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Alchymist

Carefully turning the vial, a dwarf slips a drop of dark sludge into a bubbling flask on the table. The violent brew settles into a warm amber solution. Quickly stoppering the flask, he grins. This batch will surely leave a mark on those goblin pests up the river. The log was heavy to turn over, but with a bit of leverage and solid footing, a young elf was able to shift it slightly. Carefully brushing away the dirt underneath the newly exposed bark, a few wisps of mold still clung to the tree. Pulling out his clippers, the elf carefully removes only the whitest of these stalks; thin as angel hair. Wrapping them in a damp cloth and stowing them in his pack, he runs back to town as fast as his feet will carry him. As the last drop fell from the flask to her tongue, the gnome begins to shift and change; her skin turning red and scaly, her jaw extending into a snout, and her long golden hair falling out and brushing past her new and still growing tail. Exploring that dragon’s den should be a cinch in her new form; one of it's Kobold worshippers.
— The Adventures of the Grilf Alchymist
  Alchymists are scholars much like wizards, but take a more tactile approach to their research. By studying the properties and interactions of elements around them, an alchymist is able to determine formulas that harness the power of alchymy. Using this power, they are able to create transformative draughts, powerful remedies, deadly toxins, and explosive concoctions.  

A Formula For Power

Powerful and elusive, complex and structured, the power of alchemy attracts those seeking to understand the order amid the chaos. Though they do not wield hefting swords or earth-shaking magic, an alchymist is no less powerful. By understanding the underlying principles that govern the multiverse, many seek truths that would yield god-like power. Through a particular process of blending and manipulating elements and materials, a modicum of the innate potential of the multiverse is revealed; sometimes taking years or lifetimes to uncover. Alchemists cling to these truths as they do their own lives, learning as they experiment and grow in experience.  

Secrets Untold

Alchymists have daily lives that are an adventure all on their own. The experiments they perform often have unexpected results, though occasionally a discovery will be made. The closest they are likely to come to an ordinary life is working as an herbalist or craftsman. Other alchemists spend their time in the halls of academia, where they discuss their findings and theories, serve as medics or bombardiers in military services, or pursue more unsavory lifestyles. But the lure of undiscovered knowledge, unexplained phenomena, and rare essences often calls even the most timid out of the safety of their laboratories and workshops to explore dark caverns and ancient ruins. Most alchemists believe that by experiencing the world first-hand and by experimenting with the rarest of ingredients, they might discover an essence combination that could lead to a new age of alchymy.  

Creating an Alchymist

As you create an Alchymist character, consider the nature of their study. Were you apprenticed to an established alchymist on the fringe of society? Did you attend a college of study where your experiments were scoffed at by traditional wizards until you had your one big breakthrough? What grand mystery or urgent need drew you away from the familiar laboratories and bookshelves of your studious life? Was it legends of creatures with unique power, the promise of pioneering ancient ruins for lost knowledge, or a desire to put your theories to the test amid the dangers of the land?  

Quick Build

You can make an alchymist quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. Second, choose the sage background. Lastly, take a quarterstaff and explorer’s pack as your equipment.

Class Features

As an alchymist, you gain the following features.

Hit Points

Hit Dice: 1d8 per alchymist level
Hit Points at 1st Level: d8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per alchymist level after 1st

Proficiencies

Armor: Light armor
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Constitution, Intelligence
Skills: Choose two from History, Investigation, Medicine, and Nature

Equipment

You start with the following equipment, in addition to the equipment granted by your background:
• (a) a quarterstaff or (b) a dagger
• (a) a scholar’s pack or (b) an explorer's pack
• A component pouch
• Leather armor
 

Alchymy

As a student of alchymical science, your ingenuity and skill as a craftsman drive your power. The power of alchymy is not derived from magic, but from the underlying structures and principles that govern the multiverse. Using these principles, you combine components of the world into alchymical creations. Your alchymical creations are nonmagical. You are proficient with any attacks made as part of using an alchymical creation. You can also make use of alchymical provisions as well as how to make unstable brews.  
Alchymical Provisions
Using your ingenuity and skill, you can break down the world around you into basic elements required for your alchymy. By spending a Reactant Point immediately following a short or long rest, you can create a temporary component pouch to fuel your alchymy. The component pouch created through this feature holds no monetary value but will suffice for your basic alchymical needs until the end of your next long rest.  
Unstable Brew
By combining a particular reactant with ingredients from your admixtures, you've found the resulting contents to be quite dangerous. You may spend a reactant point as an action to create a flask bubbling with a volatile solution, then throw the flask up to 20 feet, shattering it on impact. Choose an object, creature, or surface within range as your target. A 10-foot cube originating from the target becomes engulfed in a caustic spray as the contents of the flask erupt. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 acid, 1d6 fire, and 1d6 necrotic damage or half as much of each on a successful one.  

Admixtures

At 1st level, you know how to create four admixtures from the alchymical creations list. You can combine components into an admixture you know as an action or bonus action on your turn. An admixture lasts for 1 minute, after which time, an unused creation becomes inert and as harmless as dirty water. During this minute, you or anyone else may use the creation as it is described in the Admixtures, Advanced Compounds & Amalgams Descriptions section below.

Admixtures
• Flask of Fire
• Flask of Fumes
• Flask of Resilience
• Flask of Talent
 

Component Pouch

A component pouch (found in Chapter 5 of the Player’s Handbook) is required for your alchymy and supplies all of the necessary materials for your creations. Losing your component pouch means losing the ability to create alchymical items.  

Alchymical Ability

Intelligence is your alchymical ability for your alchymist features, since you learn your abilities through dedicated study and memorization. You use your Intelligence whenever a feature refers to your alchymical ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an alchymist feature or alchymical creation.

Alchymy save DC = 8 + your proficiency bonus + your Intelligence modifier
 

Experimentation

At 1st level, you have learned to always keep a collection of special components on hand for tweaking your alchymical creations. This collection is represented by reactant points, which allow you to improvise and modify your alchymy. From these you may combine alchymical effects, work to develop new breakthroughs, and eventually manufacture even more advanced creations.  
Combining Alchymical Effects
The effects of different alchymical creations add together while the duration of those effects overlap. Repeated exposure to the same creation multiple times won't combine, however, instead, the most potent effect, such as the highest bonus, from those compounds applies while their durations overlap. For example, if a character imbibes a Flask of Talent twice, that character gains the admixtures benefit only once; he or she doesn’t get to roll two bonus die.  

Reactant Points

You have 1 reactant point, and you gain more as you reach higher levels, as shown in the Reactant Points column of the Alchymist table. You can never have more reactant points than shown on the table for your level. You regain all spent reactant points when you finish a long rest.  

Alchymical Breakthroughs

In your study of components and formulas, you have made some alchymical breakthroughs; products of continued experimentation that afford you additional flexibility and power. At 2nd level, you gain two alchymical breakthroughs of your choice. Your breakthrough options are detailed at the end of the class description. When you gain certain alchymist levels, you gain additional breakthroughs of your choice, as shown in the Breakthroughs Known column of the Alchymist table. You can take a breakthrough only once, unless otherwise noted.  

Scientific Academy

At 2nd level, you have dedicated a significant portion of your study to an academy of your choice: Chemistry, Medicine, Mutagenics, or Toxicology, each of which is detailed later in the class description. Your choice grants you a feature at 2nd, 6th, 10th, and 14th level.  

Advanced Compositions

When you reach 3rd level, your continued study of all forms of alchymy has revealed a new set of alchymical creations. You learn four advanced compositions. You can create an advanced composition you know as an action up to twice per short rest. An advanced composition becomes inert and loses its function if not used within an hour of creation. During this hour, you or anyone else may use the creation as it is described in the Admixtures, Advanced Compounds & Amalgams Descriptions section below.

Advanced Compounds
• Disabling Extract
• Herbal Embrocation
• Phosphorescent Flask
• Rapid Root
• Shifting Serum
 

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. As normal, you can’t increase an ability score above 20 using this feature.  

Amalgams

When you reach 13th level, your understanding of alchymy has become extensive. You gain the knowledge of one amalgam. You can create an amalgam you know once per long rest as an action. Once created, an amalgam becomes inert and loses its function after an hour. During this hour, you or anyone else may use the creation as it is described in the Admixtures, Advanced Compounds & Amalgams Descriptions section below.   Amalgams
• Aeronautic Serum
• Alkahest
• Calcifying Agent
• Regenerative Serum
 

Alchymical Ingenuity

When you reach 20th level, your continued experimentation has brought about great efficiencies in the use of your components. Choose two advanced compositions you know. When you create one of the chosen advanced compositions it does not count toward your normal creation limit. Also, after a short rest you may exchange any of your chosen advanced compositions with different ones that you know.  

Scientific Academies

The study of alchymia, or alchymy, is a relatively new concept of rediscovering and understanding The Great Work, it has only a few academies dedicated to its complex study. Though some of the effects might be called magical, the process of alchymy is quite different from spellcasting. This makes collaboration and cooperation difficult with certain scholars of the arcane arts, although there are some forward thinking exceptions, who view rock, minerals, and physical materials to somehow be less powerful then their more essoteric and spiritual energies. In some places these academies are literally academies, like the generations of Netheran's at the Academy of Sciences overlooking Lyceum in Nethlore beyond the northern mountain range in Ethigoviel who are known to man some of the best-defended structures in the world thanks to their studies.

An alchymist might study toxicology at a renowned university while another studies across town at a school of medicine. In other institutions, the academies are more like departments, with rival faculties competing for students and funding, often with discontent from rival wizards. Still others may study the craft outside of these establishments, though their focus of study nearly always falls within the realm of one traditional scientific academy or other. Alchymia has traditionally been divided into four major studies of The Great Work or “Magnum Opus”, also represented as stages and colors;
 
Academy
Studies
Color
Stage
 
Chemistry
Citrinitas
Yellow
Xanthosis
Medicine
Albedo
White
Leucosis
Mutagenicss
Rubedo
Red & Purple
Iosis
Toxicology
Nigredo
Black
Melanosis


Academy of Medicine

The Academy of Medicine, or the study of Albedo, focuses on combining plants, minerals, and other natural agents into various forms meant to aid themselves and others. Medicinal creations can heal wounds, guard against infection, neutralize poisons, and generally alleviate a number of harmful effects.  

Remedial Studies

When you choose this archetype at 2nd level, you gain proficiency with the Herbalism Kit.  

Cataplasm

Starting when you take this archetype at 2nd level, you can create a special herbal remedy that can be applied to a creature as a healing agent. You are almost always carrying a stock of cataplasm, replenishing it during each long rest. With your cataplasm stock, you can heal a number of hit points equal to you alchymist level x 3.   As an action, you can apply your cataplasm to a creature and reduce your stock to restore a number of hit points to that creature, up to the maximum amount remaining in your stock. Alternatively, you can expend 5 hit points from your cataplasm stock to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single application of cataplasm, expending hit points separately for each one.   Cataplasm has no effect on undead and constructs.  

Residual Healing

At 6th level, your familiarity with wound tending and medicinal practice allows you to expedite the recovery process in yourself and others. At the end of a short rest, when you spend a Hit Die to recover hit points by tending to your wounds, you may also tend to a number of humanoids up to your Intelligence modifier (minimum 1). The humanoids you tend to recover additional hit points equal to your own recovery. Also, when you make an alchymical creation from the academy of medicine you gain temporary hit points equal to 2 + your Intelligence modifier (minimum 1)  

Perfected Cataplasm

At 14th level, you can expend 10 hit points from your cataplasm stock to remove the blinded, deafened, or paralyzed conditions from a target. You may also expend 20 hit points from your cataplasm stock to remove 1 level of exhaustion or the paralyzed condition from a target. In addition, you may expend 35 hit points from your cataplasm and apply it to a creature that has died within the last minute. That creature returns to life with 1 hit point. You can't return to life a creature that has died of old age, nor can it restore any missing body parts.  

Academy of Toxicology

  The Academy of Toxicology, the study of Nigredo is sometimes referred to by those who do not fully understand what they do as The Poisoner’s School, focuses not on the fabrication of toxic substances for the purpose of killing but in order to study of adverse effects that occur in living organisms by observing and reporting symptoms, mechanisms, detection and treatment use of toxic substances. Combining this knowledge a trained toxicologist understands how much of a given substance is safe, which effects can be combined, and what should not be used together or how much is deadly.  

Venomous Collection

When you choose this archetype at 2nd level you gain proficiency with a poisoner’s kit.  

Harvesting Unique Reagents

While exploring the world the astute Alchymyst may encounter monsters, flora, and fauna that the aspiring crafter may wish to harvest for future use. To successfully harvest these as reagents a Harvest DC check needs to be performed.   Harvest DC= Creature CR or Poison Base DC ( see table below)   This check is used only to harvest the material as a reagent. If successful the bonus augment die may be added to any creation it is used in to add to its overall potence.   Optionally if the poison harvested is not to be used as a reagent, or to craft poisons using the rules in the DMG (p258), then the Alchymyst may attempt an Intelligence (Nature) check as an action, adding their proficiency with the poisoner's kit to harvest enough poison for a single dose of poison. If this check ends up succeeding by more than 5 then two doses are harvested, and any success of 10 or more allows five doses to be retrieved. On a failed check, the character is unable to extract any poison. If the character fails the check by 5 or more, the character is subjected to the creature's poison.

Monster CR
Poison Base DC
Augment Die
 
1/8th-5
5
1d4
 
6-10
10
1d6
 
11-15
15
1d8
 
16-20
20
1d12
 
21-25
25
1d20
 
26-30
30
1d100


Toxicological Reagents

Starting when you take this archetype at 2nd level, you have researched a number of substances to use as the base reagent when crafting a poison. You can create a poison as an action once per short or long rest. When you create a poison, choose one reagent from the Base Reagents category on the Reagents table below. All Basic Reagents are considered part of the materials in your component pouch. A reagent may only be selected once per category. A poison produced this way becomes inert and grants no further effect after an hour. Base Reagents come in four types each with their own unique delivery.  
Contact
A creature that touches contact poison with exposed skin suffers its effects.
Ingested
A creature must swallow an entire dose of ingested poison to suffer its effects.
Inhaled
These poisons are powders or gases that take effect when they are inhaled. It fills a 5-foot cube.
Injury
A creature taking damage from a weapon or piece of ammunition coated with this is affected.
 

Type/Effect Reagents

At 6th level, you may now add one additive reagent from among the Type/Effect Reagents in addition to your Base Reagent when creating a poison.  

Augment Reagents

At 10th level, you may now add one additive from among the Augment Reagents category in addition to your Type/Effect Reagent and Base Reagent when creating a poison.  

Efficacy Reagents

At 14th level, you may now add one additive from among the Efficacy Reagents or Augment Reagents category in addition to your other options when creating a poison to allow half damage on successful saves, increasing the save difficulty, and even bypassing poison resistance or immunity.  

Base Reagents

Basic Poison (Contact)
A creature that comes in physical contact with this poison makes a Constitution save or takes 1d6 poison damage and considered poisoned for up to a minute, although they do get to make another save at the end of each of their turns to end this condition.
 
Basic Poison (Ingested)
A creature that comes in ingests this poison makes a Constitution save or takes 1d6 ongoing poison damage and considered poisoned for up to a minute, although they do get to make another save at the end of each of their turns to end the ongoing damage and this condition.
 
Basic Poison (Inhaled)
A creature that inhales this poison makes a Constitution save or takes 1d6 poison damage and considered poisoned and blinded for up to a minute, although they do get to make a single save at the end of each of their turns to end these conditions.
 
Basic Poison (Injury)
You can use this to coat one slashing or piercing weapon or up to three pieces of ammunition. A creature hit by the poisoned weapon or ammunition makes a Constitution save or take 1d4 poison damage and considered poisoned for up to a minute, although they do get to make another save at the end of each of their turns to end this condition.
 

Type/Effect Reagents

 
Basic Reagent
Doubles the damage die or duration of Basic Poison.
 
Sugar, sweet fruit, etc…
Masks poison's taste and smell.
 
Belladonna (Plant/Herb)
-2 to Dex, +1d4 poison damage.
 
Black Rose Petals (Plant/Herb)
+1 to Save DC, +1d4 poison damage.
 
Bloodkeep (Plant/Herb)
Bleeding, +1d4 poison damage. If subject affected has a vascular system (blood) they become vulnerable to piercing and slashing damage for 1 minute.
 
Calamus (Plant/Herb)
Deafness, +1d4 poison damage.
 
Calcena Mushroom (Plant/Herb)
Temporary Madness, +1d4 poison damage.
 
Hawkweed (Plant/Herb)
Blindness, +1d4 poison damage.
 
Nightshade (Plant/Herb)
Sleep for 1 minute per size category bellow huge. Huge creatures are affected for only 1 turn and creatures larger than huge that fail their save are not affected by sleep but instead receive one level of exhaustion for 1 minute.
 
Scented Mayweed (Plant/Herb)
Disadvantage on saving throws involving inhaled poisons for 1 minute.
 
Tamariske (Plant/Herb)
Vulnerablility to disease. If target is affected by poison, it rolls at disadvantage on any constitution saves against disease for 1 minute.
 
Tateesha (Plant/Herb)
-2 Int, +1d4 poison damage.
 
Tephrosia (Plant/Herb)
Pacifism. Subject that fails save is put into a calm stupor for 1d4 rounds, subject still has will to live but will not attack.
 
Tormentil Root (Plant/Herb)
-2 Dex, +1d4 poison damage.
 
Angel Feather
Celestial being with feathered physical wings bonus based on type +1d4/+1d6/+1d8/+1d12/+1d20 radiant damage.
 
Basilisk Eyes
Petrification. Subject is slowed if they fail a constitution saving throw. They are instead petrified if they fail their save by more than 10 and suffers from the petrification effect.
 
Chull Tentacle Slime
Paralysis. Subject is slowed if they fail a constitution saving throw. They are instead paralyzed if they fail their save by more than 5, must save at the end of subsequent turns to end effect.
 
Couatl Venom
Unconsciousness. Subject receives two levels of exhaustion if they fail a constitution saving throw. They are rendered unconscious if they fail their constitution save by more than 5, damage will not awaken them.
 
Flammable Oil
Molotov Cocktail Effect. Turns poison into thrown projectile that creates noxious fumes in a 10-feet radius from point of impact for 1 minute. Any creature that remains within the fumes or succeeds on a Constitution save suffers half the poison's effect.
 
Gas Spore Spores
Poisoned/Disease (See Monster Manual p138).
 
Ghast Nails
Paralysis. Subject is paralyzed if they fail their constitution save, must save at the end of subsequent turns to end effect.
 
Giant Centipede Venom
Poisoned/Paralysis. Subject is paralyzed if they fail their constitution save by more than 5, must save at the end of subsequent turns to end effect.
 
Giant Wolf Spider Venom
Poisoned/Paralysis. Subject is paralyzed if they fail their constitution save by more than 5, must save at the end of subsequent turns to end effect.
 
Grell Tentacle Spines
Poisoned and Paralysis on failed constitution save. Must save at the end of subsequent turns to end paralysis effect only.
 
Mummy Hand
+1d4 ongoing necrotic damage.
 
Phase Spider Venom
Poisoned/Paralysis. Subject is paralyzed if they fail their constitution save by more than 5, must save at the end of subsequent turns to end effect.
 
Pixie Dust/Wings
Sleep, if they fail their constitution save
 
Powdered Cockatrice Beak
Poisoned/Petrification. Subject is poisoned if they fail their constitution save by more than 10 they suffer from the petrification effect.
 
Quasit Saliva
Poisoned, +1d4 poison damage.
 
Thri-Kreen Mandibles
Poisoned/Paralysis. Subject is poisoned if they fail their constitution save by more than 10 they suffer from the paralysis effect.
 
Undead Bone Dust
Any bones from an undead skeleton (varies) -2 Con, +1d4 (or as per Monster CR Augment Die) necrotic damage.
 
Vrock Spore Sac
Poisoned, +1d6 poison damage.
 

Augment Reagents

 
Basic Augment
Doubles the damage die or duration of Basic Poison.
 
Angel Blood
Poison Resistance removal and +1d6 ongoing radiant damage. Blood taken unwillingly results in lesser celestial essence when distilled (from corpse, blood splatter, covered weapon), blood given willingly or wrung from the heart of the creature distils into greater celestial essence.
 
Black Dragon Fundamentum
+1d6/1d8 ongoing acid damage. Fundamentums apply as the type and augment.
 
Blue Dragon Fundamentum
+1d6/1d8 ongoing lightning damage. Fundamentums apply as the type and augment.
 
Elemental Essence
+1d6 ongoing poison damage. Residual elemental essence taken from remnants of physical form banished elemental (killed or returned to elemental plane) results in lesser elemental essence of that type when distilled.
 
Fiend/Demon Blood
Poison Resistance removal and +1d6 ongoing radiant damage. Blood taken unwillingly results in lesser fiendish/demonic essence when distilled (from corpse, blood splatter, covered weapon).
 
Green Dragon Fundamentum
+1d6/1d8 ongoing poison damage. Fundamentums always apply as the type and augment.
 
Mummy Lord Hand
+1d12 ongoing necrotic damage and subject can't regain hit points for 1 minute on failed constitution save.
 
Red Dragon Fundamentum
+1d8/1d12 ongoing fire damage. Fundamentums always apply as the type and augment.
 
White Dragon Fundamentum
+1d4/1d6 ongoing cold damage. Fundamentums always apply as the type and augment.
 

Efficacy Reagents

 
Basic Efficacy Reagent
Doubles the damage die or duration of Basic Poison.
 
Celestial Blood
Poison Resistance removal and +1d8 ongoing radiant damage or half damage on successful saves. Blood given willingly or wrung from the heart of the creature distils into greater celestial essence.
 
Angel Blood Celestial
+1d12/1d20 ongoing radiant damage, Half damage on successful save and Poison Resistance removal/bypass poison immunity. Blood given willingly or wrung from the heart of the creature distils into greater celestial essence.
 
Black Dragon Fundamentum
+1d12/1d20 ongoing acid damage or increasing the save difficulty: +1/3 to save DC. Fundamentums apply as the type and augment.
 
Blue Dragon Fundamentum
+1d12/1d20 ongoing lightning damage. Fundamentums apply as the type and augment or increasing the save difficulty: +2/disadvantage on save.
 
Elemental Essence
+1d8 ongoing poison damage or increasing the save difficulty: disadvantage on save. Residual elemental essence given willingly or taken from incapacitated creature distils into greater celestial essence.
 
Fiend/Demon Blood
Poison Resistance removal and +1d8 ongoing radiant damage or half damage on successful saves. Blood given willingly or wrung from the heart of the creature distils into greater fiendish/demonic essence.
 
Green Dragon Fundamentum
+1d12/1d20 ongoing poison damage or increasing the save difficulty: +2/+3 to save DC. Fundamentums apply as the type and augment.
 
Powdered Lich Bone
Paralysis +1d20 ongoing necrotic damage and subject can't regain hit points for 1 minute or bypass poison resistance.
 
Red Dragon Fundamentum
+1d12/1d20 ongoing fire damage or bypass poison resistance / immunity. Fundamentums always apply as the type and augment.
 
White Dragon Fundamentum
+1d8/1d12 ongoing cold damage or increasing the save difficulty: +1/+3 to save DC. Fundamentums always apply as the type and augment.
 

Academy of Mutagenics

The Academy of Mutagenics or Mutagenesis, the study of Rubedo, focuses on combining alchymical agents into a stable and ingestible mutagen. These mutagens bring forth powers and potential in the alchymist by enhancing, changing, or adding to their physical structure. Some products of mutagenesis may even change a subject into something else entirely.  

Stimulating Supplies

When you choose this archetype at 2nd level you gain proficiency with artisan’s tools: alchymist’s supplies.  

Novice Mutagens

Starting when you take this archetype at 2nd level, you have researched a number of formulas that transform you into a powerful being. You can create a mutagen as an action once per short or long rest. When you create a mutagen, choose two mutations from the Least Mutations category on the Mutations table below.   A mutation may only be selected once. A mutagen becomes inert and grants no effect after an hour. The mutagen formula is designed specifically for you. If your mutagen is imbibed by anyone other than you, they must succeed on a Constitution save or be poisoned for 1 minute.   You can drink a mutagen as a bonus action. When you do, you change shape, twisting into a physically powerful form; gaining the benefits of your selected mutations and losing the benefits of any previously ingested mutagen.   You stay transformed for 1 minute. You then revert to your normal form. You automatically revert if you fall unconscious, drop to 0 hit points, or die.   While transformed, the following rules apply: -When you transform your hit points are equal to twice your alchymist level + your Intelligence modifier. When you revert to your normal form, you lose all mutation benefits and 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. -You can’t cast spells or perform alchymy, though you can still make use of spells and alchymical creations in place or created prior to the transformation. Transforming breaks your concentration unless you pass a DC 10 Constitution saving throw. -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. -You choose whether your equipment falls to the ground in your space, 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 form’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 fall to the ground.  

Adept Mutagens

At 6th level, you may now add one mutation from the Lesser or Least Mutations categories in addition to your other options when creating a mutagen.  

Expert Mutagens

At 10th level, you may now add one mutation from the Greater, Lesser, or Least Mutations categories in addition to your other options when creating a mutagen.  

Master Mutagens

At 14th level, you may now add one mutation from the Grand, Greater, Lesser, or Least Mutations categories in addition to your other options when creating a mutagen.  

Least Mutations

 
Armed
Your unarmed strikes deal 1d6 damage. You are proficient with your unarmed strikes.
 
Brawny
Your Strength score equals your Intelligence score, or 18, whichever is lower.
 
Climber
You gain a climb speed of 30 feet.
 
Jumper
Your jump distances are tripled.
 
Runner
Your base speed increases by 10 feet.
 

Lesser Mutations

 
Breaker
Hits with unarmed strikes against non-magical objects that are not being worn or carried are critical hits.
 
Healer
As an Action, you may begin concentrating on healing. While concentrating, gain 5 temporary HP at the start of your turns.
 
Large
Your size becomes Large. You have advantage on Strength checks and saving throws. You add 1d4 damage to weapon attacks that use your Strength modifier.
 
Single Minded
You are have advantage on saving throws against being charmed or frightened.
 
Thick Skinned
Your AC can’t be lower than 16.
 

Greater Mutations

 
Dense
You have resistance to nonmagical bludgeoning, piercing, and slashing damage.
 
Hasty
Once, while mutated, you may take an additional Action on your turn.
 
Relentless
Once, while mutated, if you are incapacitated, poisoned, or stunned, you may end the condition.
 

Grand Mutations

 
Crushing
While grappling a creature, you may use an Action to deal 5d6 bludgeoning damage to the creature.
 
Defiant
Once, while mutated, when you would take damage, you may take no damage instead.
 
Impervious
When you gain this mutation, roll 1d6. Reduce any hit point damage you would take by the result.
 

Academy of Chemistry

Alchymy began as a quest to know the world around us; its composition as well as our own. That quest for knowledge required an understanding of chemical processes, sometimes called “the central science” because it connects natural sciences like physics, geology, and biology, and leads to environmental, industrial, and medical applications. The Academy of Chemistry, or the study of Citrinitas, focuses on isolating specific components and developing new compounds to increase knowledge of the world, wealth, health, and longevity, perhaps eventually producing immortality. They do this through use of elixirs, mixtures, and compounds which can be applied directly for various effects.  

Mobile Laboratory

When you choose this archetype at 2nd level you gain proficiency with artisan’s tools: alchymist’s supplies.  

Basic Elixirs & Compounds

Starting when you take this archetype at 2nd level, you have researched a number of formulas to create an elixir or compound as an action once per short or long rest. When created, choose two additives from the Basic Synergisms category on the Synergistic Additives table below. A single additive may only be selected once. The elixirs and compounds created this way become inert and grant no effect after an hour unless otherwise specified in the description. The formula is not designed for ingestion and if it is they must make a Constitution save or be poisoned for 1 hour, even on a successful save the nature of the mixture causes a level of exhaustion to those who do not have resistance to poisons.  

Adept Elixirs & Compounds

At 6th level, you may now add one additive from among the Lesser, or Least Synergisms categories in addition to your other options when creating a elixir or compound.  

Expert Elixirs & Compounds

At 10th level, you may now add one additive from among the Greater, Lesser, or Least Synergisms categories in addition to your other options when creating a elixir or compound.  

Master Elixirs & Compounds

At 14th level, you may now add one additive from among the Grand, Greater, Lesser, or Least Synergisms categories in addition to your other options when creating a elixir or compound.  

Least Synergisms

 
Alchymist's Flame
This is a modified version of Alchymist’s Fire as described in the PHB. On the turn it hits a target, it deals 2d6 fire damage immediately. The target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.
 
Alchymist's Frost
Like the Flame additive but deals 3d4 cold damage and slows the target for one minute on a hit. While slowed, all of target's speeds are reduced by 15 feet and any bonuses to speed are suppressed. It may end the effect early by using its action to successfully make a Strength check.
 
Alchymist's Spark
Like the Flame additive but deals 3d4 lightning damage on a hit with no ongoing damage. Also on a hit, all creatures within 5 feet of the target take the same amount of damage, or half as much on a successful Dexterity saving throw. Creatures with objects that are conductive have disadvantage on the save.
 
Alchymist's Splash
A modified version of Acid as described in the PHB. As an action, you can splash the contents of this vial onto a creature within 5 feet of you or if placed in a vial the vial can be thrown up to 20 feet, shattering on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage. The target takes 1d4 ongoing acid damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to remove the active acid.
 
Aura Bomb
A flask of luminous swamp gas and ground foxfire. As an action it can be throw it at a point within 60 feet to outline everything within 10 feet in harmless ghostly flames. All objects in the area, as well as creatures in the area that fail a Dexterity saving throw are affected as if by the faerie fire spell, but the effect is not magical and only lasts until the end of your next turn.
 
Smokestick
As an action, you snap the end off the short wooden rod you have prepared the compound on to spark an alchymical reaction. When broken, thick grey smoke billows steadily from it, heavily obscuring the area within a 10-foot radius in a matter of seconds. The smoke doesn't rise or sink, but it disperses on its own after 1 minute. Moderately fast wind (at least 10 mph) disperses the cloud early. The stick is too light to be thrown farther than 20 feet on its own.
 
Sunstone
When activated as an action this compound illuminates as though it were the target of the light cantrip with the exception that it lasts for 8 hours and once illuminated cannot be dismissed (though it can be covered). The color of the light is set when created. The compound may be placed on an item for portability.
 
Thunderstone
When complete this compound appears much like a clay stone. It can be thrown at a point within 30 feet as an action, where it smashes. When smashed, all creatures within 10 feet of it take 1d10 damage, or half that damage on a successful Constitution saving throw. Any creature that fails the save is also deafened for 1 minute or until they receive any magical healing.
 

Lesser Synergisms

 
Alchymist's Additive
This mixture either adds an additional die of damage to any initial and ongoing damage, increases the save DC by +2, or doubles the duration, quantity or area effect produced by any elixir or compound formula.
 
Renaissance Bomb
This is identical to the item found in the DMG (p.268) doing 3d6 damage in a 5-foot radius.
 
Renaissance Powder
One pound of black powder can be made. This may be loaded into a blunderbuss, dragon pistol, musket, or pistol and is sufficient for 20 shots, enough to be contained in a powder horn to keep it dry and useful indefinitely. If exposed to fire or electricity it explodes in a 10 foot radius dealing 1d6 points of fire damage for every pound of powder involved (max 20d6; Dexterity save for half damage), if contained in a horn (1lb) or in larger quantities like a keg (5lbs) this base damage rises to 3d6 and 7d6 respectively. If gunpowder gets wet it becomes unusable until dried out for 2d4 days. Setting fire to an ounce of gunpowder causes it to flare for 1 round, shedding bright light in a 30-foot radius and dim light for an additional 30 feet.
 
Tangled Solvent
In addition to the regular components this Synergism requires a sack to contain the mixture of coiled strands of fibrous goo that expand and become sticky when exposed to air. As an action, you can throw the sack up to 30 feet, causing an effect identical to the web spell. The Tangled Solvent has no effect on creatures that are greater than Huge size, formless, or incorporeal. After its duration has ended it dissolves harmlessly into the air.
 

Greater Synergisms

 
Temper
When this compound is applied to a weapon or ammunition it negates resistance to nonmagical bludgeoning, piercing, and slashing damage.
 
Starmetal
When this compound is applied to a weapon or ammunition it acts as a magical silvered and iron weapon.
 
Dense Plating
When this compound is applied it confers resistance to nonmagical bludgeoning, piercing, and slashing damage.
 

Grand Synergisms

  --Phosphorus Burst::When thrown, this compound explodes on impact into a brilliant flash as intense as sunlight in a 30-foot radius. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded. Undead and oozes have disadvantage on this saving throw. A creature blinded by this compound makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded. Although a natural effect the burst will still dispel any darkness in its area that was created by a spell.--   --Incendiary Bomb::A swirling cloud of smoke shot through with white-hot embers appears in a 20 foot-radius sphere centered on a point struck within throwing range of this compound. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the area for the first time on a turn or ends its turn there. The cloud moves 10 feet directly away from you in the direction that you threw it at the start of each of your turns.--  
Vitriolic Ball
As a thrown attack you send a glowing hand sized ball of emerald acid to explode in a 20-foot radius. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.
 

Alchymical Breakthroughs

If an alchymical breakthrough has prerequisites, you must meet them to gain it. You can gain the breakthrough at the same time that you meet its prerequisites.  
Agreeable Scent
Prerequisite: 5th level You’ve developed a unique blend of perfume that incorporates toxins that make people more receptive in social situations. When making a social check against a creature within five feet of you, you may spend 1 reactant point to roll a d6 and add the number to the result. You may only spend one reactant point this way per social check. You do not gain this benefit during interactions with creatures immune to poison or who do not breathe.  
Continual Glow
Prerequisite: Phosphorescent Flask alchymical creation By spending 2 reactant points when you create a Phosphorescent Flask, you may choose the light’s color and the creation becomes permanent. The flask sheds bright light in a 20 foot radius and dim light an additional 20 feet. The flask loses its glow when the container is opened or broken.  
Directed Delivery
You may spend 1 reactant point to exclude parts of an area of effect caused by one of your alchymical creations. You may exclude a number of 5 foot cubes equal to your Intelligence modifier (minimum 1). The remaining affected area of the alchymical creation must still include the point of origin and must be continuous.  
Extended Mutagen
Prerequisite: Academy of Mutagenics When you create a mutagen, you may have it last for 1 + 1d10 minutes, determined when imbibed. The mutation ends early as described under the Novice Mutagens feature. After returning to normal form, you gain one level of exhaustion.  
Extended Shift
Prerequisite: Shifting Serum alchymical creation When creating a Shifting Serum, you can spend reactant points during the creation of the serum to extend the duration by 10 minutes per point.  
Large Batch
When you use your Action to create an admixture, you may create up to three flasks of the admixture instead of one. You still create one flask when otherwise creating an admixture.  
Minor Transmutation
You can alter the physical properties of one nonmagical object, changing it from one form into another. You perform a special alchymical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different item composed of the same materials and of similar size. You must have seen the desired item before. For each reactant point you spend performing the procedure, you can transmute up to 1 cubic foot of material. The process takes 10 minutes for each reactant point spent this way. The created item lasts for 24 hours, after which time it crumbles to dust and can’t be transmuted through this feature again.  
Poultice
Prerequisite: Academy of Medicine You may spend 1 reactant point and some of your cataplasm stock as an action to create a poultice that anyone can apply. Choose the hit points and effects of the cataplasm as though applying your cataplasm normally. The chosen effects will take place when the poultice is applied. The poultice expires when you replenish your cataplasm stock.  
Prismatic Brew
You may spend 2 reactant points when creating an Unstable Brew to have all the damage (3d6) be of the same type of your choice from: acid, fire, necrotic, poison, radiant, or thunder.  
Quick Toss
You may spend 2 reactant points to throw an alchymical creation as a bonus action.  
Sanitize
By spending ten minutes and 1 reactant point, you may determine whether up to 30 pounds of food or 20 gallons of water is poisonous or will cause disease. If poisonous, you may render the commodities free of poison and disease during the process.  
Trained Toss
You may now throw your alchymical creations with range of 20 feet as far as 60 feet.  

Alchymical Creations

This section describes the most common alchymical creations commonly used by many alchymists. The section begins with a list of creations organized by power followed by their respective descriptions presented in alphabetical order.  

Admixtures, Advanced Compounds & Amalgams Descriptions

The creations are presented in alphabetical order.

Aeronautic Serum
Transmutation amalgam
A creature who drinks the frothy orange contents of this flask grow powerful wings. If the growth would be prohibited by worn or carried equipment, that equipment falls to the ground. For the next minute, you gain the following benefits:
• When targeted by a ranged weapon attack, you may use your reaction to impose disadvantage on the attack roll.
• You gain a flying speed of 60 feet. If you are still flying when the effect ends, you fall, unless you can somehow prevent it.
• You can use your action to beat your wings and create a 30-foot cone of swirling wind originating from you. Each creature in the area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 15 feet away from you. In addition, until the start of your next turn, moving toward you through that area is considered difficult terrain.

Alkahest
Chemistry amalgam
The contents of this dual-compartment flask are extremely dangerous, as when combined, they form a universal solvent.
As an action, the flask can be thrown up to 20 feet, shattering it on impact. Choose an object, creature, or point on a surface within range as your target. A targeted creature must succeed on a Dexterity saving throw or take 18d6 acid damage. A target reduced to 0 hit points by this damage is dissolved.
A dissolved creature and everything it is wearing and carrying, except magic items, are reduced to a semitransparent puddle. The creature can be restored to life only by means of a true resurrection or a wish spell.
The solvent automatically dissolves a Large or smaller nonmagical object or creation of magical force. If the target is a Huge or larger object or creation of force, this alchymical creation disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this alchymical creation.

Calcifying Agent
Toxicology amalgam
The powder in this flask looks like chalk dust. You may throw the powder, affecting a cone with a range of 20 feet. Each creature in the area must make a Constitution save.
On a failed save, the target is restrained. It must then make a Constitution saving throw at the end of each of its turns.
If it successfully saves three times, it is no longer affected.
If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind.

Disabling Extract
Advanced toxicology compound
This flask contains a clear fluid with ash-white flakes floating near the top.
As an action, the flask can be thrown up to 20 feet, shattering it on impact. Choose an object, creature, or point on a surface within range as your target. A 15 foot radius sphere originating from the target is clouded in fine white powder that seems to fade and disappear just after touching a surface. Each creature in the area at time of impact must make a Constitution saving throw. Creatures immune to poison automatically succeed on this save. On a failed save, a creature is incapacitated for up to five rounds. The effect ends for a creature if they take damage.

Flask of Fire
Chemistry admixture
This thin, black fluid has faint silver-white flecks floating within.
As an action, the flask can be thrown up to 20 feet, shattering it on impact. Choose an object, creature, or point on a surface within range as your target. A 5 foot cube originating from the target becomes engulfed in flames as the contents of the flask ignite. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 1d8 fire damage. Flammable objects within the area ignite if they aren't being worn or carried. The damage on a failed save increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).  
Flask of Fumes
Toxicology admixture The lime-green contents of this flask don’t slosh or bubble, but seems more like a dense fog than a liquid. As an action, the flask can be thrown up to 20 feet, shattering it on impact. Choose an object, creature, or point on a surface within range as your target. A 5 foot cube originating from the target becomes enveloped in a cloud of green vapors. The gas spreads around corners. Creatures in the area must make a Constitution saving throw. Creatures immune to poison or that do not need to breathe automatically succeed on their saving throws. On a failure, a creature’s speed is reduced by 10 feet as it reels from the noxious gas, and it has disadvantage on the first attack roll it makes before the end of your next turn. The dimensions of the cube increases by 5 feet at 5th level (10 feet), 11th level (15 feet) and 17th level (20 feet).

Flask of Resilience
Medicine admixture
A creature who drinks the purple fluid in this flask is able to combat certain effects more easily. Once before the end of their next turn, the creature may roll a d4 as part of making a saving throw and add the number rolled to the result. Alternatively, the flask may be administered to a dying creature to stabilize them. Drinking or administering this admixture takes an action. The contents have no effect on undead or constructs. The time limit to use the die is extended to 1 minute at 5th level, 10 minutes at 11th level, and 1 hour at 17th level.

Flask of Talent
Transmutation admixture
After drinking this mustard-colored elixir, the imbiber becomes more keenly attuned to their body and senses, even increasing their ability to communicate clearly and process information. In general, they find tasks easier to perform. Once before the end of their next turn, they may roll a d4 as part of making an ability check or attack roll and add the number rolled to the result. Drinking this admixture takes an action. The contents have no effect on undead and constructs. The time limit to use the die is extended to 1 minute at 5th level, 10 minutes at 11th level, and 1 hour at 17th level.

Herbal Embrocation
Advanced medicine compound
The oil in this flask could easily be mistaken for warm maple syrup though it is composed of various flora extracts. The oil can be applied to your body as an action, bringing vitality to your muscles and numbing aches and pains. When you do, you gain temporary hit points equal to 1d8 + your Intelligence modifier. The oil can be applied a number of times equal to your intelligence modifier (minimum 1).

Phosphorescent Flask
Advanced chemistry compound
This shimmering golden dust sheds dim yellow light in a 20 foot radius while in its clear flask. As an action, the flask can be thrown up to 20 feet, shattering it on impact. Choose an object, creature, or point on a surface within range as your target. Each object and creature in a 10-foot cube originating at the target is covered in the glowing golden dust as it clouds and settles in the area. A creature can avoid the dust initially by succeeding on a Dexterity save or brush it off with a DC 12 Dexterity check as an action. Creatures and objects covered in the dust shed dim light in a 5-foot radius. An affected creature or object can’t benefit from being invisible and creatures have advantage on Wisdom (Perception) checks to see them.

Rapid Root
Advanced medicine compound
This seemingly ordinary vine root has been saturated with explosive growth potential. As an action, you may add the final catalyst to the root and throw it up to 40 feet. Choose a point on a solid surface within range as your target. The vine takes root there and bursts forth, growing along connected surfaces within a 20 foot radius sphere with thick, overgrown vines. A creature moving along such a surface must spend 4 feet of movement for every 1 foot it moves.
At creation, you may spend 2 reactant points to cause the root to grow as a bramble with thorns, causing a creature moving into or within the area to take 1d4 piercing damage for every 5 feet it travels.

Regenerative Serum
Medicine amalgam
A creature who drinks the gritty brown contents of this flask gains powerful recuperative abilities. They regain 7d8 hit points. For the next 10 minutes, the creature regains 1 hit point at the start of each of its turns (10 hit points each minute). The creature’s severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If they have the severed part and hold it to the stump, the serum instantaneously causes the limb to knit to the stump. This serum has no effect on undead or constructs.

Shifting Serum
Advanced transmutation compound
A creature who drinks the translucent blue contents of this flask transform their appearance. They decide what they look like, including height, weight, facial features, sound of their voice, hair length, coloration, and distinguishing characteristics, if any. They can make themselves appear as a member of another race, though none of their statistics change. They also don’t appear as a creature of a different size, and their basic shape stays the same; if they're bipedal, they can’t use this serum to become quadrupedal, for instance. These changes do not affect the creature’s equipment, only the appearance of their person. The changes last for 10 minutes.

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