It’s believed by some that alchemy has its origins in the study of medicine and that its original purpose was to ensure longevity and eternal youth for its practitioners. While many discoveries in medical fields have become general knowledge among modern alchemists, other discoveries are still kept secret and sacred by those alchemists who focus on the healing arts.
Basic Regeneration
Starting at 2nd level, your abilities to use medicine improve dramatically. Whenever you use an alchemist spell to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.
Discoveries of Regeneration
At 6th and 10th levels, your studies of the science of regeneration reveal secrets that improve your ability to heal. You can also select one of these discoveries instead of a regular discovery.
Fortify Patient. You can spend 10 minutes advising another creature on better habits for healthy living. Afterward, the creature can use a bonus action to regain 1d6 hit points. The creature cannot benefit from this discovery again before finishing a short or long rest.
Medical Miracle. Add raise dead to your alchemist spell list.
Preservation. Add gentle repose to your alchemist spell list.
Panacea. Add greater restoration to your alchemist spell list.
True Regeneration
At 14th level, you have truly mastered and internalized the secrets of life and death. When you die, 1 minute later your corpse is immediately targeted by a resurrection spell that requires no material component.
You can extend this ability to others, temporarily forsaking your ability to resurrect yourself for the ability to cast raise dead without a material component or expending a spell slot.
Once you use this feature, you must finish a long rest before you can use it again.