Hit Points
Proficiencies
Alchemist
| Level | Proficiency Bonus | Features | Reagents | Bomb Formulae | Discoveries |
|---|---|---|---|---|---|
| 1 | + 2 | Bombs Reagents Potion Brewing | 2 | — | — |
| 2 | + 2 | Bombs Reagents Potion Brewing | 4 | 3 | — |
| 3 | + 2 | Bombs Reagents Potion Brewing | 6 | 3 | — |
| 4 | + 2 | Bombs Reagents Potion Brewing | 8 | 4 | — |
| 5 | + 3 | Bombs Reagents Potion Brewing | 10 | 4 | 1 |
| 6 | + 3 | Bombs Reagents Potion Brewing | 12 | 4 | 1 |
| 7 | + 3 | Bombs Reagents Potion Brewing | 14 | 4 | 1 |
| 8 | + 3 | Bombs Reagents Potion Brewing | 16 | 5 | 1 |
| 9 | + 4 | Bombs Reagents Potion Brewing | 18 | 5 | 2 |
| 10 | + 4 | Bombs Reagents Potion Brewing | 20 | 5 | 2 |
| 11 | + 4 | Bombs Reagents Potion Brewing | 22 | 5 | 2 |
| 12 | + 4 | Bombs Reagents Potion Brewing | 24 | 6 | 2 |
| 13 | + 5 | Bombs Reagents Potion Brewing | 26 | 6 | 3 |
| 14 | + 5 | Bombs Reagents Potion Brewing | 28 | 6 | 3 |
| 15 | + 5 | Bombs Reagents Potion Brewing | 30 | 6 | 3 |
| 16 | + 5 | Bombs Reagents Potion Brewing | 32 | 7 | 3 |
| 17 | + 6 | Bombs Reagents Potion Brewing | 34 | 7 | 4 |
| 18 | + 6 | Bombs Reagents Potion Brewing | 36 | 7 | 4 |
| 19 | + 6 | Bombs Reagents Potion Brewing | 38 | 8 | 4 |
| 20 | + 6 | Bombs Reagents Potion Brewing | 40 | 8 | 4 |
Class Features
Level 1
Level 10
Level 11
Level 12
Level 13
Level 14
Level 15
Level 16
Level 17
Level 18
Level 19
Level 2
Level 20
Level 3
Level 4
Level 5
Level 6
Level 7
Level 8
Level 9
Starting Equipment
Class Features
Bombs (Level 1)
You can create volatile alchemical Bombs using the statistics shown in the Bomb sidebar.
Bomb Mastery
You have proficiency with Bombs and you can use the Bomb's mastery property.
Priming Bombs
When you take the Attack action on your turn, you can prime a Bomb to increase its potency. Make one attack using a Bomb or use the Bomb's Explode property; you can't make any other attacks using this Attack action. Add your Intelligence modifier to the damage roll.
When you prime your Bomb and deal damage with it, its damage increases by 1d10 when you reach Alchemist levels 5 (2d10), 11 (3d10), and 17 (4d10).
Alchemist Save DC
Some of your Alchemist features require your target to make a saving throw. The save DC equals 8 plus your Intelligence modifier and Proficiency Bonus. You can use this saving throw for your Bombs instead of the DC specified in the Explode property.
How Many Bombs Do I Have?
As an Alchemist, you can use Alchemist's Supplies to effectively make as many Bombs as you need for the adventuring day at no cost. If you prefer to track your inventory of Bombs manually, you can create a number of Bombs equal to 10 + twice your Alchemist level when you finish a Short or Long Rest. After 24 hours, an unused Bomb becomes inert.
Reagents (Level 1)
You have a collection of powerful reagents that you use to brew potions and empower your Bombs. You have 2 Reagents. You regain one expended Reagent when you finish a Short Rest, and you regain all expended Reagents when you finish a Long Rest. You gain additional Reagents when you reach certain Alchemist levels, as shown in the Reagents column of the Alchemist Features table.
Empowered Bomb
When you deal damage with a Bomb, you can expend a number of Reagents up to your Proficiency Bonus and add 1d10 to the Bomb's damage roll for each expended Reagent.
Additionally, if you use the Bomb's Explode property, you can increase the radius of the explosion by 5 feet. You can do so once for each expended Reagent. For example, if you expend 2 Reagents, you can choose for the Sphere to be a 5, 10 or 15-foot radius.
Potion Brewing (Level 1)
You can spend 10 minutes and expend any number of Reagents to brew potions, which can be done during a Short Rest. You can have a total number of potions at one time up to your Intelligence modifier (minimum of 1). These potions retain potency until you finish a Long Rest, after which they become inert.
When you brew potions, you can also distill potions you have already brewed, destroying them and recovering the Reagents expended to brew them, up to a maximum of the number of Reagents listed on the Alchemist Features table. You can expend these Reagents immediately to brew new potions.
Your potions don't have unpredictable effects if a creature drinks one of your potions while still under the effects of another.
The number of Reagents and the Alchemist level required to brew a potion are given on the Potions table.
| Potion | Reagents |
|---|---|
Alchemist Level 1 | |
1 | |
1 | |
2 | |
1 | |
1 | |
1 | |
Alchemist Level 5 | |
2 | |
2 | |
1 | |
1 | |
Alchemist Level 9 | |
3 | |
3 | |
3 | |
Alchemist Level 13 | |
5 | |
4 | |
4 | |
6 | |
Alchemist Level 17 | |
7 | |
9 |
Bomb Formulae (Level 2)
Your research has uncovered new formulations for your Bombs that you can apply just before throwing them. Choose three Bomb Formulae from the "Bomb Formulae Options" section later in this class's description.
Replacing and Gaining Formulae
When you reach certain Alchemist levels, you learn additional formulae of your choice, as shown in the Bomb Formulae column of the Alchemist Features table. Additionally, whenever you finish a Long Rest, you can replace one of your Bomb Formulae with another formula of your choice.
If another Alchemist feature gives you a Bomb Formula, it doesn't count against your number of formulae.
Applying Bomb Formulae
Once per turn when you prime a Bomb, you can apply a Bomb Formula to it, granting it special effects and potentially changing its damage dice.
Reagent Synthesis (Level 2)
When you finish a Short Rest, you can regain an additional number of expended Reagents up to your Intelligence modifier (minimum of 1).
Once you use this feature, you can't do so again until you finish a Long Rest.
Alchemist Subclass (Level 3)
You gain an Alchemist subclass of your choice. A subclass is a specialization that grants you features at certain Alchemist levels. For the rest of your career, you gain each of your subclass's features that are of your Alchemist level or lower.
Ability Score Improvement (Level 4)
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Discoveries (Level 5)
In the course of your research, you have made a number of discoveries regarding the nature of alchemy. You gain one discovery of your choice from the "Discovery Options" section later in this class's description
Whenever you gain an Alchemist level, you can replace one of your discoveries with another one for which you qualify. When you gain certain Alchemist levels, you gain more discoveries of your choice, as shown in the Discoveries column of the Alchemist Features table. You can't pick the same discovery more than once.
Potion Brewing (Level 5)
Your Potion Brewing feature gains new potions for you to brew.
Subclass Feature (Level 6)
You gain a feature from your Alchemist Subclass.
Evasion (Level 7)
When you're 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.
You don't benefit from this feature if you have the Incapacitated condition.
Ability Score Improvement (Level 8)
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Potion Brewing (Level 9)
Your Potion Brewing feature gains new potions for you to brew.
Subclass Feature (Level 10)
You gain a feature from your Alchemist Subclass.
Blast Coating (Level 11)
You automatically succeed on saving throws against your own Bombs and never take damage from them.
Ability Score Improvement (Level 12)
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Potion Brewing (Level 13)
Your Potion Brewing feature gains new potions for you to brew.
Subclass Feature (Level 14)
You gain a feature from your Alchemist Subclass.
Potion Mixologist (Level 15)
You can mix two potions together and drink them as a Bonus Action, gaining the effects of both. You suffer no unexpected effects from mixing potions.
Ability Score Improvement (Level 16)
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Potion Brewing (Level 17)
Your Potion Brewing feature gains new potions for you to brew.
Experimentalist (Level 18)
When you finish a Long Rest, you can replace any of your Bomb Formulae with other formulae of your choice, and you can replace one of your discoveries with another one for which you qualify.
Epic Boon (Level 19)
You gain an Epic Boon feat or another feat of your choice for which you qualify.
Philosopher's Stone (Level 20)
You gain the crowning achievement of alchemy: a Philosopher's Stone, a dynamo of alchemical energy in a fist-sized, glowing jewel.
Constructing a New Philosopher's Stone
If your Philosopher's Stone is destroyed, you can construct a new one using Alchemist's Supplies, materials worth 1,000+ GP, and 7 days of work. You can only have one Philosopher's Stone at a time.
Philosopher's Stone Benefits
As long as you possess the stone, you gain the following benefits:
Regenerating Reagents
When you roll Initiative, you regain expended Reagents until you have 6 if you have 5 or fewer.
Quick Brewing
You can brew potions as a Utilize action, instead of over the course of 10 minutes.
Longevity
For every ten years that pass, your body ages only one year.
Nuclear Bomb (Level 20)
You can utilize the most devastating Bomb Formula imaginable. By replacing your Bomb's explosive contents with your Philosopher's Stone, you can change it into a Nuclear Bomb. You must use the Bomb's Explosive property. This Bomb deals 10d10 + 100 Force damage instead of its normal Fire damage, and its explosion is a Sphere with a radius of 1 mile. A creature within 60 feet of the center of the Sphere gains no benefit from Evasion or similar features.
This Bomb completely destroys your Philosopher's Stone.
Multiclassing
Subclasses
Subclass Features
Amorist
Amorist (Level 3)
Brew Love Potions and Charm Your Foes
The study of mind-affecting alchemy is a delicate one, practiced only by a small number of Alchemists, known as Amorists. Often called "love doctors" by their clientele, Amorists specialize in the brewing of potions that produce strong emotional responses in their drinkers. While love potions are by far their most popular product, Amorists can also craft pungent pheromone bombs that can even soften the hearts of terrible monsters.
Charmer
You gain proficiency in the Deception and Persuasion skills. Additionally, when you make a Charisma check using these skills, you can make it as an Intelligence check.
When you brew potions, you can create a Philter of Love for 1 Reagent.
Pheromone Bomb [Formula]
By adding a potent pheromone to your Bomb, you can change it into a Pheromone Bomb. This Bomb deals no damage. When you use the Bomb's Explode property, each creature within the explosion makes a Wisdom saving throw, instead of Dexterity. A target hit by this Bomb or that fails its saving throw against it has the Charmed condition until the start of your next turn or until it takes damage.
Magnetic Personality (Level 6)
You can take the Influence action as a Bonus Action.
Beguiling Perfume (Level 10)
You wear a mind-altering perfume that endears others to you. When an enemy within 5 feet of you makes an attack roll against you, it must succeed on a Wisdom saving throw against your Alchemist save DC or either choose a new target or lose the attack. A creature that takes damage from you is immune to this feature for 1 hour.
Alchemical Romance (Level 14)
When you use your Pheromone Bomb, you can expend 1-4 Reagents to improve it. Choose a number of benefits equal to the number of Reagents expended.
Dreamy Haze
Choose one creature that has the Bomb's Charmed condition. While Charmed, that creature falls into a dreamy state in which it regards every creature it sees as the condition's charmer.
Extended Charm
Choose one creature that has the Bomb's Charmed condition. The Charmed condition lasts for 1 minute for it or until it takes damage.
Ignore Immunity
Your Pheromone Bomb ignores Immunity to the Charmed condition.
Apothecary
Apothecary (Level 3)
Heal the Sick and Wounded
Many practically minded Alchemists assume the role of the Apothecary, for adventuring parties always need a healer and Clerics are often in short supply. During their downtime, such Alchemists have a marketable skill to depend upon for income and can do an indisputable amount of good with their knowledge. Apothecaries constantly study potions and herbology, preferring to learn how to mend the body, rather than destroy it.
Physician's Studies
You gain proficiency in the Medicine skill. Additionally, you gain a bonus to checks using this skill equal to your Intelligence modifier (minimum bonus of +1).
Painkiller Bomb [Formula]
You can mix your Bomb's contents with analgesic oil, changing it into a Painkiller Bomb. This Bomb deals no damage, but instead causes the target or each creature within the Sphere of the Bomb's Explode property to gain Temporary Hit Points. These Temporary Hit Points equal your Alchemist level.
When you grant Temporary Hit Points using this Bomb, you can also expend Reagents to use Empowered Bomb. Instead of increasing the Bomb's damage, you increase the number of Temporary Hit Points by 1d10 for each expended Reagent.
You can use this formula a number of times equal to your Intelligence modifier (minimum of once) and regain all expended uses when you finish a Long Rest.
Concentrated Healing (Level 6)
When a creature regains Hit Points as a result of drinking one of your potions, it can instead replace up to half of the die rolled with the highest possible number for each die.
Self-Medication (Level 10)
Whenever you drink a potion that has the effect of restoring your Hit Points (even if you already have all of your Hit Points), you have Advantage on saving throws until the end of your next turn.
Alchemical Resurrection (Level 14)
Your medicines are potent enough to rouse the dead. By using a Magic action to mix diamond dust worth 1,000 GP+ into a Potion of Superior Healing or a Potion of Supreme Healing, you create a Potion of Resurrection. This potion doesn't become inert after 24 hours.
Ionizer
Ionizer (Level 3)
Manipulate Energy to Defeat Your Foes
Ionizers specialize in the transfer of energy. In the most benign applications, they design heatsinks and cooling systems to improve cutting edge technology. However, they also deal in destructive ends, designing lasers, energy shields, and especially blasters. With a few thermodynamic tricks, they command plasma in all its forms.
Bonus Proficiencies
You gain proficiency in the Technology skill.
Plasma Bomb [Formula]
By replacing your Bomb's explosive contents with an ion-fluxer, you can change it into a Plasma Bomb which adheres to a target it directly hits. This Bomb deals Radiant damage instead of Fire damage. If you use the Bomb's Explosive property, all of its damage dice are d6s; otherwise, all of its damage dice are d12s.
Heatsink (Level 6)
You've learned an alchemical trick to channel heat from one object to another. As a Bonus Action, you can expend 1 Reagent to use Overheat and Supercool.
Overheat
You direct heat toward an enemy or a weapon you can see within 30 feet of you. If you choose a creature, it takes 2d6 Fire damage. If you choose a weapon, the weapon overheats. An Overheated weapon can't be used again to make an attack until the end of your next turn.
Supercool
You direct heat away from a weapon you can see within 30 feet of you, supercooling it. This weapon deals an extra 2d6 Cold damage on the next attack it makes before the end of your next turn.
Electromagnetic Shield (Level 10)
When you are hit by a ranged attack that deals Force, Lightning, Necrotic, or Radiant damage, roll a d6. On a roll of 6, the attack misses you, regardless of its roll.
Energetic Discharge (Level 14)
You create a fist-sized device that can absorb, store, and redirect small amounts of energy. When you use your Electromagnetic Shield feature, regardless of your roll, your discharge device gains 1 charge, to a maximum of 10. Charges last for 24 hours. As a Bonus Action, you can expend any number of stored charges to force a target within 60 feet of you to make a Dexterity saving throw against your Alchemist save DC. A creature takes 1d10 Force damage for each charge expended on a failed save, or half as much damage on a successful one.
Mad Bomber
Mad Bomber (Level 3)
Blow Things Up
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.
Blasting Specialty
Your Bombs deal double damage to objects and structures.
Black Powder Bomb [Formula]
By adding a charge of black powder to your Bomb, you can change it into an Black Powder Bomb. All of this Bomb's damage dice are d12s. If a target has Resistance to Fire damage, it loses that Resistance for this damage roll. If it has Immunity to Fire damage, it instead has Resistance for this damage roll.
You can use this formula a number of times equal to your Intelligence modifier (minimum of once) and regain all expended uses when you finish a Long Rest.
Timed Demolition (Level 6)
When you prime a Bomb, you can set a duration for its detonation, which can be any number of rounds (any increment of 6 seconds) up to 10 minutes. The Bomb detonates using the Bomb's Explode property at the end of your turn after this duration. If a creature is in the area of more than one Bomb's explosion simultaneously, the creature is only affected by one Bomb of your choice.
Blast Shield (Level 10)
Choose one damage type from among Acid, Cold, Fire, Lightning, or Thunder whenever you finish a Short or Long Rest. You have Resistance to that damage type until you choose a different one with this feature.
Mutagenist
Mutagenist (Level 3)
Mutate Yourself to Adapt to Any Situation
The study of alchemy is fundamentally the study of transformation. All Alchemists transmute mundane materials into magical substances—potions, elixirs, and bombs—yet some take it one step further. You have discovered the secrets of the mutagen, the keystone of transmutation, which allows you to transform your very body, gaining supernatural strength or speed, sprouting additional limbs or claws, or thickening your skin into a stony aegis.
Bonus Proficiencies
You gain proficiency in your choice of the Acrobatics or Athletics skill.
Mutagens
You can take a Bonus Action to inject yourself with a potent transmutative potion known as a Mutagen. You gain one of the following benefits of your choice for 1 minute, or until you take a Bonus Action to inject yourself with a different Mutagen.
Strength
Your Strength score increases by 3, to a maximum of 23. Additionally, you sprout claws, fangs, spines, horns, or a different natural weapon of your choice. You can use this natural weapon to make Unarmed Strikes. You can use your Dexterity modifier instead of your Strength modifier for the attack and damage rolls of your Unarmed Strikes. When you deal damage with an Unarmed Strike, you can deal damage equal to 1d8 plus your Strength or Dexterity modifier instead of the strike's normal damage. The damage of this strike is Bludgeoning, Piercing, or Slashing damage, as appropriate for the natural weapon.
Dexterity
Your Dexterity score increases by 3, to a maximum of 23. Additionally, your Speed increases by 10 feet.
Constitution
Your Constitution score increases by 3, to a maximum of 23. You gain Temporary Hit Points instead of increasing your Hit Point maximum or current Hit Points. If your Constitution modifier increases by 1, you gain Temporary Hit Points equal to your level. If the modifier increases by 2, you gain Temporary Hit Points equal to twice your level. These Temporary Hit Points last for the duration of the ability score increase.
Shared Mutagen (Level 6)
You can take a Bonus Action and expend 1 Reagent to inject an ally within 5 feet of you with a Mutagen of your choice. A creature can only be under the effect of one Mutagen at a time. Once you have injected another creature with a Mutagen, you can't do so again until the original Mutagen ends.
Advanced Mutation (Level 10)
Whenever you inject yourself with a Mutagen, you can also gain one of the following mutations of your choice.
Hyperelastic
Your flesh takes on a rubbery quality, allowing you to bend and stretch with ease. Your reach is 5 feet greater than normal. Additionally, you have Advantage on checks you make to end the Grappled condition or to escape from nonmagical restraints.
Mucilaginous
Your skin secretes a thick, extremely sticky substance that helps you adhere to objects. You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You also have a Climb Speed equal to your Speed.
Polybrachia
You grow a pair of additional arms. These arms are fully functional and can be used to hold weapons and shields (allowing you to wield two Two-Handed weapons, or four one-handed weapons), perform Somatic components of spells, and perform other actions, though the arms themselves don't grant you any additional actions.
Mutated Blood (Level 14)
Choose Strength, Dexterity, or Constitution. The chosen ability score increases by 2, and your maximum for this score increases to 22. When a Mutagen is applied to that ability score, its maximum increases to 25. You can change this ability score increase when you finish a Long Rest.
Ooze Rancher
Ooze Rancher (Level 3)
Brew Bottled Ooze Minions
Unsurprisingly, Oozes, jellies, and slimes are a fascinating subject for Alchemists who wish to figure out how inanimate chemicals can form together and rise up in a moving, hungry mass. The answer to this question may very well be at the heart of alchemy itself. Alchemists who choose to research slimes in depth are called Ooze Ranchers, for they breed and keep numerous slimes upon which to experiment.
Ooze Resilience
Your experience with Oozes grants you the following benefits.
Acid Resistance
You have Resistance to Acid damage.
Ooze Empathy
Additionally, whenever an Ooze tries to attack you, it makes a Wisdom saving throw against your Alchemist save DC. On a failed save, the attack automatically misses you. On a successful save, the Ooze is immune to this feature for the next 24 hours.
Slime Bomb [Formula]
By mixing your Bomb's explosive contents with the remnants of an Ooze, you can change it into a Slime Bomb. This Bomb deals no damage, but instead causes the target or each creature within the Sphere of the Bomb's Explode property to become coated in a viscous, green slime. A creature coated in slime can't take Bonus Actions or the Dash, Disengage, or Dodge action. This slime lasts for 1 minute or until it or another creature takes the Utilize action to remove the slime.
Bottled Oozes (Level 6)
Whenever you brew potions, you can spend 2 Reagents to create a Bottled Ooze, which contains a Gray Ooze. This item retains potency until you finish a Long Rest, after which it becomes inert.
An Ooze produced by your Bottled Oozes uses your Intelligence modifier plus your Proficiency Bonus for its attack rolls. If the Ooze forces a creature to make a saving throw, it uses your Alchemist save DC.
Improved Bottled Oozes
At higher Alchemist levels, you can distill more powerful slimes into Bottled Oozes that you create, as shown on the Improved Bottled Oozes table. An Ooze by your Bottled Ooze can't take the Split Reaction.
| Item | Reagents |
|---|---|
Alchemist Level 6 | |
2 | |
Alchemist Level 9 | |
4 | |
4 | |
Alchemist Level 13 | |
6 |
Sacrificial Slime (Level 10)
Whenever you are targeted by an attack while an allied Ooze is within 5 feet of you, you can take a Reaction to command it to move in the way of the attack, causing the attack to target it instead.
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a Long Rest.
Elemental Oozes (Level 14)
Whenever you create a Bottled Ooze, choose Acid, Cold, Fire, Lightning, Poison, or Thunder damage. The Ooze has Immunity to that damage. Whenever it is subjected to that damage type, it takes no damage and instead regains a number of Hit Points equal to half the damage dealt.
Pigmentist
Pigmentist (Level 3)
Splash Paint Everywhere to Support Your Allies
One of the lesser-known duties of Alchemists is synthesizing new and increasingly vibrant pigments from mundane and magical materials—in many cases, creating new colors from whole cloth. Alchemists that specialize in this field are called Pigmentists. An artful and imaginative lot, they seek to brighten the world with their newly-invented hues, or failing that, simply splatter it with marvelous combinations of paint.
Painter
You gain proficiency with Painter's Supplies and gain a bonus to checks using it equal to your Intelligence modifier (minimum bonus of +1). Additionally, you can make a gallon of paint whenever you finish a Short or Long Rest.
Paint Bombs
You gain the Paint Bomb formula, which doesn't count against your total number of formulae known. If you already have it, gain another formula of your choice. For you, the Bomb is improved in the following ways.
Extended Duration
Creatures remain coated in paint until the end of your next turn, instead of the start of your next turn.
Magical Pigments
When you throw a Paint Bomb, choose its color from the Magical Pigment table. Each color corresponds to a damage type. Whenever a creature coated in paint takes damage of the corresponding type, it takes an extra 1d6 damage of that type.
| Color | Damage Type |
|---|---|
Blue | Cold |
Green | Poison |
Indigo | Thunder |
Orange | Acid |
Red | Fire |
Violet | Necrotic |
Yellow | Lightning |
Palette Portals (Level 6)
You mix your paint with conjuration magic. Once on each of your turns, you can use 10 feet of your movement to enter any area of wet paint within 5 feet of you, emerging from another area of wet paint of the same color within 60 feet of you. Both areas of paint must be at least the same size as you and must have been coated within the last minute.
Pigment Potions (Level 10)
Whenever you brew a potion, you can add a pigment from the Magical Pigments table. When a creature drinks this potion, they also gain the benefits of a Potion of Resistance of the corresponding damage type for 1 minute.
Splatter Bombs (Level 14)
Your Paint Bombs are improved in the following ways:
Rainbow Blast
You can add up to three colors from the Magical Pigments table when you throw a Paint Bomb.
Resonator
Resonator (Level 3)
Use Acoustics to Shape the Battlefield
The explosive force of an Alchemist's Bomb isn't just fire—it is a wave that can be shaped and focused. Alchemists who realize this and pursue the science of waves are deemed Resonators for their oft-revisited subject, resonant frequencies. Perhaps such frequencies are at the center of all alchemical pursuits, for with the right frequencies, a Resonator can warp explosions, concuss dragons, and vibrate steel to pieces.
Playback Device
You construct a clockwork device for recording and playing back audio. You can record anything you have heard within the last minute using this device and can store up to 8 hours of audio. Played back audio sounds identical to when it was recorded, but you can't use this device to replicate sounds loudly enough to deafen or deal damage. Additionally, you can playback audio up to three times as loud, allowing you to use the device as a megaphone. If you lose your Playback Device, you can build a new one using materials worth 100+ GP over the course of a Short or Long Rest.
Conical Bomb [Formula]
By attaching a waveguide to the exterior of your Bomb, you can change it into a Conical Bomb. This Bomb deals Thunder damage instead of Fire damage. When you use the Bomb's Explode property, the explosion is a 10-foot Cone originating from the Bomb's point of impact, extending in a direction you choose. Each creature within the Cone makes a Constitution saving throw, instead of Dexterity. You can extend the cone by 5 feet by expending Reagents as normal.
Resonant Frequency (Level 6)
You have discovered that every material has a resonant frequency, a specific tone that compromises its structural integrity. As a Magic action, you can choose one type of solid material, such as wood, glass, metal, or stone, and begin playing the material's resonant frequency through your Playback Device. You can stop playing a resonant frequency on your turn (no action required).
When you take this action and at the start of each of your turns while playing the frequency, objects made of the specified material within 15 feet of you that aren't being worn or carried take Force damage equal to 1d8 plus your Intelligence modifier. Constructs or Elementals made predominantly of a single material, such as metal or stone, and components of objects, such as the metal lock of a door, can also be damaged by a resonant frequency.
Flashbang (Level 10)
As a Bonus Action, you can throw a concussive explosive at your feet. Each Large or smaller creature of your choice within 10 feet of you can't make Opportunity Attacks until the start of your next turn.
Reverb Explosions (Level 14)
When you prime a Bomb and use its Explode property, you can spend 4 Reagents to create a reverb explosion. If the Bomb deals damage, all if its damage dice decrease by 1 step (d12s → d10s → d8s → d6s → d4s, to a minimum of d4s). At the start of your next turn, the explosion occurs again with the same area and damage, but its damage dice are decreased by a further 1 step.
Venomsmith
Venomsmith (Level 3)
Cripple Your Foes with Deadly Poisons
For every Alchemist that devotes their life to healing the sick, another hears a darker calling. Commonly called poisoners or Venomsmiths, these Alchemists are masters in the art of crafting deadly and debilitating poisons. Whether employed by an assassin's guild or performing assassinations themselves, a Venomsmith's presence is usually accompanied by untimely death.
Poisoner
You gain the Alchemy of Poison discovery and can ignore the prerequisite of Alchemist level 5 for brewing poisons. This discovery doesn't count against your number of discoveries known, and you can't later replace this discovery with a different one.
Laughing Gas Bombs
You gain the Laughing Gas Bomb formula, which doesn't count against your total number of formulae known. If you already have it, gain another formula of your choice. For you, the Bomb is improved in the following ways.
Improved Damage
All of this Bomb's damage dice are d10s.
Alchemical Assassin (Level 6)
You have a specially-designed needle ring for poisoning others. You can use a Bonus Action to deal 1 Piercing damage to a creature within 5 feet of you, subjecting the creature to contact and injury poisons on the ring. You have Advantage on Dexterity (Sleight of Hand and Stealth) checks made to conceal and use this ring.
Mithridatism (Level 10)
By administering small doses of poisons and toxins to yourself, you have Immunity to Poison damage and the Poisoned condition.
Toxic Recompense (Level 14)
Whenever a creature within 5 feet of you hits you with a melee attack, you can take a Reaction to unleash a spray of poisonous vapor. The attacker must succeed on a Constitution saving throw against your Alchemist save DC or have the Poisoned condition for 1 minute. While it has the condition, the creature takes 1d10 Poison damage at the start of each of its turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Xenoalchemist
Xenoalchemist (Level 3)
Harvest Monsters and Attach Grafts
A small number of renegade Alchemists elect to experiment on themselves, modifying their anatomy or even outright attaching new body parts. These experimenters are often considered unethical and dangerous, even by other Alchemists, and those that practice them are branded Xenoalchemists for their efforts. As Xenoalchemists progress in their studies, they invariably stumble upon the dangerous practice of alchemical necromancy, which allows them to imbue life upon amalgamations of body parts.
Xenobiology
You also gain proficiency in one of these skills of your choice: Arcana, Nature, or Medicine. Additionally, you have Advantage on all ability checks you make to identify or research monsters.
Mad Scientist
Your experiments in xenoalchemy grant you the following benefits.
Two Grafts
You gain two Common or Uncommon monstrous grafts of your choice. Monstrous Hide and Climbing Apparatus are recommended. Monstrous grafts are detailed at the end of the class description.
Painless Attachment
You don't lose Hit Point Dice from installing or removing grafts, and it takes you no time to recover after the attachment of a new graft.
Intelligent Grafts
You can use your Intelligence modifier, instead of Strength or Dexterity, for the attacks and damage of Unarmed Strikes that are improved by a graft, such as Monstrous Bite and Monstrous Weapon. If a graft forces a creature to make a saving throw, it uses your Alchemist save DC.
Sleep Bomb [Formula]
By adding a tranquilizer to your Bomb, you can change it into a Sleep Bomb. This Bomb deals no damage. When you use the Bomb's Explode property, each creature within the explosion makes a Wisdom saving throw, instead of Dexterity. A target hit by this Bomb or that fails its saving throw against it has the Incapacitated condition until the end of its next turn at which point it must repeat the save. If the target fails the second save, the target has the Unconscious condition for 1 minute. The condition ends on a target if it takes damage or someone within 5 feet of it takes an action to shake it out of the Bomb's effect.
Creatures that don't sleep, such as elves, or that have Immunity to the Exhaustion condition automatically succeed on saves against this Bomb. A creature that succeeds on its saving throw against the Bomb is Immune to its conditions for 24 hours.
You can use this formula a number of times equal to your Intelligence modifier (minimum of once) and regain all expended uses when you finish a Long Rest.
Surgical Strike (Level 6)
You can take the Study action to examine a creature as a Bonus Action. You learn the target's creature type and make a DC 15 Intelligence check using a skill from the Examine Specimen table, corresponding to the target's creature type. If you succeed, you learn one of the following pieces of information of your choice about the target: its AC, Immunities, Resistances, and whether it is Bloodied.
Whether you succeed or fail, you can't use this feature again to target that creature or another creature of its specific kind (such as humans or unicorns) until you finish a Short or Long Rest.
| Skill | Creature Type |
|---|---|
Arcana | Aberrations, Constructs, Elementals, Fey, and Monstrosities |
History | Giants and Humanoids |
Nature | Beasts, Dragons, Oozes, and Plants |
Religion | Celestials, Fiends, and Undead |
Necromantic Organs (Level 10)
You've augmented your body with reanimated organs that persist after your death. If you are reduced to 0 Hit Points but not killed outright, you can drop to a number of Hit Points equal to your Alchemist level.
Once you use this feature, you can't use it again until you finish a Long Rest.
It's Alive! (Level 14)
Your research into necromancy has culminated in golem stitched together from discarded body parts. This golem uses the Alchemy Golem stat block.
Creating or Replacing the Golem
You can make a golem using 3 Humanoid corpses in a process that requires 8 hours of work, which can be done during a Long Rest. If you already have a golem from this feature, the old one dies when the new one is completed.
Golem in Combat
The golem is under your control and is an ally to you and your allies. In combat, it takes its turn immediately before or after your turn each round (your choice). You can take a Bonus Action to mentally command the golem if it is within 500 feet of you. If you issue no commands, the golem takes the Dodge action and moves only to avoid harm.
Golem Grafts
You can attach up to three monstrous grafts to the golem.