Alchemist

Basics

Hit Dice: 1d8

Proficiencies

Saving Throws: Dexterity, Intelligence

Skills: Choose two from

Equipment

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

Table: Alchemist

Alchemy

Alchemists are not only masters of creating mundane alchemical substances such as alchemist's fire and smokesticks, but also of fashioning magical potion-like extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power — this enables the creation of powerful effects, but also binds the effects to the creator. In addition, an alchemist can use a alchemy kit to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.

You can craft alchemical items in half the normal time (30 minutes instead of 1 hour). A alchemist knows a total number of mundane alchemical formulae equal to the alchemist level + Intelligence modifier. For example, a 1st level alchemist with a Intelligence of 16 would know 4 mundane formulae.

Cantrips

At 1st level, you know two cantrips of your choice from the alchemist formula list. You learn additional alchemist formulae of your choice at higher levels, as shown in the Cantrips Known column of the Alchemist table. These cantrips act like extracts.

Formula Book

At 1st level, you have a formula book containing six 1st-level alchemist formula of your choice.

Preparing and Using Extracts

The Alchemist table shows how many extract slots you have to create extracts of 1st level and higher. To create one of these extracts, you must expend a extract slot of the formula’s level or higher. You regain all expended extract slots when you finish a long rest.

You prepare the list of alchemist formulae that are available for you to craft into extracts. To do so, choose a number of alchemist formuiae from your formula book equal to your Intelligence modifier + your alchemist level (minimum of one formula). The formula must be of a level for which you have extract slots.

For example, if you’re a 5th-level alchemist, you have four 1st-level and two 2nd-level formula slots. With an Intelligence of 16, your list of prepared formula can include eight formulae of 1st or 2nd level, in any combination, chosen from your formula book. If you prepare the 1st-level formula jump, you can craft a extract of it using a 1st-level or a 2nd-level extract slot. Crafting the extract doesn’t remove the formula from your list of prepared formulae.

You can change your list of prepared formulae when you finish a long rest. Preparing a new list of alchemist formulae requires time spent studying your formula book and memorizing the mixing and crafting methods you must use to craft the extract: at least 1 minute per formula level for each formula on your list.

Extracts behave, in many ways, like spells in potion form, and as such their effects can be dispelled by effects like dispel magic. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not. An alchemist can create only a certain number of extracts of each level per day as shown on the table. When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the alchemist's possession, reactivating as soon as it returns to his keeping — an alchemist cannot normally pass out his extracts for allies to use. An extract, once crafted, remains potent for 1 hour before becoming inert. Mixing an extract takes time equal to the casting time.

To create an extract you must have the formula written in your formula book and it must be of a level that you can create extracts for. In some cases you may use up a higher level slot to build a stronger lower level extract but you cannot do that in reverse. An extract is “cast” either by drinking it, as if imbibing a potion, or by throwing the extract at a target. The effects of an extract are given in the description for that extract. Creating extracts consumes raw materials, but the cost of these materials is insignificant — comparable to the valueless material components of most spells. Some extracts require more costly components but those will be noted in the description of the extract.

Spellcasting Ability

Intelligence is your spellcasting ability for your alchemy formulae, since you learn your formula through dedicated study and experimentation. You use your Intelligence whenever a formula refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a extract you create.

Ritual Casting

You can use a alchemy formula as a ritual if that formula has the ritual tag and you have the formula in your formula book. You don’t need to have the formula prepared.

Learning Formula

Each time you gain a alchemist level, you can add one alchemy formula of your choice to your formula book. Each of these formulas must be of a level for which you have extract slots, as shown on the Alchemist table. On your adventures, you might find other formula that you can add to your formula book.

Bomb

In addition to magical extracts you are adept at swiftly mixing various volatile chemicals and combining them with simple alchemical formula to create powerful bombs you can hurl at your enemies. Whenever you use a simple alchemy item (non-extract) that attacks a target and causes damage (such as a vial of Alchemist Fire) you can add a small vial of chemicals to the item as part of the attack. These chemicals increase the initial damage to the bomb damage on the Alchemist table (or the base damage of the alchemy item if greater). For example, a 3rd level alchemist using a acid bomb would cause 3d6 damage on a hit.

You can add this damage provided you are the one using it. The bomb chemicals cannot be handed to someone else. They go inert very quickly once mixed and if not used immediately they will render the entire alchemical item useless.

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.

Instant Alchemy

At 18th level, an alchemist can create alchemical items with almost supernatural speed. He can create any alchemical item as a full-round action if he succeeds at the Alchemy Kit check and has the appropriate resources at hand to fund the creation.

Refinement Tradition

When you reach 2nd level, you choose an refinement tradition, shaping your practice of alchemy as either a Beastmorph, Blazing Torchbearer, Chirurgeon, Clone Master, Crypt Breaker, Grenadier, Inspired Chemist, Internal Alchemist, Mindchemist, Preservationist, Psychonaut, Ragechemist. Reanimator, Trap Breaker, Visionary Researcher, or Vivisectionist.

Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Tradition Spells

Each tradition has a list of formulae — its tradition spells — that you gain at the alchemist levels noted in the tradition description. Once you gain a tradition formula, you always have it prepared, and it doesn't count against the number of formulae you can prepare each day.

Beastmorph

Beastmorphs study the anatomy of monsters, learning how they achieve their strange powers. They use their knowledge to duplicate these abilities, but at the cost of taking on inhuman shapes when they use mutagens.

Mutagen

At 2nd level, a beastmorph’s mutagen causes him to take on animalistic features—whether those of an animal, a magical beast, an animal-like humanoid (such as a lizardfolk), or a monstrous humanoid. For example, when the beastmorph uses his mutagen, he may gain a furry muzzle and pointed ears like a werewolf, scaly skin like a lizardfolk or sahuagin, or compound eyes and mandibles like a giant insect.

Your alchemist level determines the half-beast you can transform into, as shown in the Beastmorph Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn’t have a flying or swimming speed.

Beastmorph Shapes

You gain a animal ability (physical stat, attack, skill proficiency, save proficiency, ac) from the creature selected. If the mutagen changes one of the alchemist physical ability scores, the alchemist has disadvantage on all related mental ability checks. If the mutagen enhances his Strength, it applies disadvantage on all Intelligence checks. If it enhances his Dexterity, it applies disadvantage on all Wisdom checks. If it enhances his Constitution, it applies disadvantage on all Charisma checks.

It takes 1 hour to brew a dose of mutagen for a specific half-beast form, and once brewed, it remains potent until used. You can only maintain one dose of mutagen at a time. If you brew a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in your possession becomes inert until you pick it up again.

The mutagen lasts for a number of hours equal to alchemist level. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

A non-alchemist who drinks a mutagen must make a Constitution save (DC 8 + your Intelligence modifier) or become nauseated (retching and unable to take actions) for 1 hour. A non-alchemist can never gain the benefit of a mutagen, but as an alchemist you can gain the effects of another alchemist's mutagen if you drink it. The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.

Feral Mutagen

At 6th level, you can take on two abilities from the animal half-beast form. Any animal attacks gained in half-beast form count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

Improved Mutagen

At 10th level, you can take on three abilities from the animal half-beast form. While the mutagen is in effect you have advantage on all Intimidation skill checks.

Grand Mutagen

At 14th level, you can choose 4 different abilities from the animal half-beast forms. You can choose your animal abilities from two different animal forms. You can turn each of them on and off with a bonus action.

Primal Mutagen

At 20th level, you can choose 5 different abilities from the animal half-beast forms. You can choose your animal abilities from three different animal forms. 

Chirurgeon

An alchemist who studies anatomy and uses this knowledge to heal is a chirurgeon.

Chirurgeon Tradition Formulae

At 2nd level, you gain the chirurgeon tradition formulae at the alchemist levels noted above. Once you gain a tradition formula, you always have it prepared, and it doesn't count against the number of formulae you can prepare each day.

Infusion

At 2nd level, when the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist’s extract spell slots. An infused extract can be imbibed by a non-alchemist to gain its effects.

Spontaneous Healing

At 6th level, the alchemist gains the ability to heal from wounds rapidly. You have a pool of healing power that replenishes when you take a long rest. With that pool, as a bonus action you can restore 5 hit points. This pool's total healing ability is the alchemist level x 5. If the alchemist falls unconscious because of hit point damage and he still has healing available from this ability, the ability activates automatically each round until he is conscious again or the ability is depleted for the day.

Healing Touch

At 10th level, the alchemist gains the ability to heal other creatures. As a standard action, he may touch a creature and apply 1 round’s effect of his spontaneous healing discovery to that creature; this counts toward his spontaneous healing limit for the day.

Power Over Death

At 10th level, a chirurgeon  

Power Over Death

At 14th level, a chirurgeon 

Elixir of Life

At 16th level, the alchemist can brew an elixir of life once a day. This special concoction costs 25,000 gp to create and takes 1 hour of work. An elixir of life, when administered by the alchemist who brewed it, restores life to a dead creature as per the spell true resurrection. Alternatively, the alchemist himself may drink the elixir of life, after which point he is immediately targeted with a resurrection spell the next time he is killed. Used in this manner, the effects of an elixir of life persist only for a number of days equal to the alchemist’s Intelligence modifier; if he does not die before that time expires, the effects of the elixir of life end.

20th

Grenadier

Grenadiers train to exercise their talents in the thick of battle, even when not under the influence of their mutagens. They learn methods of combining weapon attacks with their alchemical magic, and become more adept at using alchemical bombs or using alchemical items in conjunction with their martial skills. As an unusual side effect of their skill at handling bombs and alchemical items with increased speed, grenadiers master the ability to drink potions, elixirs, and mutagens quickly and safely, without exposing themselves to peril while doing so.

Grenadier Tradition Formulae

Martial Weapon Proficiency

At 2nd level, a grenadier picks one martial weapon to become proficient in the use of.

Empowered Bomb

Beginning at 2nd level, you can add your Intelligence modifier to the damage roll of your bombs.

Alchemical Weapon

At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as alchemist’s fire or sneezing powder, as a move action. This action consumes the alchemical item, but transfers its effect to the weapon in question. The alchemical item cannot be enhanced by the bomb feature.

The alchemical item takes full effect on the next creature struck by the weapon, but does not splash, spread, or otherwise affect additional targets. Any extra damage added is treated like bonus dice of damage, and is not doubled on a critical hit. The alchemical treatment causes no harm to the weapon treated, and wears off 1 minute after application if no blow is struck. At 6th level, a grenadier can use her alchemical weapon ability as a swift action. At 15th level, this ability becomes a free action.

Explosive Bombs

At 2nd level, a grenadier can use any damage dealing alchemical item to cause splash damage equal to the alchemical item base damage (not adjusted by the bomb feature) to all squares adjacent to a 5 foot square selected on the target (total area of 15 feet diameter). Targets may make a Dexterity save to avoid splash damage.

Directed Blast

At 6th level, a grenadier can detonate a bomb so that it splashes in a 20-foot cone rather than affecting a radius. The cone starts at the alchemist and extends away from her in the direction she chooses. The alchemist designates one creature in the squares affected by the cone to be the target of the bomb and makes her attack roll against that creature; all other squares in the cone take splash damage.

Staggering Blast

At 10th level, a grenadier’s bombs become particularly overwhelming when they explode. Whenever a grenadier scores a successful critical hit with a bomb, the creature directly struck by that bomb is staggered for 1d4+1 rounds. A successful Constitution save reduces the duration to 1 round. Additional hits from a staggering blast add to the effect’s overall duration.