At 4th alchemist level, you can collect field notes. These are insights, inspirations, or observations that you deem are worthy of investigation later on.
You can spend notes in place of alchemy points.
You can hold (organize) up to as many field notes as your total intelligence attribute, and start with 1d3+1 notes.
Every long rest, you can accumulate 1d4+1 field notes.
At 4th alchemist level, whenever you would critically succeed a meaningful (subject to GM.) nature, history, arcana, medicine, or alchemists tools check, you can scribble a field note as an action.
At 4th alchemist level, choose an upgrade:
Alchemist extraordinaire - Gain the following:
You gain 2 extra alchemy method upgrades from your 1st level alchemy methods list.
Gain an extra method of study upgrade.
Gain 1 note every rest.
Compare notes - You can spend 1 field note to gain a +1d4 bonus to an inteligence based skill check. You can spend 2 field notes during a rest to duplicate an alchemical item you create or modify. You can only do so once per rest.
Midal shortcut - You can sacrifice 100 gold when creating an alchemical creation to apply two of the following:
increase damage or effect dice by 1 size category
double the duration of an effect it has.
Increase the DC by 1.
Increase an area of effect or an effect range by 5ft.
Arcane normalization theory - Gain the following:
You gain a +1 bonus to checks made to cast or interact with scrolls or arcane parchments or notes.
You can sacrifice a scroll and spend 1 AP when creating a potion or bomb alchemical item. If it is a potion, the scrolls effect is applied to the creature consuming it, as though the creature was the target of the scroll, or to the target of the bomb if it is a weapon attack bomb, or to all creatures in the effect area of a bomb if it does not have an associated weapon attack. Only one such effect can be applied to a creation and only during creation.
Emergency meeting - You can spend 5 alchemical notes(or AP) and 1 rest dice to call an emergency meeting with other allies during a rest. This restores 1 rest dice to all participating allies, and grants everyone participating a +2 bonus to a skill of choice until next rest.
Hex alchemy - Gain the following:
Learn a minor and major hex, or learn a greater hex if you already know a major hex.
You can spend 1 AP to apply a hex you know as an application effect when creating an alchemical item, applying effect of the hex on hit or failed save for bombs, on consumption for potions, or on exposure for liquids and powders(as though it targetted all tiles.) The hex effect still requires a save if the original hex required a save.
The duration of applied effects is 1 round. Only one such effect can be applied and only during creation.
Hex-wand creation - Gain the following:
Learn a minor hex and major hex, or learn a greater hex if you already know a major hex.
You are proficient with all wands.
You can emplace a minor, major, or greater hex you know into a wand by spending 1 AP, 2 AP, or 3 AP during a rest, granting it 1d6+1, 1d4+1, and 1d3+1 charges, respectively. It has no recharge time and does not require the expenditure of rest dice. You can only emplace one hex per wand, and only up to as many wands as your hex bonus can be modified in this way at one time (Subject to GM.)
Mana crystal harvesting - Gain the following:
Gain a +2 bonus to checks made to identify magical gems, crystals, and stones, and other such similar items.
You can spend 1 AP and one mana powder to create the following alchemical item: Condensed resonant mana crystal:
Counts as both powder and bomb for the purposes of alchemical modification.
Can be worn to provide the wearer a +1 bonus to wisdom and dexterity saves.
Can be crushed by the wielder as a reaction or bonus action to gain 2d10 temporary health as an exposure effect
Can be thrown at a target to deal 3d8 + intelligence bonus lightning damage on hit, as a bomb.
Utility pack - You can spend 2 AP to create and maintain a utility pack during a rest. So long as you wear the utility pack, you can spend 1 field note or AP as an action to create an alchemical creation that costs 1 AP, without modifications. A utility pack incurs 1 bulk.
Snare expert - Gain the following:
Learn 2 alchemical creations:
Net bomb, 1 AP: thrown. On hit, the targets must make a dexterity save, becoming ensnared and entangled on a failure, allowing them to make a strength check vs the effects DC every turn as an action to try and remove the net. Requires a net.
Sleep bolt, 4 AP: bolt or arrow. On unblocked hit, target must make a DC 15 + inteligence bonus(min 1) constitution save. On a failure, target is put to sleep for 6d12 minutes. Targets that are disturbed can remake the save, gaining advantage if taking damage.
Whenever you capture a new creature (subject to GM.) you gain 1 field note.
Traps you create have their DC and attack bonus increased by 1.
Collector - Gain the following:
Gain an extra ring slot and an extra pendant slot.
Your field note and AP maximum is increased by 1.
Ignore 1 bulk.
Gain proficiency with a skill and language of choice.
At 5th alchemist level, choose one:
Study alchemical items - When you critically strike a creature with an alchemical item you created, or when a creature critically fails a save vs an alchemical item you created, you gain 1 alchemical note. This cannot generate more than one note per alchemical item used. This also triggers whenever you critically strike yourself(somehow) or critically fail a save vs your own alchemical creations.
Study combat - Every time you critically strike a creature, or when you revive an all, you gain 1 field note.
Study methods - Every rest when you create any items, you also gain 1d3 - 1 (min 1) field notes. Gain an extra upgrade from the alchemical methods (alchemist 1) list.
Study nature - You gain 1 note each time you examine a new species of dead creature ( tiny or larger, subject to GM,) and 1 note every time you visit a new region (Subject to GM.)
Study the body - Whenever you critically fail a medicine check, gain 1 field notes. or you can gain 1d3+1 field notes once per rest by dissecting a creature you have not dissected within a year. Can only be done during a rest.
At 5th alchemist level, choose an extra big ideas upgrade.
At 6th alchemist level, choose one big project:
Resonant alchemizer
You can sacrifice 1 alchemists set, spend 10 alchemical points and 500 gold worth of valuable metals during a rest to the followign:
Create a resonant alchemizer, a large metal chest-like cannister that incurs 1 bulk to carry around, and can be used by you to do one of the following:
Callibrate - You can calibrate the resonant alchemizer during rest to allow it up to as many recipes as your int bonus. You can also callibrate it by making a full round action and taking an arcana check. On a failed arcana check, you require an extra full round action to callibrate it. A recipe is:
alchemical items you could create that cost 1 AP, or any similar single simple item your class, tool skills, or background would permit you to create ( Special bolts granted if multiclassing as ranger, the bolts created when you choose ammunition as your tool of choice, the potions from the brewer background. )
simple items ( simple ammunition, rope, a basic tool worth no more than 1 gold, subject to GM)
simple alchemical substances that do not exceed 1 gold in value ( cronegrass, salt, suggar, water) or 1 cubic foot in volume.
The resonant alchemizer cannot create mana items(any item with the words "mana" in it) enchanted substances or powerful magical substances(Subject to GM.)
Spend 1 dose of mana powder to manifest the chosen object inside the resonant alchemizer as an action.
Alchemical pseudo-minion
You can modify small animal pet if you succeed 2 checks out of a DC 17 arcana, DC 17 handle animal, and DC 17 medicine check.
Grant the small creature 3 of the following, or 4 if all 3 checks succeeded:
Alchemical venom - Give the creature a 1d4 bite attack if it doesnt have one. The creatures bite attacks now deal 1 extra of the following: 1d8 poison + sickened on crit, 1d6 acid, 1d4 necrotic + bleed on crit.
Boosted mind - +2 to int, it can understand you and you it.
Enhanced Wings - Give it an extra pair of wings and a fly speed equal to its movement speed.
Extra senses - Give it either extra or modified eyes and ears to fit the sense granted. Give it one of: echosight 100, darkvision 200, tremmorsense 30, aurasight 100. Can be taken multiple times.
Innate hex - Grant it an innate hex you know.
Learned extremophile - resistance to fire and cold damage.
Little friend - +5 bonus to performance checks. The creature can manipulate alchemical items you give it if has oppoable thumbs.
Scales - Resistance to physical damage
Venomantic organism - immunity to poison damage and resistance to acid damage.
Mana-crystal goggles and glove
You can create a power piece of eyewear and its correponding manipulator glove during a long rest by spending 10 field notes, 100 gold worth of metals, and 1 magical crystal component (Subject to GM.) creating mana-crystal goggles, which have the following:
Can consume a dose worth of mana powder to bring them to life for 1 hour
While wearing both, you can do the following:
Mana telekinesis - Carry a small object within 20ft to any point within 20ft.
Can consume a dose of arcane powder while wearing both to do one of the following:
Beam - Sacrifice up to as many mana dust doses as your int bonus (min 1) as a bonus action, and then aim and fire a beam from the manpulator glove/gauntlet, dealing 2d8 + int bonus (min 1) radiant damage in a 40ft beam, increasing damage by 1d8 and range by 30ft per dose spent.
Enhanced vision - Grant yourself forward facing echosight, aurasight, heatvision, and darkvision for 2d4 minutes. You can only apply one at a time, and can cycle to another as a bonus action.
Mana force projection - Operate or power a simple item for 1d6 minutes.
Mana force projection - Push a medium or smaller object within 30ft.
Manite construct - You can spend 1 dose of mana powder to assemble it into a semi-ethereal weapon or tool (not tool set. Ex: hammer, wrench, measuring tool, saw) of your choice. If it moves further than 15ft from you, it dematerializes.
Manite repair - Repair 2d4 + your int bonus health to a golem, construct, or mechanism, or remove a -1 penalty from an item.
Power throw - Spend 1 mana dust dose to launch an alchemical bomb or flask item (any item with the word "bomb" or "flask" in it) at double the range, and grant them a +2 bonus block DC.
Power punch - When making an unarmed attack, consume 1 dose of arcane powder to empower the attack, dealing 2d6 + int extra force damage and pushing the target 5ft on a failed strength save.
Arcano-alchemy
Gain the following
Learn an innate lvl 2 and an innate lvl 3 arcane spell. You always know them. You can spend 1 rest dice and a number of field notes equal to 1 + the level at which you wish to cast the spell (1/2 your level max.) to cast it.
You can create a spellfused alchemical item by spending 3 field notes(field notes can be replaced with scrolls) emplacing a spell you know into the item created, in one way depending on the items types.
Modify a liquid to apply the spells creature-targeted effects to the consumer. Retains saves, but grants disadvantage on constitution saves.
Modify a powder to apply the spells effect to exposed creatures or tiles.
Modify a bomb to treat creatures hit as targets of the spell, originating from the bomb.
Modify a liquid that creates difficult terrain to apply the spells effect on creatures that come into contact with the tile, thus consuming the exposed tile. Reduce all effects by 1.
Spellfused alchemical items you create use your intelligence bonus as the casting modifier.
You can sacrifice a wizards spellbook to add one spell from it to your list of spells innate spells known, and to gain 1d8 field notes.