Hit Points
Proficiencies
Alchemist
| Level | Proficiency Bonus | Features | Bomb Damage |
|---|---|---|---|
| 1 | + 2 | Natural Philosopher Bombs | 1d10 |
| 2 | + 2 | Natural Philosopher Bombs | 1d10 |
| 3 | + 2 | Natural Philosopher Bombs | 1d10 |
| 4 | + 2 | Natural Philosopher Bombs | 2d10 |
| 5 | + 3 | Natural Philosopher Bombs | 2d10 |
| 6 | + 3 | Natural Philosopher Bombs | 2d10 |
| 7 | + 3 | Natural Philosopher Bombs | 2d10 |
| 8 | + 3 | Natural Philosopher Bombs | 3d10 |
| 9 | + 4 | Natural Philosopher Bombs | 3d10 |
| 10 | + 4 | Natural Philosopher Bombs | 3d10 |
| 11 | + 4 | Natural Philosopher Bombs | 4d10 |
| 12 | + 4 | Natural Philosopher Bombs | 4d10 |
| 13 | + 5 | Natural Philosopher Bombs | 4d10 |
| 14 | + 5 | Natural Philosopher Bombs | 4d10 |
| 15 | + 5 | Natural Philosopher Bombs | 5d10 |
| 16 | + 5 | Natural Philosopher Bombs | 5d10 |
| 17 | + 6 | Natural Philosopher Bombs | 5d10 |
| 18 | + 6 | Natural Philosopher Bombs | 6d10 |
| 19 | + 6 | Natural Philosopher Bombs | 6d10 |
| 20 | + 6 | Natural Philosopher Bombs | 6d10 |
| Level | Proficiency Bonus | Features | Discoveries Known | Bomb Formulae Known |
|---|---|---|---|---|
| 1 | + 2 | Natural Philosopher Bombs | 0 | 0 |
| 2 | + 2 | Natural Philosopher Bombs | 0 | 3 |
| 3 | + 2 | Natural Philosopher Bombs | 0 | 3 |
| 4 | + 2 | Natural Philosopher Bombs | 0 | 3 |
| 5 | + 3 | Natural Philosopher Bombs | 2 | 4 |
| 6 | + 3 | Natural Philosopher Bombs | 2 | 4 |
| 7 | + 3 | Natural Philosopher Bombs | 2 | 4 |
| 8 | + 3 | Natural Philosopher Bombs | 3 | 5 |
| 9 | + 4 | Natural Philosopher Bombs | 3 | 5 |
| 10 | + 4 | Natural Philosopher Bombs | 3 | 5 |
| 11 | + 4 | Natural Philosopher Bombs | 4 | 6 |
| 12 | + 4 | Natural Philosopher Bombs | 4 | 6 |
| 13 | + 5 | Natural Philosopher Bombs | 4 | 6 |
| 14 | + 5 | Natural Philosopher Bombs | 4 | 6 |
| 15 | + 5 | Natural Philosopher Bombs | 5 | 7 |
| 16 | + 5 | Natural Philosopher Bombs | 5 | 7 |
| 17 | + 6 | Natural Philosopher Bombs | 5 | 7 |
| 18 | + 6 | Natural Philosopher Bombs | 6 | 8 |
| 19 | + 6 | Natural Philosopher Bombs | 6 | 8 |
| 20 | + 6 | Natural Philosopher Bombs | 6 | 9 |
Class Features
Level 1
Level 10
Level 12
Level 13
Level 14
Level 16
Level 17
Level 19
Level 2
Level 20
Level 3
Level 4
Level 5
Level 6
Level 7
Level 8
Level 9
Proficiencies
light
simple
Starting Equipment
Class Features
Natural Philosopher (Level 1)
You have learned many things about alchemy during your studies. Starting at 1st level, you can add half your proficiency bonus, rounded up, to all skill checks made to identify herbs, potions, poisons, or other alchemical substances. If you are proficient with such a skill, this bonus stacks with your normal proficiency bonus.
Bombs (Level 1)
Starting at 1st level, you can create volatile alchemical bombs using your alchemist's supplies and material components. The cost of materials necessary to create these bombs is negligible, but you must have alchemist's supplies and a component pouch on hand to create anything. After 24 hours, an unused bomb becomes inert.
You are proficient with your bombs and can't throw more than 1 bomb per round. You do not have disadvantage when throwing a bomb while within 5 feet of a hostile creature. If you miss your attack roll with a bomb, the bomb does not explode. When a creature without proficiency with bombs makes an attack roll with one, there is a 50% chance that the bomb detonates before being thrown, dealing full damage to the attacker.
Your bombs are finesse thrown weapons with a range of 30/60 feet. Unlike other thrown weapons, you add your Intelligence modifier to damage, rather than Strength or Dexterity. On a hit, the target takes 1d10 fire damage and each creature within 5 feet of it must succeed a Dexterity saving throw or take half as much damage. You can also choose to throw a bomb at an empty space within range, which is considered to have an AC of 10.
The amount of damage dealt by your bombs increases as you gain levels in this class, as shown in the Bomb Damage column of the Alchemist table.
Saving Throws
When you bombs call for a saving throw, its save DC is calculated as follows:
Bomb
Bomb Formulae (Level 2)
Beginning at 2nd level, your research has granted you insight into new formulae for your bombs. Select three bomb formulae from the "Bomb Formulae" section below. You can apply a formula to one of your bombs when you make an attack with it. When you gain certain levels, you learn additional formulae of your choice, as shown in the Bomb Formulae Known column of the Alchemist table.
Additionally, when you gain a level in this class, you can choose one of the formula you know and replace it with another formula.
Field of Study (Level 3)
While all alchemists share a common knowledge base, most alchemists specialize into a particular field of study. When you reach 3rd level, you select your field of study. Your field choice grants you features at 3rd level and then again at 7th, 10th, and 17th level.
Ability Score Improvement (Level 4)
When you reach 4th, 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. As normal, you can't increase an ability score above 20 using this feature.
Firecracker (Level 4)
At 4th level, you can use your bonus action to surprise a creature within 10 feet with a small mundane explosive. The creature can't take reactions until the start of its next turn.
Discoveries (Level 5)
In the course of your research, you have made a number of discoveries regarding the nature of alchemy. At 5th level, you gain two discoveries of your choice. When you gain certain alchemist levels, you gain additional discoveries of your choice, as shown in the Discoveries Known column of the Alchemist table.
Additionally, when you learn a new discovery, you can choose one of the discoveries you know and replace it with another discovery that you could learn at that level.
Brew Potions (Level 6)
At 6th level, you learn to create magical potions with ease and speed. You have a number of alchemy points equal to half your alchemist level (rounded up). During a long rest, you can brew potions by expending these points. You regain all expended alchemy points when you finish a long rest. The potions retain potency 24 hours, after which they become inert.
You can brew potions of climbing, growth, healing, and water breathing for 1 alchemy point each. At 9th level, you can brew potions of heroism and resistance for 2 alchemy points each and at 14th level you can brew potions of invisibility and speed for 3 alchemy points each.
Field of Study Feature (Level 7)
Ability Score Improvement (Level 8)
When you reach 8th, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Brew Potions (Improved) (Level 9)
At 9th level, you can brew potions of heroism and resistance for 2 alchemy points each
Field of Study Feature (Level 10)
Ability Score Improvement (Level 12)
When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Evasion (Level 13)
Beginning at 13th level, your experience with avoiding your own bombs' explosions has granted you the ability to nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Brew Potions (Improved) (Level 14)
At 14th level you can brew potions of invisibility and speed for 3 alchemy points each.
Ability Score Improvement (Level 16)
When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Field of Study Feature (Level 17)
Ability Score Improvement (Level 19)
When you reach 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. As normal, you can't increase an ability score above 20 using this feature.
Philosopher's Stone (Level 20)
At 20th level, you unlock the secrets of alchemy. Using your alchemist's supplies and 1000 gold pieces worth of materials, you can spend 1 week of work creating a philosopher's stone, a dynamo of elemental energy encased in a fist-sized, glowing jewel. Your philosopher's stone only works in your possession, and you can only have 1 at a time. To any other creature, it is just an ordinary (if beautiful) gemstone. As long as you possess your philosopher's stone, you gain the following benefits.
You age 10 times slower than normal, and your age cannot be magically changed.
You have advantage on saving throws against disease and poison.
As an action, you can transmute a vial of water into any potion you can brew, which becomes inert after 24 hours. You must complete a short or long rest before you can do this again.
The philosopher's stone also has devastating destructive potential. As a bonus action when you throw a bomb, you can replace its reagent with the philosopher's stone, creating a nuclear bomb. A nuclear bomb has a blast radius of 500 feet, dealing 10d10 + 50 damage to all creatures in the area.
Subclasses
Subclass Features
Apothecary
Apothecary (Level 3)
Many practically-minded alchemists decide assume the role of the apothecary. An adventuring party always needs a healer, and clerics might be in short supply. On their downtime, such alchemists have a marketable skill to depend upon for income. Apothecaries are constantly at work studying potions and herbology.
Bonus Proficiencies
When you select this field of study at 3rd level, you gain proficiency with the herbalism kit and with the Medicine skill. You can craft potions of healing with the herbalism kit as if you were a wizard of the same level using the normal rules for magic item crafting presented in the Dungeon Master's Guide.
Painkiller Bomb
At 3rd level, you can create bombs which spray an analgesic oil. As a bonus action when you throw a bomb, you can replace its contents with this oil, changing it to a painkiller bomb. The bomb can then be thrown as normal or splashed on a creature within your reach. You automatically succeed on attack rolls made with this bomb against a willing creature. Painkiller bombs do not have a blast radius and deal no damage. Instead, on a hit, the target gains temporary hit points equal to 2d4 + your Intelligence modifier for 1 minute. This amount increases by 1d4 at 8th level, 11th level, 15th level, and 18th level.
After a creature gains temporary hit points from a painkiller bomb, it cannot be effected by another one until it finishes a short or long rest.
Quick Hands (Level 7)
Starting at 7th level, as a bonus action, you can drink a potion or safely pass a potion to a willing creature within 15 feet of you that has at least 1 hand free. As an action, you can pass a number of potions and bombs up to your Dexterity modifier to willing creatures within range.
Bonus Potions (Level 10)
At 10th level, when you take a long rest, you can brew potions of greater healing and vials of elixir of health for 2 alchemy points each, which become inert after 24 hours.
Panacea (Level 17)
At 17th level, during a long rest, using 5 alchemy points and materials worth at least 100 gp (which are consumed upon use,) you can distill the essence of universal healing, the panacea. When you drink this potion, you instantly gain the following benefits:
Any reduction to the creature's ability scores or hit points is ended.
The creature's hit points are restored to maximum.
The creature is no longer cursed, blinded, deafened, paralyzed, poisoned, or petrified. It loses all levels of exhaustion.
All the creature's diseases are cured.
The panacea must be consumed within 24 hours, after which it becomes inert. You can re-brew it for no additional cost.
Mad Bomber
Mad Bomber (Level 3)
While many "mad bombers" aren't actually mad, it takes a special kind of crazy to devote one's life to studying explosives. Most alchemists who specialize in this field are incorrigible pyromaniacs who take great pleasure in burning, blasting, and blowing things up. Mad bombers are always working to improve their bombs' effectiveness.
Bonus Proficiencies
When you select this field of study at 3rd level, you gain proficiency with 1 martial melee weapon and 1 martial ranged weapon.
Shrapnel Bomb
At 3rd level, you can make bombs that explode in a shower of shrapnel. As a bonus action when you throw a bomb, you can uncork it and fill it with metal bearings, changing it to a shrapnel bomb. A shrapnel bomb deals piercing damage rather than fire damage, and has a 10-foot radius.
Demolition (Level 7)
At 7th level, you learn to use your bombs to damage and destroy structures. You now make your bombs to accept fuses of various lengths. As an action, you can set a bomb and light its fuse, which has a duration of your choice between 1 round and 5 minutes. You can only have one bomb with a lit fuse at a time. Upon detonation, this bomb deals its damage as normal, but also deals double damage any nonmagical object within 5 feet of it that isn't being worn or carried and also ignores its damage threshold. For rules on objects and their hit points, see pages 246 and 247 of the Dungeon Master's Guide.
Additional Potions (Level 10)
At 10th level, when you take a long rest, you can brew potions of hill giant strength and vials of oil of slipperiness for 2 alchemy points each, which become inert after 24 hours.
Black Powder (Level 17)
Beginning at 17th level, you have unlocked the alchemical secrets of black powder and have infused your bombs with its devastating potential. Your normal bombs have d12 damage dice and ignore fire damage resistance. Creatures with immunity to fire damage are instead treated as only having resistance to it.