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Discoveries

If a discovery has prerequisites, you must meet them to learn it. You can learn the discovery at the same time that you meet its prerequisites. You can only learn a discovery once, unless otherwise specified.  

Advanced Poisoner

Prerequisites: 13th level, Venomsmith Field of Study   Your morbid research into the most vicious, exotic poisons has revealed how to synthesize the following poisons when you brew potions:
 

Alchemy of Ascendancy

Prerequisite: 17th level   A breakthrough in your alchemical studies hasrevealed the formulation of several potent elixirs. You can brew the following potions:
 

Alchemy of Influence

Prerequisite: 13th level   Your alchemical research has revealed many of the basic chemicals which govern emotions. You can brew the following potions:
 

Alchemy of Transformation

Prerequisite: 13th level   You have mastered the alchemical secrets of shifting matter, which allow you to brew the following potions:
 

Arcane Study

You learn three cantrips of your choice from the wizard spell list. Intelligence is your spellcasting ability for your wizard spells.  

Ballistics Research

You learn two additional bomb formulae.  

Battle Training

You gain proficiency with martial weapons and shields.  

Beguiling Haze

Prerequisites: 13th level, Amorist Field of Study   When you charm a creature, you can choose toplace it in a dreamy state, from which it regards everyone it sees as close friends. While the creature is charmed, it is nonhostile and acts as though it is charmed equally by each creature it sees. Once you use this ability, you can’t use it again until you finish a short or long rest.  

Buffered Metabolism

Prerequisites: 13th level, Xenoalchemist Field of Study   As a reaction when you take damage, you can expend any number of reagent dice up to your proficiency bonus to reduce the amount of damage taken by the total rolled on the dice.  

Clotting Agent

You have developed a serum that protects you from harm. Your hit point maximum increases by your alchemist level + your Constitution modifier, and increases by 1 again whenever you gain a level in this class.  

Demolition Spree

Prerequisites: 13th level, Mad Bomber Field of Study   When you take the Use an Object action to prime and throw a bomb, you can throw a number of bombs equal to the number of the bomb’s damage dice, instead of only one. Each bomb you throw deals 1d10 damage plus your Intelligence modifier and can’t target the same creature or space. You must spend reagent dice separately on these bombs and can apply a bomb formula to only one of them.  

Explosive Missile

As a bonus action on your turn, you can load one of your bombs onto the head of a crossbow bolt. Instead of its normal damage, this bolt deals damage as if you had primed and thrown a bomb as an action, but does not have a blast radius. Only one of your bombs can be loaded onto a bolt at a time and you can’t fire an explosive bolt if you have already thrown a bomb on your turn.  

Fire Brand

You can mix your bomb’s contents together and apply the fiery concoction to a melee weapon you are holding as a bonus action. Until the end of your turn, this melee weapon deals an additional 1d6 fire damage on a hit. This bonus damage increases by 1d6 at 5th level (2d6), 11th level (3d6), and 17th level (4d6).  

Fire Eater

Instead of throwing a bomb, you can take the Use an Object action to drink a bomb’s contents and spit them out in a 15-foot cone. Each creature within the cone must make a Dexterity saving throw or take damage as if the bomb had been thrown. On a successful save, a creature takes half as much damage. When you use this ability, you take 1d4 points of fire damage each of your bomb’s damage dice.  

Fire in the Hole

Prerequisite: 9th level   You have tweaked your bomb’s formula to increase its explosive yield. Your bomb save DC increases by half your proficiency bonus, rounded down.  

Fortified Serum

Prerequisites: 13th level, Apothecary Field of Study   Whenever a creature regains hit points by drinking one of your potions, it gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons until the end of its next turn.  

Grenadier

When you take the Use an Object action to prime and throw a bomb, you can use your bonus action to make an attack with a weapon that isn’t two-handed.  

Dynamo Charger

Prerequisites: 13th level, Dynamo Engineer Field of Study   You’ve invented a device which rapidly recharges your spell dynamos. Once per day when you finish a short rest, you can regain 2 expended spell slots stored in dynamos. You can configure these dynamos immediately.  

Hemoreagent

Prerequisite: 17th level   When you take the Use an Object action to throw a bomb, you can convert a measure of your own blood into reagents. You can add five or fewer reagent dice to the bomb’s damage roll, and you take 1d6 necrotic damage for each reagent die added. This damage can’t be avoided or reduced.  

Lazarus Bolt

Prerequisite: 9th level   You’ve discovered a radical necromantic workaround: restoring life with direct electricity to the heart. As an action, you can drive a bolt into the torso of a creature that has died within the last minute and shock it back to life. That creature returns to life with 1 hit point. This feature can’t return to life a creature that lacks a heart, a creature that has died of old age, or a creature that is missing vital organs. Once you use this ability, you can’t use it again untilyou finish a short or long rest.  

Magnified Blast

Prerequisite: 17th level   Thanks to a new internal design for your bombs, you have expanded their blast radius and magnitude. Whenever you add reagent dice to your bomb’s damage, you can also choose to expand the bomb’s blast radius by a distance of up to 5 feet per two reagent dice spent.  

Ooze Cowboy

Prerequisites: 13th level, Ooze Rancher Field of Study   Tired of waiting for your oozes to catch up with you, you’ve modified your formula to make extra fast slimes! All oozes you make have a movement speed of 30 feet, if it were lower. Additionally, you can ride any ooze you make of Medium size or larger as a mount. You and your equipment suffer no ill effect from touching your oozes directly. Lastly, your oozes add your proficiency modifier to their damage rolls and initiative rolls.  

Poisoner

  Thanks to your research into poisonous compounds, you’ve learned how to concoct lethal toxins. You gain proficiency with the poisoner’s kit. Additionally, you can craft the following poisons when you brew potions, which use your bomb save DC instead of their normal save DC:
 

Precision Explosives

You have modified your bombs to have narrow gaps in their explosions, perfect for keeping some creatures safe from the blast. You can choose one creature in the blast radius of a bomb other than the target to automatically succeed its saving throw against the bomb and take no damage from it.  

Reactionary Gulp

Prerequisite: 17th level   By keeping your potions organized on a bandolier or in a series of pouches, you can quickly draw them in a moment’s notice. Immediately after you take damage from a creature you can see, you can use your reaction to drink a potion.  

Reagent Pulse

Prerequisites: 13th level, Ionizer Field of Study   You can integrate a special ionization chamber within a blaster of your choice with one minute of work. Once you’ve modified a blaster in this way, you can spend a number of reagent dice up to your proficiency bonus when you make an attack roll with that blaster, adding your Intelligence modifier and the reagent dice to the blaster’s damage roll.  

Recycled Potions

Prerequisite: 9th level   When you brew potions, you can distill those you have already brewed, recovering the reagents stored within. You can convert brewed potions into reagent dice and you can choose to expend those dice to create new potions. You can’t gain more than your maximum number of reagent dice using this ability.  

Syringe

Using a sophisticated hypodermic needle, you can more quickly administer potions and poisons. As a bonus action, you can inject a potion into yourself or a willing creature within 5 feet of you, granting the benefits of the potion as if it were drank normally. You can inject a potion into an unwilling creature with a successful melee attack.  

Tri-Mutation

Prerequisites: 13th level, Mutagenist Field of Study   You’ve developed a powerful, but fleeting way of blending your mutagens together. When you inject yourself with a mutagen, you can choose to inject a tri-mutagen, which grants you the benefit of all your mutagens at once. This benefit lasts for 1 minute, or until you use your bonus action to inject yourself with a different mutagen. Once you use this ability, you can’t use it again until you finish a long rest.