which has a duration of your choice between 1 round and 5 minutes. Upon detonation, this bomb deals its damage as normal, but also deals double damage to any nonmagical object within 5 ft of it that isn’t being worn or carried and also ignores its damage immunities. For rules on objects and their hit points, see pages 246 and 247 of the Dungeon Master’s Guide.

Expanding blast

You have figured out how to make larger casings for your bombs. The blast radius is now 10 ft. Creatures within a 5 ft radius take full damage on a failed save and half on a successful one. Even though you create the bombs with larger casing, you can remove it at the time of throwing to get a regular radius bomb.

Big bombs

You can combine two non makeshift bombs into one. Combine damage and effect from both bombs. Any saves against the bombs are made at disadvantage.


Poisoner

Archetype Features

Class level Feature
2nd Bonus Skills, Poisonous Residue, Poison Resistance
7th Ethereal Poison
10th Poison Immunity
16th Powder Poison

Some consider poisoning an evil act. The poisoner knows poison is just a tool toward an end, and is no different than any other weapon. Some poisoners see themselves as great equalizers, as they are able to craft weapons that the weakest of creatures can wield to devastating effect, but most have no lofty delusions about their work.

Bonus Skills

When you select this field of study at 2nd level, you gain 2 skill points to spend on Combat skills.

Poisonous Residue

Whenever you apply poison to a weapon, it will retain it potency for the full duration, even if you use the weapon. This only applies to regular poisons and your basic Concoction poison.

Poison Resistance

You gain resistance to poison and advantage on saving throws against poison.

Ethereal Poison

The poison concoctions you make are so potent that they can effect any creature no matter what. Creatures immune to poison damage still take half damage from your poisons.

Poison Immunity

You have immunity to poison damage and the poison condition.

Powder Poison

You learn how to create more versatile versions of your poison concoctions. Whenever you use a poison, you can choose to use it in three different ways:


Psychedelic

Archetype Features

Class level Feature
2nd Psychedelic Concoctions, Invade Mind
7th Vertigo
10th Advanced Sway
16th Dazing Vertigo

Psychedelics specialize in manipulating the minds of creatures using hormones, narcotics and other baneful elixirs to make them compliant. Whether it is to gather information, convince a target of a truth or to assassinate a suspect, the psychedelics move silently and deadly.

Psychedelic Concoctions

From 2nd level, when you choose this field of study, you learn how to prepare an additional concoction, the hallucinogen.

A hallucinogen is made in a powder form that you can blow onto an adjacent creature. If the creature fails a Wisdom saving throw against your Alchemy save DC, it gains the new Compliant condition for 1 minute. This is a charm effect.

Compliant

Invade Mind

Your ability to alter a creature’s mind allows you to control compliant creatures. As an action, you may target one creature within 30 ft who is compliant or charmed by you, and cause one of the following effects to occur:

Once you use this ability, you cannot do so again with the same compliant/charmed effect active.

Vertigo

You can tap into a mind you have subdued at the moment of clarity and wrack them with pain. As a reaction when a creature compliant or charmed by you ends that effect and is within 30 ft, you can deal 3d8 psychic damage to the target. You can choose to instead use this feature as a bonus action while the creature is compliant or charmed by you, ending the effect.

Advanced Sway

You have perfected pheromones that can pierce through even the strongest minds. A creature who is normally immune to the charmed condition is not immune to effects of your abilities.

In addition, when a creature is made compliant or charmed by you, you may use an action and expend a hallucinogen concoction to automatically reset the duration of the spell or effect as if just cast.

Dazing Vertigo

Your abilities to injure minds and manipulate brains allows you to punish those who would resist your charms. The damage of your Vertigo increases to 6d8 + your Intelligence modifier, and the target must succeed on an Intelligence saving throw against your spell save DC or be stunned until the end of your next turn.


Transmuter

Archetype Features

Class level Feature
2nd Bonus Skills, Spellcasting
7th Transmuter’s Stone
10th Shapechanger
16th Master Transmuter

Not satisfied with mere mundane alchemy, the transmuter blends science with arcane knowledge to create something more. A transmuter is usually more experimental, but often seen as a failure by both wizards and “pure” alchemists.

Bonus Skills

When you select this field of study at 2nd level, you gain 2 skill points to spend on Arcana.

Spellcasting

You gain the ability to cast spells.

Cantrips

You learn two cantrips of your choice from the wizard spell list. You learn another wizard cantrip at 10th level.

Whenever you gain a level in this class, you can replace one cantrip you learned with another cantrip from the wizard spell list.

Preparing and Casting Spells

You have a spellbook containing three 1st-level wizard spells from the transmutation or abjuration schools. The Transmuter spellcasting table show show many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher.

You prepare the list of spells that are available for you to cast. To do so, choose a number of spells from your spellbook equal to your Intelligence modifier + half your alchemist level. The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest. Preparing a new list of spells requires time spent studying your spellbook: at least 1 minute per spell level for each spell on your list.

Transmuter Spellcasting
-Transmuter Level- -Cantrips- 1st 2nd 3rd 4th
2nd 2 1 - - -
3rd 2 2 - - -
4th 2 3 - - -
5th 2 3 - - -
6th 2 3 - - -
7th 2 4 2 - -
8th 2 4 2 - -
9th 2 4 2 - -
10th 3 4 3 - -
11th 3 4 3 - -
12th 3 4 3 - -
13th 3 4 3 2 -
14th 3 4 3 2 -
15th 3 4 3 2 -
16th 3 4 3 3 -
17th 3 4 3 3 -
18th 3 4 3 3 -
19th 3 4 3 3 1
20th 3 4 3 3 1

Learning Spells

Each time you gain an alchemist level, you can add one new transmutation or abjuration spell from the wizard spell list to your spellbook. It must be of a level for which you have spell slots. Like a wizard, you might find other spells that you can add to your spellbook. However, gold and time you must spend to copy a spell into your spellbook is halved.

Spellcasting Ability

Intelligence is your spellcasting ability for your spells, since you learn your spells through dedicated study and memorization.

Spellcasting components

All your spells gain material components and lose verbal components. The material components are stored in pre-measured doses for quick access in small vials, packets, and other containers within easy reach on your person. Where incantations or prayer cause magic to work for other spellcasters, it is the materials and science that do that for an alchemist.

Transmuter’s Stone

You can spend 8 hours creating a transmuter’s stone that stores transmutation magic. You can benefit from the stone yourself or give it to another creature. A creature gains a benefit of your choice as long as the stone is in the creature’s possession.

When you create the stone, choose the benefit from the following options:

Each time you cast a transmutation spell of 1st level or higher, you can change the effect of your stone if the stone is on your person. If you create a new transmuter’s stone, the previous one ceases to function.

Shapechanger

You can brew a mutagenic elixir in addition to your other concoctions. This elixir affects you as a polymorph spell, with the exception that you can only transform into a creature with CR 1 or lower and you retain your intelligence.

Master Transmuter

You can use your action to consume the reserve of transmutation magic stored within your transmuter’s stone in a single burst. When you do so, choose one of the following effects. Your transmuter’s stone is destroyed and can’t be remade until you finish a long rest.

Major Transformation. You can transmute one nonmagical object no larger than a 5 ft cube into another nonmagical object of similar size and mass and of equal or lesser value. You must spend 10 minutes handling the object to transform it.

Restore Life. You cast the raise dead spell on a creature you touch with the transmuter’s stone, without expending a spell slot or needing to have the spell in your spellbook.

Restore Youth. You touch the transmuter’s stone to a willing creature, and that creature’s apparent age is reduced by 3d10 years, to a minimum of 13 years. This effect doesn’t extend the creature’s lifespan.


Discoveries

If a discovery has prerequisites, you must meet them to learn it. You can learn the discovery at the same time that you reach its prerequisites. You can only learn a discovery once, unless otherwise specified.