At 5th alchemist level, gain proficiency with medium armor. If already proficient gain proficiency with heavy armor.
At 5th alchemist level, you gain a +1 bonus to checks made to study and interact with mechanisms, clockwork, and golems.
At 5th alchemist level, you can spend 3 AP during a rest to create a charge core. A complex consumable that, once created, has 2d4 + intelligence bonus charges. A charge core can be thrown as a bomb, dealing 1d4 + 1d4 per charge lightning damage to the target. You may expend 2 charges from a charge core during a rest to restore 1 charge to a wand or similar magical item.
At 5th alchemist level, choose one ability from the list below:
Tuning coils - You can spend 1 AP during a rest to modify a melee weapon with a tuning coil, allowing you to expend 1 charge from a charge core as free action once per attack, to grant it's next attack 2d8 extra lightning damage, and stunning the target for 1 turn on a critical hit. Lasts 1d3 rounds. The extra damage cannot be blocked.
Slag torch - You can spend 2 AP during a rest to create an alchemical torch. An alchemical torch can be loaded with a flask or powder as an action, granting it 2d4+1 ammo. You can spend a charge from a charge core to fire the content in a 10ft cone as a bonus action, applying the secondary or contact effect, as well as 1d6 + intelligence bonus points of fire damage to all targets in the cone. An alchemical torch can be calibrated to instead burn and apply the effect in a 15 ft ray.
Firing-mechanisms - You can spend 1 AP during a rest to modify a crossbow, granting it an improved firing mechanism, and reducing it's reload property by 1. You may spend a charge from your charge core as a bonus action to cause the next attack of the crossbow to gain 30/60 range and increase all damage dice by 1 size category.
Aegis - You can spend 1 AP to modify a light or heavy shield in your possession. When successfully blocking an attack, you can expend 1 charge from a charge core to deal 2d6 force damage to the attacker and push them back 5 feet. You can spend 3 charges from a charge core as a bonus action or reaction to gain an instance of temporary block for 1 round.
At 6th alchemist level, choose 3 upgrades
Aegis field - Requires aegis personal gear upgrade. You can spend 1 charge from a charge core as a bonus action to energize the shield, granting you a +1 bonus to AC for 1d4 turns, and granting any blocked ranged attacks a 1d4 > 3 deflect chance, allowing you to deflect them at a target within their remaining range for their attack value.
Arc zap - You may spend an action while in possession of a charge core to force an enemy to make a dexterity save. On a failure, they take 1d8 + your intelligence bonus lightning damage. On a success, they take half. The target has disadvantage if they are wearing metal armor, shields, or weapons.
Charge manipulation - The charge cost of restoring charges to wands is reduced to 1 charge.
Command-word fuses - You may trigger your bombs remotely by expending 1 charge from a charge core.
Emergency cannister - You can spend 1 AP and a flask or powder to add a 3 powder cannisters to your personal gear. While wielding your personal gear, you can apply the primary and secondary effect of a flask or powder at a tile within 5 feet and the tile beyond as a free action. You can only apply 3 cannisters to a piece of gear.
Expanded study - Gain an extra upgrade from the 2nd level alchemy methods list.
Extra charges - Your charge cores have 1d4 more charges.
Gear damage improvement - Your personal gear item damage dice are increased by 1 size category.
Grappling hook - Your personalized gear gains an added grappling hook and launching mechanism, allowing you to expend 1 charge from a charge core to attempt a grappling hook shot within 60feet with a +2 bonus.
Improved firing mechanism - Requires firing mechanism personal gear upgrade. Your firing mechanism upgrade grants the charged attacks an extra 1d6 force or 1d4 lightning damage. All physical attacks from the modified weapon deal +1 damage.
Overtune - Requires tuning coils personal gear upgrade. You can spend 1 charge of the charge core to overtune the coils of your personal gear, adding an extra 2d8 damage to its next attack within the next 1d3 rounds, and extending the duration of any previously applied damage buffs to the next attack by that duration, but dealing 1d8 lightning damage to you instead if no successful attack is made within that period.
Torch pole - Requires slag torch upgrade. You can combine the slag torch with a polearm or similar two-handed weapon, granting it ignite 1d6 or increasing its preexisting ignite property by 1 size category, and allowing you to use the slag torch effect from the weapon, also igniting the weapon in the process.
At 6th alchemist level, Once per rest you can spend 1 AP during a rest to grant an item a +1 bonus until next rest.