Alchemy
Alchemists create potent items by using supplies found within an alchemists supply kit, a standard kit has 10 supply uses. An alchemist begins play with all Compounds and 3 Simple Formulas in their Alchemist Notes. At every odd level they add a new formula of any difficulty - except Master Formulas - to their Alchemist Notes. They can add additional formulas to their notes, process takes 2 hours and costs 50 gp per difficulty of the formula. The cost in time and material components represents the experimentation you perform while learning the new formula.
Alchemists start at level 1 being able to create simple formulas and can spend their Rests or Downtime crafting items from formulas that they know. An alchemist can also attempt to create items from formulas they know that are above their difficulty level by succeeding on an Alchemy check (Intelligence + Proficiency) DC 10 + 5 per difficulty level. Ex, a level 7 alchemist can create a Complex Formula by succeeding a DC 15, or an Expert Formula by succeeding a DC 20 Alchemy check.
Intelligence is your Alchemy ability for your Alchemist formulas, since you learn your formulas through dedicated study and memorization. You use your Intelligence whenever a formula refers to your alchemy ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Alchemist formulas you throw and when Making an Attack roll with one.
Alchemy save DC = 8 + your proficiency bonus + your Intelligence modifier
Alchemy Attack modifier = your proficiency bonus + your Intelligence modifier
Compounds and Formulas can be found here...
Homebrew
Homebrew items are formulas that the alchemist has mastered through repeated study and creation, however unlike an alchemists other formulas homebrew items do not consume alchemical ingredients upon creation. Alchemists can create 1 of each homebrew they know during a long rest, however due to the nature of their unusual creation homebrew items only last for 1 day, after which they dissolve.
- At first level an alchemist chooses 1 simple formula as their homebrew, and can add 1 admixture they know to the item at the time of usage.
- At 5th level an alchemist chooses 1 intricate formula to add to their homebrew list, and can add up to 2 admixtures to their homebrew items.
- At 10th level the alchemist chooses 1 complex formula to add to their homebrew list.
- At 14th level the alchemist chooses 1 expert formula to add to their homebrew list, and can add up to 3 admixtures to their homebrew items.
Unstable Dabbling
Alchemists understand that science sometimes is not exact. An alchemist gains 1 dabbling point per level, these points can be used to modify their formulas, making them unstable. You can never have more dabbling points than shown on the table for your level. You regain all spent dabbling points when you finish a long rest.
As a bonus action an alchemist can expend a number of dabbling points to add an admixture they know to an alchemical item they have. An alchemist begins play knowing 2 admixtures and learns an additional admixture every 3rd level thereafter.
Admixtures and their effects can be found here...
Forager
At 2nd level an alchemist can search for alchemical supplies to replenish their stock of crafting materials. Once per day the alchemist can attempt a DC 12 nature check to generate 1d4+1 supplies for their alchemist supplies kit.
At 13th level an alchemist has mastered the art of scavenging the world around them. Once per day the alchemist can, instead, attempt a DC 15 nature check to generate 2d4+2 supplies for their alchemist supplies kit.
Alchemist's Knack
At 3rd level, you choose an knack that you emulate in the exercise of your alchemist abilities: Apothecary, Artificer, Botanist, Chemist, or Blood Grafter. Your knack grants you features at 3rd level, and then again at 6th, 11th, 15th, and 20th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 10, 12, 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.
Hardy
At 7th level, due to their exposure to various chemicals and toxins alchemists gain advantage on saves vs. natural poisons and diseases.
Fast Alchemy
At 9th level an alchemist can chose to create an additional formula during a long rest, and can use Alchemy items with the Applied property as part of an Action. Additionally as a reaction, an alchemist can apply 1 admixture to an alchemical item used by an adjacent creature.
Efficient Alchemy
At 18th level an alchemist can create an addtional formula per long rest, can apply up to 2 admixtures to alchemical items, and admixtures cost 1 fewer dabbling points to apply.
Breakthrough
At 19th and 20th level the alchemist learns a breakthrough, these take the form of master difficulty formulas, and are listed on the master difficulty formula list. Master formulas cannot be learned before level 19, and the alchemist cannot exchange any formula they know for a master formula when they gain a new level. Additionally Master Formulas are extremely costly and difficult to maintain, as such the Alchemist can only keep 1 Master Formula item at a time.