As a chemist, you gain the following class features.
Hit Points
Hit Dice: 1d8 per chemist level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 8 + your Constitution modifier per chemist level after 1st
Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Tools: Herbalism kit, Alchemist's Supplies
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival
Equipment You start with the following equipment, in addition to the equipment granted by your background:
(a) a kite shield or (b) any simple weapon
(a) a scimitar or (b) any simple melee weapon
Thick shirt, an explorer's pack, and alchemist's supplies
Alchemical Symbols
You understand how to read alchemical symbols written in ancient blueprints or advanced technology. These symbols are a secret code thought up by the brightest alchemists in the past, and you can quickly and intuitively understand their secret meaning. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without special powers.
Invention Power (Spellcasting)
Drawing on the divine essence of chemical composition and alchemy, you can use various invention powers (spells) to shape that essence to your will. Invention Powers are the equivalent of "Spells" in 5th edition, and invention power slots are the same as "Spell Slots". Make sure to view the "Casting a Spell" section in the Player's Handbook for understanding Spellcasting in 5th Edition D&D. Chemist creation powers count as Chemist Spells.
Natural Abilities (Cantrips)
At 1st level, you know two natural abilities (cantrips) of your choice from the chemist spell list in. You learn additional chemist cantrips of your choice at higher levels, as shown in the natural abilities (Cantrips) Known column of the Chemist table.
Preparing and Casting Invention Powers (Spells)
The Chemist table shows how many spell slots you have to cast your chemist invention powers (spells) of 1st level and higher. To cast one of these chemist spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of chemist invention powers (spells) that are available for you to cast, choosing from the chemist spell list. When you do so, choose a number of chemist spells equal to your Wisdom modifier + your Chemist level (minimum of one spell) to add to your chemist invention powers. The spells must be of a level for which you have invention power slots.
For example, if you are a 3rd-level chemist, you have four 1st-level and two 2nd-level invention power slots. With a Wisdom of 16, your list of prepared invention powers can include six invention powers of 1st or 2nd level, in any combination. If you prepare the 1st-level invention power (spell) Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the invention power doesn't remove it from your list of prepared invention powers. You can also change your list of prepared invention powers (spells) when you finish a long rest. Preparing a new list of chemist invention powers requires time spent in deep study: at least 1 minute per invention power level for each invention power on your list.
Invention (Spellcasting) Ability
Wisdom is your spellcasting ability for your chemist invention powers (spells), since your power draws upon your devotion and attunement to chemistry and science. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a chemist invention power you cast and when making an attack roll with one.
Invention save DC = 8 + your proficiency bonus + your Wisdom modifier
Invention attack modifier = your proficiency bonus + your Wisdom modifier
Ritual Casting
You can cast a chemist invention power (spell) as a ritual if that invention power (spell) has the ritual tag and you have the invention power prepared.
Invention (Spellcasting) Focus
You can use a alchemist's supplies as a spellcasting focus for your chemist Invention powers.
Monster Mutation
Starting at 2nd level, using a chemical concoction to alter your lineage factor, you can use your action to transform yourself into the form of an abomination. You can use this feature twice. You regain expended uses when you finish a short or long rest.
Your chemist level determines the abomination you can transform into, as shown in the Abominations table. Stat blocks for Chemist abominations are available below.
Medium monstrosity, any alignment
Armor Class 15
Hit Points 14(4d6 + 4)
Speed 40ft.
STR 7 (-2)
DEX 12 (+1)
CON 12 (+1)
INT 5 (-3)
WIS 12 (+1)
CHA 5 (-3)
Skills Perception +3, Stealth +3
Senses Darkvision 60 ft., passive Perception 13
Challenge 1/4 (50 XP)
Pack Tactics. The abomination has advantage on an attack roll against a creature if at least one of the abomination's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Bite. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit (1d10 + 1) Piercing damage. Hit: The abomination attaches to the target. While attached, the abomination can’t attack, and at the start of each of the abomination’s turns, the target takes 6 (1d10 + 1) necrotic damage. The attached abomination moves with the target whenever the target moves, requiring none of the abomination’s movement. The abomination can detach itself by spending 5 feet of its movement on its turn. A creature, including the target, can use its action to detach an abomination.
Medium monstrosity, any alignment
Armor Class 12
Hit Points 27(6d6 + 6)
Speed 30ft., climb 30 ft.
STR 16 (+3)
DEX 14 (+2)
CON 12 (+1)
INT 6 (-2)
WIS 12 (+1)
CHA 7 (-2)
Skills Athletics +5, Perception +3
Senses passive Perception 13
Challenge 1/2 (100 XP)
Multiattack. The abomination makes two claw attacks.
Claws. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit (1d6 + 3) Slashing damage.
Spike Throw. Ranged Weapon Attack: +5 to hit, reach 25/50ft., one target. Hit (1d6 + 3) Piercing damage.
Medium monstrosity, any alignment
Armor Class 12 (natural armor)
Hit Points 22(4d8 + 4)
Speed 0ft., swim 40 ft.
STR 14 (+2)
DEX 13 (+1)
CON 13 (+1)
INT 6 (-2)
WIS 12 (+1)
CHA 7 (-2)
Skills Perception +3
Senses blindsight 30 ft., passive Perception 13
Challenge 1/2 (100 XP)
Pack Tactics. The abomination has advantage on an attack roll against a creature if at least one of the abomination's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Water Breathing. The abomination can breathe only underwater.
Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit (1d8 + 2) Piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit (1d6 + 2) Slashing damage.
Large monstrosity, any alignment
Armor Class 13
Hit Points 26(4d10 + 4)
Speed 10 ft., fly 80 ft.
STR 16 (+3)
DEX 17 (+3)
CON 13 (+1)
INT 8 (-1)
WIS 14 (+2)
CHA 10 (+0)
Skills Perception +4
Senses passive Perception 14
Challenge 1 (200 XP)
Keen Sight. The abomination has advantage on Wisdom (Perception) checks that rely on sight.
Multiattack. The abomination makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit (1d6 + 3) Piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit (2d6 + 3) Slashing damage.
Large monstrosity, any alignment
Armor Class 14 (natural armor)
Hit Points 37(5d10 + 10)
Speed 50 ft.
STR 17 (+3)
DEX 15 (+2)
CON 15 (+2)
INT 3 (-4)
WIS 12 (+1)
CHA 7 (-2)
Skills Perception +3, Stealth +4
Senses passive Perception 13
Challenge 1 (200 XP)
Pack Tactics. The abomination has advantage on an attack roll against a creature if at least one of the abomination's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Keen Hearing and Smell. The abomination has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit (2d6 + 3) Piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Monster Mutations
Chemist Level Abomination Type
2nd Tooth Abomination
4th Claw Abomination, Fin Abomination
8th Wing Abomination, Beast Abomination
You can stay in your abomination form for a number of hours equal to half your chemist level (rounded down). You then revert to your normal form unless you expend another use of this feature. 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.
While you are transformed, the following rules apply:
Your game statistics are replaced by the statistics of the abomination, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
When you transform, you assume the abomination's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
You can't cast special powers (spells), and your ability to speak or take any action that requires hands is limited to the capabilities of your abomination form. Transforming doesn't break your concentration on a special power (spell) you've already cast, however, or prevent you from taking actions that are part of a special power (spell), such as Call Lightning, that you've already cast.
If you have Devil Fruit powers, you cannot use them while in this form, as your lineage factor is temporarily disrupted.
You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
Chemist Study
At 2nd level, you choose to study an additional field of science alongside chemistry, incorporating the two together. Choose Botany, Medicine, or Genetics, all detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
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. Alternatively, you can take a feat. As normal, you can’t increase an ability score above 20 using this feature.
Additionally, whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one natural ability (cantrip) you learned from this class's Invention Power (Spellcasting) feature with another cantrip from the chemist spell list.
Immortality Research
Starting at 18th level, the chemical knowledge that you possess allows you to develop medicine that makes you to age more slowly. For every 10 years that pass, your body ages only 1 year. This medicine only works on you.
Abomination Powers
Beginning at 18th level, you can cast many of your invention powers (spells) in any shape you assume using your Monster Mutation. You can perform the somatic and verbal components of a invention power while in an abomination form, but you aren't able to provide material components.
Perfected Mutation
At 20th level, you can use your Monster Mutation an unlimited number of times.
Additionally, you can ignore the verbal and somatic components of your chemist invention powers (spells), as well as any material components that lack a cost and aren't consumed by a invention power (spell). You gain this benefit in both your normal shape and your abomination form.