At 5th alchemist level, choose one of the following abilities:
Always a plan B - Increase movement speed by 10ft and gain +1 bonus to dexterity.
Attentive - Gain a +1d4 bonus to initiative checks. Gain +1 AP per rest.
Dangerous - Gain proficiency with a martial weapon group of your choice. Gain an extra reaction.
It's a people thing - Gain a +1 bonus to charisma and gain a +1 bonus to wisdom and charisma saves.
Secrecy - Gain a +1 bonus to stealth, deception, and disguise checks. You can move unimpeded while sneaking.
Substance abuse - You can drink 1 potion as a free action, once per round. You can snort a dose of powder to apply it's primary effect and secondary effect for the powders original duration + 2 turns.
At 5th alchemist level, gain 2 extra upgrades from the alchemist methods list
At 5th alchemist level, you can procure a special stash during a long rest which contains 3d4+1 exotic materials. When creating alchemical items, you can spend 1 exotic material to do one of the following:
When creating an alchemical item, shift the damage type to a type of your choice.
Increase the amount of tools created by 1.
Increase the damage dice of an item by 1 size category.
Increase an effects duration by 1d4.
Increase the area of an effect by 5 feet.
You can swap out a special stash when in a populated area (subject to GM) in exchange for a number of AP equal to twice the exotic materials exchanged. This can cause your AP to exceed your AP maximum, in which case any AP not spent this rest beyond your maximum is lost.Â
At 6th alchemist level, every long rest, you learn to make the following alchemical items:
Regeneration potion (4AP) - Can be administered to a creature that has died within the last 3 rounds, restoring them to life at 0 HP. Restores some lost limbs (Subject to GM) or 4d6 health if otherwise unmaimed.
Mana concoction (3AP) - If a spell-caster, regain a 1d4 level spell slot, a spell point, 1d4 metamagic points, or regain use of a per-rest or long-rest use of a spell of 1d4 level or lower. Alternatively, gain 3d6 arcane health.
Warding dust (3AP) - Can be scattered in a 15ft cone, immediately granting all creatures within a +1d4 bonus to their next save against a spell of magical effect, and granting exposed creatures in the area a +1 bonus to all saves against spells and magical effects. Can be applied to an item to identify if it is magically trapped or cursed.
Invisibility potion (2AP) - Grants invisibility for 2d4 minutes.
Muffling powder (2AP) - Can be scattered in a 20ft cone, mutes the exposure area with no immediate effect.
You gain one such item for free every long rest.