Alchemist
Hit Points
Hit Dice: d6 per Alchemist level
Hit Points at first Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier
Proficiences
Armor: Light
Weapons: Simple weapons
Tools: Alchemist's supplies, Herbalism kit, Poisoner's kit
Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Religion, Survival
Overview & Creation
Alchemists are driven by a thirst for knowledge and a quest for power. Delving deeply into often forbidden secrets to pursue their art, alchemists are often misunderstood by those around them. Some view them as simple wizards that spend far too long in the kitchen brewing up potions. Others see them as tacticians that always seem prepared with just the right concoction for the job at hand. Whatever the truth, one thing is clear, alchemists can be powerful allies and dangerous enemies.
The Alchemist
Level |
Proficiency Bonus |
Features |
Transmutations Know |
Daily Potions |
Known Discoveries |
1st |
+2 |
Alchemy, Improvise Bomb |
3 |
1 |
- |
2nd |
+2 |
Personal Research |
3 |
3 |
2 |
3rd |
+2 |
Guild Membership |
3 |
4 |
2 |
4th |
+2 |
Ability Score Improvement |
4 |
5 |
2 |
5th |
+3 |
Philosopher's Stone I |
4 |
6 |
3 |
6th |
+3 |
Guild Feature |
4 |
7 |
3 |
7th |
+3 |
Philosopher's Stone II |
4 |
8 |
4 |
8th |
+3 |
Ability Score Improvement |
4 |
9 |
4 |
9th |
+4 |
Philosopher's Stone III |
4 |
10 |
5 |
10th |
+4 |
Guild Feature |
5 |
11 |
5 |
11th |
+4 |
Philosopher's Stone IV |
5 |
11 |
5 |
12th |
+4 |
Ability Score Improvement |
5 |
12 |
6 |
13th |
+5 |
Philosopher's Stone V |
5 |
12 |
6 |
14th |
+5 |
Guild Feature |
5 |
13 |
6 |
15th |
+5 |
Philosopher's Stone VI |
5 |
13 |
7 |
16th |
+5 |
Ability Score Improvement |
5 |
14 |
7 |
17th |
+6 |
Philosopher's Stone VII |
5 |
14 |
7 |
18th |
+6 |
Guild Feature |
5 |
15 |
8 |
19th |
+6 |
Ability Score Improvement |
5 |
15 |
8 |
20th |
+6 |
Philosopher's Stone VIII, Elixir of Life |
5 |
16 |
9 |
Class Features
Potions
At 1st level alchemists learn to prepare a limited number of alchemical potions each day. You regain the ability to make these potions after completing a long rest. Each potion remains usable for 24 hours, then loses effectiveness. Once prepared, anyone can drink one of your potions by taking the Use an Object action. Drinking a potion grants the drinker the potion's effects as if they were cast on them.
Potions never require concentration to function, and effects that have a duration of concentration always last the maximum duration possible (see potion mishaps below). These potions are drawn from recipes stored in your potionbook. You can prepare all of your daily alchemical potions during a long rest. Any potions prepared during a long rest count toward the potions you can make for the day following the long rest.
Potion Mishaps
Some potion recipes are considered complex. (Any potion recipe drawn from a spell whose duration is concentration is considered complex.) Although these recipes require no additional time or resources to prepare, their complexity causes them to have unpredictable results when they are mixed together. If you, or any creature, would gain the benefit of two or more of these complex effects at the same time from your potions, you or they risk a phenomenon known as a potion mishap. When this happens, you or the creature must roll a d100 and refer to the table on the next page for the effect of the potion mishap. This only needs to be performed immediately after gaining the effects from drinking a potion that triggers a potion mishap. Regardless of the effects of the potion mishap, the effects of the potion that triggered it always take effect afterwards.
Nothing happens.
01-05 |
The effects of the complex potion with the least remaining duration immediately end. You take 1d6 damage per round that was remaining in the effects that just ended. This damage can not drop you below 1hp. |
06-10 |
The effects of the complex potion with the least remaining duration immediately end. You instantly gain 2d4 years of age. If this effect would increase your age beyond your normal lifespan, make a Constitution save. If you fail, you die of old age. If you succeed, you remain alive but you gain 2 exhaustion levels. |
11-15 |
The effects of the complex potion with the least remaining duration immediately end. You suffer disadvantage on all saves for 1 minute. |
16-20 |
The effects of the complex potion with the least remaining duration immediately end. You gain the effects of the faerie fire spell for 1 minute. |
21-25 |
The effects of the complex potion with the least remaining duration immediately end. You become poisoned for 1 minute. |
26-75 |
The effects of the complex potion with the least remaining duration immediately end. |
76-95 |
Nothing happens. |
96 |
You gain advantage on all saves for 1 minute. |
97 |
You instantly become 2d4 years younger. This effect cannot reduce your age below the point at which your race becomes an adult. |
98 |
All effects from complex potions remain in effect until the duration of all complex potions run out |
99 |
You instantly gain temporary hp equal to your character level. |
100 |
You instantly regain 1 expended HD |
Bombs
All alchemists have the ability to create and use special splash weapons known as bombs. There are many different recipes of bombs, each with different effects. All alchemists are considered proficient with all splash weapons, including bombs. When attacking with a bomb, make an attack roll against a target within 30'. This attack roll can be made using either your Strength or your Dexterity modifier. If the attack hits, the bomb deals direct hit damage to the target. Roll a number of d8s equal to your proficiency bonus to determine the damage done. The type of damage is determined by the bomb recipe used.
In addition to this direct hit damage, if the recipe indicates a Direct Effect, the target is subjected to the indicated effect(s). Regardless of whether the attack hits or misses, the bomb explodes at the target's location. All bombs have a 5' radius of effect, measured from the center of the target's location.
Any creature in that area of effect must make a Dexterity save. If the target creature was hit by the initial attack, it automatically succeeds on this save. Any creature that fails this save is subjected to a splash hit from the bomb. A splash hit deals damage equal to your proficiency bonus of the same type indicated by the bomb recipe used.
If the bomb recipe indicates a Splash Effect, all creatures that take damage from a splash hit are also subjected to the indicated effect(s). Some bomb recipes also indicate a Special Effect. These effects occur automatically within the bomb's radius of effect.
Improvise Bomb
As a bonus action, you can mix together an alchemical bomb according to one of your known bomb recipes. This bomb can be thrown as a splash weapon by taking the Attack action. (See the Bombs section on the previous page for details of how this attack works.) Using this ability uses a number of your alchemical supplies as indicated by the bomb recipe you followed.
All alchemists begin knowing the alchemist’s fire bomb recipe and can learn additional recipes through personal research.
Alchemist’s Fire Bomb (uses 1 set of alchemical supplies)
Damage: Fire
Transmutations
All alchemists have a limited ability to transmute materials into various other materials. These transmutations, once learned, can be performed at-will. You begin at 1st level with 3 transmutations known. You learn an additional transmutation at 4th level and again at 10th level.
Alchemists that join Company 88 learn additional transmutations. The effects and potency of these transmutations can be significantly expanded through personal research.
Personal Research
Starting at 2nd level, every alchemist performs personal research into alchemy to further their own abilities. You learn 2 discoveries of your choice at 2nd level, and additional discoveries at 5th, 7th, 9th, 12th, 15th, and 18th level. Each time you gain a level in this class you can choose to swap a known discovery for any other discovery you meet the requirements for.
You can not choose to swap out a discovery if it is listed as a prerequisite of any other discovery you know.
Guild Membership
At 3rd level, your ability as an alchemist is sufficient to join an alchemist’s guild. You can choose to join one of the following guilds: the Society of Engineers, the Order of Asclepius, or Company 88. The Society of Engineers specializes in advanced alchemical bomb recipes and uses. The Order of Asclepius specializes in complex and powerful potions to handle many different situations. Company 88 is a private mercenary guild that specializes in using alchemical transmutation reactions in combat missions.
Each guild grants a number of features to its members at 3rd, 6th, 10th, 14th, and 18th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Philosopher's Stone
Upon reaching 5th level, your alchemical experiments have begun to produce results. You begin to develop the legendary alchemical substance known as the philosopher’s stone. You can select a single philosopher’s stone ability each time you gain this feature, starting at 5th level and again at 7th, 9th, 11th, 13th, 15th, 17th, and 20th level. The full list of philosopher’s stone abilities follows this class description. If you ever lose your philosopher’s stone, you can create a new one during a long rest by expending materials worth 100gp per ability your stone possesses.
Each time you gain a level in this class, you can swap any philosopher’s stone ability for another that you meet the requirements for. You can not choose to swap out a philosopher’s stone ability if it is listed as a prerequisite for any other philosopher’s stone ability you possess.
Elixir of Life
At 20th level, your philosopher’s stone has achieved perfection and can produce a substance known as the elixir of life. When drank, this substance causes the drinker to cease aging for 24 hours. Your stone can produce enough of this elixir for one person to drink every 24 hours.
Transmutations
The following transmutations are available to learn as an alchemist.
Transmute Bullet
transmutation
Casting Time: 1 bonus action
Range: Self
Component: V, S
Duration: 1 minute
You create one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, it has a range of 60 feet. If someone else attacks with the pebble, that attacker adds your spellcasting ability modifier, rather than their own, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your
spellcasting ability modifier. Hit or miss, the bullet crumbles to dust. If you use this transmutation again, any previously created pebbles crumble to dust.
Transmute Weapon
transmutation
Casting Time: 1 bonus action
Range: Self
Component: V, S
Duration: 1 minute
You create a weapon by transmuting available materials. The created weapon can be any existing weapon form. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon and you are automatically considered proficient with it. The weapon is considered magical for the purpose of overcoming damage resistance. The weapon
crumbles to dust if you use this transmutation again or if you let go of the weapon.
Control Flames
As the cantrip
control flames
Shape Water
As the cantrip
shape water
Mold Earth
As the cantrip
mold earth
Gust
As the cantrip
gust
Prestidigitation
As the cantrip
prestidigitation
Mending
As the cantrip
mending
Blade Ward
As the cantrip
blade ward
Starting Equipment
You start with the following equipment, in addition to the equipment granted by your background.
- (a) light crossbow and 20 bolts or (b) any simple weapon
- (a) component pouch or (b) an arcane focus
- (a) a scholar's pack or (b) an dungeoneer's pack
- Alchemist's supplies, any simply weapon
Spellcasting
Alchemical Supplies
Alchemists carry a number of general purpose alchemical supplies with them. These are used to enable the use of some of the more potent abilities available to alchemists. You can carry a number of alchemical supplies equal to twice your proficiency bonus. You regain 1d4 alchemical supplies during a short rest by gathering them from your surroundings. You regain all expended alchemical supplies during a long rest.
Potion Book
A potion book is a special book filled with all the potion recipes known by the alchemist. At 1st level, an alchemist may add a number of 1st level potion recipes equal to their Intelligence modifier (minimum 1) to their potion book. You can add 2 additional potion recipes of any level you can prepare each time you gain a level in this class. You can also add additional potion recipes in the same way that a wizard can add additional spells. Your potion book can be customized exactly like a wizard’s spellbook.
Spellcasting Ability
Intelligence is your spellcasting ability for your abilities, so you use your Intelligence whenever an ability refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an ability or effect that results from one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Subclass Options
The Society of Engineers
The Society of Engineers is an alchemist’s guild that dedicates itself to perfecting the art of bomb making. Publicly, the Society uses their bombs to clear farmland, destroy old buildings to make room for new ones, and support mining operations. Secretly, the Society’s bombs provide numerous military applications and its members often work as saboteurs deep behind enemy lines. Many adventurers also belong to its ranks.
Potent Bombs
At 3rd level, the Society shares several techniques that improve the potency of your alchemical bomb recipes. Whenever you use an alchemical item to deal damage, you can add your Intelligence modifier to the damage dealt. This extra damage applies to both direct hits and splash hits with the alchemical item.
Bonus Discoveries
All alchemists within the Society dedicate substantial amounts of time and research into developing new bomb recipes and uses. Many of these discoveries are shared freely among members as soon as they demonstrate a sufficient alchemical ability. As you gain levels in this class, your guild grants you additional discoveries known. If you already know a discovery, you can instead learn any other discovery of your choice.
Bonus Discoveries
Level |
Discovery |
3rd |
Poison Gas Bomb |
5th |
Explosive Bomb |
7th |
Flashbang |
9th |
Hallucinogenic Gas Grenade |
Shaped Charge
At 6th level, the Society shares with you the secrets to creating shaped charges. Whenever you use an alchemical item to deal damage, you can select a number of 5’ squares equal to your Intelligence modifier that are immune to all effects of the alchemical item.
Explosion Knowledge
By 10th level, your experiments and experience with bombs and their effects has granted you an instinctual understanding of how to avoid them. Whenever you would be subject to an effect that allows a Dexterity save for a partial effect, you instead take no effects on a successful save. Additionally, you can make an Intelligence save against the effect instead of the Dexterity save.
Cluster Bombs
At 14th level, the Society shares with you the secrets to making cluster bombs. Whenever you use your improvise bomb ability, you can choose additional 5’ squares to take direct hit effects instead of splash hit effects. You must spend 2 sets of alchemical supplies per additional 5’ square. This extra supply cost is added to the supply cost of the bomb recipe.
Binary Agents
At 18th level, your experiments with bomb recipes has taught you how to blend two different bomb recipes into a single bomb. This binary bomb deals normal damage, but the damage is of both types. If a creature is vulnerable to either type, treat the creature as vulnerable to all damage dealt. If the creature is resistant to both types, treat the creature as resistant to all damage dealt. If the creature is immune to both types, treat the creature as immune to all damage dealt. Otherwise, the bomb ignores resistances and immunities.
Additionally, creatures subjected to a direct hit take both direct hit effects from the two bomb recipes and creatures subjected to a splash hit take both splash hit effects from the two bomb recipes. If either or both recipes have special effects, both occur.
When making a binary agent, the bomb costs a number of alchemical supplies equal to the combined cost of both recipes.
The Order of Asclepius
The Order of Asclepius is an alchemist’s guild that dedicates itself to perfecting the art of potion making, Many of its members work in apothecaries across the land. The Order is well renowned for their medicines and treatments. Despite their reputation, very little is actually known about the inner workings of the Order. Rumors persist of a shadowy group within the order who hunt down any wayward members that threaten the Order’s secrets.
Rod of Asclepius
The Rod of Asclepius is the symbol of the Order of Asclepius and the secret to its creation is known only to its members. Despite its appearance, the rod is not a weapon, but rather a special form of alchemical focus. Members of the Order gain several benefits from the rod. When preparing potions, using the rod allows alchemists to ignore any material components that cost less than 1gp. Additionally, while holding the rod, the alchemist can use the poison spray and spare the dying cantrips at-will. Both cantrips use your Intelligence as your spellcasting ability.
Bonus Discoveries
All alchemists within the Order dedicate substantial amounts of time and research into developing new potion recipes and uses. Many of these discoveries are shared freely among members as soon as they demonstrate a sufficient alchemical ability. As you gain levels in this class, your guild grants you additional discoveries known. If you already know a discovery, you can instead learn any other discovery of your choice.
Bonus Discoveries
Level |
Discovery |
3rd |
Complex Potions I |
5th |
Complex Potions II |
7th |
Complex Potions III |
9th |
Complex Potions IV |
Delayed Potions
At 6th level, the Order shares with you a special variant recipe known as an alchemical blank. When creating potions, alchemists first prepare an alchemical blank then mix the ingredients to create the potion. When used, this variant alchemical blank recipe produces what the Order refers to as a delayed potion. When a delayed potion is consumed, it does not take immediate effect. Instead, the effects are delayed until activated.
Drinking a delayed potion grants the drinker the ability to activate those effects with a bonus action. This bonus action is a purely mental action that can be taken anytime within 8 hours of being consumed as long as the consumer remains conscious. The consumer can take this action even if they would otherwise be unable to take actions due to adverse conditions. If the potion effects aren’t activated within 8 hours, the potion effects go to waste.
If the consumer drinks a second delayed potion while the effects of another delayed potion remain unactivated, the first potion’s effects automatically activate. If the consumer of a delayed potion falls unconscious, the potion’s effects automatically take effect.
Additionally, you learn how to create an alchemical neutralizer. As a bonus action, you can spend 1 set of alchemical supplies to create a neutralizer. When someone drinks a neutralizer, any delayed potion effects immediately go to waste.
Complex Data
By 10th level, your experiments into mixing different potion effects have yielded a breakthrough in understanding how different potion recipes interact. Whenever you or an ally would be forced to roll on your potion mishap table, you or they can roll twice and use either result.
Poison Immunity
At 14th level, your constant exposure to toxins and noxious vapors have greatly enhanced your ability to resist poisons and their effects. You gain immunity to poison damage and the poisoned condition.
Compound Synthesis
By 18th level, your knowledge and experience with mixing potion recipes yields a unique capability to pre-mix potion recipes into a single potion. Whenever you create a potion, you can mix any number of potion recipes together into a single potion as long as the combined total spell level of the potion recipes is less than or equal to the potion level. When consumed, all the effects of the different recipes take effect immediately, triggering any potion mishaps as normal.
Company 88
Company 88 originally started as a branch of a large mercenary guild that specialized in using alchemy in combat. As they grew in size and success, they eventually split off and formed their own mercenary guild. They are renowned for their unique style of combat and their willingness to take on any job for the right price.
Basic Training
Upon joining the Company, all new members go through a regimented training program designed to master the fundamentals of transmutation. You gain 4 extra transmutations known.
Bonus Discoveries
All alchemists within the Company dedicate substantial amounts of time and research into developing new ways to use transmutations in combat situations. Many of these discoveries are shared freely among members as soon as they demonstrate a sufficient alchemical ability. As you gain levels in this class, your guild grants you additional discoveries known. If you already know a discovery, you can instead learn any other discovery of your choice.
Level |
Discovery |
3rd |
Transmute Material Properties |
5th |
Transmute Elemental Properties |
7th |
Rapid Transmutation |
9th |
Density Manipulation |
Reactive Transmutation
By 6th level, members of the Company have been on enough combat missions to develop the battlefield perception and reflexes necessary for survival. Whenever you are hit by a ranged attack, you can use your reaction to attempt to change the attack into something useful. Roll 1d6 and add your proficiency bonus and your Intelligence modifier to the result. Subtract this amount from the damage you would have received from the hit. If the modified attack is reduced to 0 damage or less by this ability, you take no damage from the attack and you gain 1 set of alchemical supplies. Using this ability costs 1 set of alchemical supplies. This ability counts as a transmutation for the purpose of interacting with other abilities.
Transmute Ground
At 10th level, members of the Company learn to control their transmutation abilities in new ways. Whenever you use a transmutation, you can choose to make any surface within a 5’ radius difficult terrain. You are immune to this difficult terrain. Any creatures other than you within this area have to make a Dexterity save or be knocked prone. Additionally, you gain the ability to shove creatures within 30’ as an attack equivalent action. Both you and your target creature must be within 5’ of the same surface to use this ability.
Transmute Wings
At 14th level, you have mastered the ability to use different transmutation abilities simultaneously. The Company has experimented with different ways to use this ability and determined that the ability to create wings and fly is the best tactical strategy. They have developed a special training program to train their advanced members in the use of this ability. As an action, you can create wings and fly at your walking speed for 1 hour. Using this ability consumes 3 sets of alchemical supplies. This ability counts as a transmutation for the purpose of interacting with other abilities.
The Truth Behind All Things
By 18th level, you have used your transmutations on enough different materials to learn the alchemical formulae that governs reality. Additionally, you become so proficient with transmutation that you can temporarily enhance your own mind to better take advantage of this knowledge. As an action, you gain the effects of
true seeing for 1 minute. Using this ability consumes 4 sets of alchemical supplies. This ability counts as a transmutation for the purpose of interacting with other abilities.