Alchemist (5e Class)
Alchemist[edit]
Reaching into her satchel, an elf quickly downs a flask of glowing blue liquid. The bitter taste of the concoctions makes her shudder. Her fingers begin to tremble as energy builds into a streak of lightning that arcs forth from her, surprising the attacking orc horde.
A gnome giggles to himself as he pulls the string on a small sphere. A faint ticking can be heard before he shouts, “FIRE IN THE HOLE!” A bang and a fizzle. A few moments later, and the goblin troupe is no more than ash.
The dwarf tosses his broken axe aside to produce a bottle of syrupy liquid. Uncorking the potion, he guzzles it down as the minotaur charges. As the beast would come to clash with him, the dwarf is moved nary an inch.
A halfling walks up the side of an estate, striding with confidence. Peering through the open window, she examines her sleeping target: the baron of a nearby town. Vaulting over the windowsill, she produces a dagger and a vial of green liquid. The nobleman wouldn’t be waking up in the morning.
Creating an Alchemist[edit]
Think about why your character became an alchemist. Do they wish to help or harm people? Were they always seeking adventure? Who taught them the trade, or are they self taught: driven by trial and error? Is alchemy a noble profession in your world, or is it considered “almost magic” and not really worth practicing compared to real magic. Discuss these with your DM to determine the function of your alchemist and their role in society.
- Quick Build
You can make an Alchemist by quickly following these suggestions. First put your highest ability score into Intelligence followed by Constitution. If you plan on following the School of the Venomist or the School of the Grenadier, put your second highest ability score into Strength or Dexterity as you will likely be using weapons or explosives very often. Secondly, choose the Guild Artisan or Sage background. Other potentially good backgrounds would be Criminal (particularly if you plan of following the School of the Venomist), or Hermit.
Class Features
As a Alchemist you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Alchemist level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Alchemist level after 1st
- Proficiencies
Armor: Light Armor, Medium Armor
Weapons: Simple weapons, Blowguns, Hand Crossbows, and Scimitars.
Tools: Alchemy Supplies
Saving Throws: Constitution, Intelligence
Skills: Choose 3 from Acrobatics, Arcana, Insight, Investigation, Medicine, Nature, Perception, Persuasion, Sleight of Hand, and Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) any simple weapon or (b) a scimitar
- (a) any simple weapon or (b) a light crossbow and 20 bolts
- (a) a Dungeoneer's Pack or (b) an Explorer's Pack
- Alchemy supplies, leather armor, and a dagger
- If you are using starting wealth, you have 4d4 x 10gp in funds.
Level | Proficiency Bonus |
Features | Discoveries Known | Formulae Known | —Spell Slots per Spell Level— | ||||
---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | |||||
1st | +2 | Basic Alchemy, Everfull Bag, Volatile Mixture | - | - | — | — | — | — | — |
2nd | +2 | Create Elixirs, Discovery | 2 | 4 | 2 | — | — | — | — |
3rd | +2 | Alchemical School | 2 | 5 | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement | 2 | 6 | 3 | — | — | — | — |
5th | +3 | Arcane Explosives | 2 | 7 | 4 | 2 | — | — | — |
6th | +3 | Elemental Affinity | 3 | 8 | 4 | 2 | — | — | — |
7th | +3 | Evasion | 3 | 9 | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement | 3 | 10 | 4 | 3 | — | — | — |
9th | +4 | — | 4 | 11 | 4 | 3 | 2 | — | — |
10th | +4 | Alchemical School Feature | 4 | 12 | 4 | 3 | 2 | — | — |
11th | +4 | Fire in the Hole | 4 | 13 | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement | 5 | 14 | 4 | 3 | 3 | — | — |
13th | +5 | — | 5 | 15 | 4 | 3 | 3 | 1 | — |
14th | +5 | Alchemical School Feature | 6 | 16 | 4 | 3 | 3 | 1 | — |
15th | +5 | Product Testing | 6 | 17 | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 7 | 18 | 4 | 3 | 3 | 2 | — |
17th | +6 | — | 7 | 19 | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Alchemical School Feature | 8 | 20 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 8 | 21 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Eclectic Alchemist | 9 | 22 | 4 | 3 | 3 | 3 | 2 |
Basic Alchemy[edit]
You gain proficiency with Herbalism kits or Poisoners kits.
Everfull Bag[edit]
You have a magic bag used to cart around your alchemy lab. When you reach into the bag to produce any alchemical supplies you create (elixirs, explosives, mutagens, and toxins) you pull them out with ease (no action required) otherwise the bag functions like an empty backpack that you can fill with other items. You do not run out of reagents used to create your alchemical supplies if those reagents are not consumed. Additionally, the weight of your alchemy supplies are reduced to 1lb. If this bag is ever lost or destroyed you can spend 50gp to purchase a new one or half as much in material costs to craft one over the course of three days.
Volatile Mixture[edit]
Occasionally your experiments go awry. You’ve learned to harness this ability in the form of explosives. Upon completing a long rest, an alchemist can create a number of explosives equal to their Intelligence modifier plus profencies bonus (minimum of 1). These explosives can be thrown as an action to a range of 20ft. and deal 1d8 fire damage to a target it comes into contact with, at 5th level (2d8), 11th level (3d8), and 17th level (4d8). Use your strength modifier for the attack roll. All creatures within 5ft. of the impacted target are subject to the explosive’s splash damage and must make a Dexterity saving throw against your spell save DC or take fire damage equal to your Intelligence modifier (minimum of 1). All prepared explosives become inert as soon as you complete your next long rest. You need alchemy supplies to prepare explosives.
Create Elixirs[edit]
After many hours of practice and study, you are able to duplicate spells by infusing a small amount of magic into your creations. When an alchemist mixes an elixir, they infuse the chemicals and reagents in the extract with magic siphoned from their own magical aura. To “cast” these spell effects, the alchemist must imbibe the potion as an action. If the spell has a casting time of one action, reaction or one bonus action, you use whichever action you used to drink the elixir to cast the spell effect. A spell with a casting time that is longer than 1 action takes its normal casting time to cast, during which the alchemist must maintain concentration. If concentration is broken, the spell fails, but the elixir is not wasted. If you want to try casting the spell again, you must start over.
All spell effects provided by elixirs can be dispelled by spells such as dispel magic and counterspell. If a spell effect calls for a material component with a cost or one that is consumed, the cost or ingredient must be included in the making of the elixir.
- Your Formulae List
At 2nd level you have a book with a formulae list containing four 1st-level alchemical formulae of your choice. Your formulae list is the repository of the formulae you know and is to an alchemist what a spellbook is to a wizard.
- Adding New Formulae
When you find an alchemical formula of first level or higher, you can add it to your formulae list if it is of a level which you can prepare and if you can spare the time to decipher and copy it. An alchemist can study a wizard’s spellbook, potion, or a spell scroll to learn any formula that is equivalent to a spell the spellbook, potion, or scroll contains. Wizards cannot learn spells from your formulae list.
For each level of the formula, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the formula to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the formula just like your other formulae.
- Replacing Your Formulae List
You can copy a formula from your own formulae list into another book. This is just like copying a new formula into your formulae list, but faster and easier, since you understand your own notation and already know how to craft the elixir. You need spend only 1 hour and 10 gp for each level of the copied spell.
If you lose your formulae list, you can use the same procedure to transcribe the elixirs that you have prepared into a new formulae list. Filling out the remainder of your formulae list requires you to find new formulae to do so, as normal.
- Preparing and Crafting Elixirs
The Alchemist table shows how many elixir slots (spell slots) you have to craft your Alchemist elixirs of 1st level and higher. When an alchemist prepares an elixir, they must designate what spell effect from their formulae list goes into the elixir and at what level the effect will be used at. An alchemist prepares a number of elixirs as they have slots. An alchemist can change any spell effects in any number of their remaining elixirs to another they have written in their formulae list when they complete a short rest. The level of the changed formula must equal the level of it's current effect. For example, a prepared alter self elixir can be changed to a barkskin elixir or a 2nd-level cure wounds elixir if the alchemist chooses. Alchemy supplies are required to prepare your elixirs. All previously prepared elixirs become inert after taking a long rest.
You regain all expended elixir slots when you complete a long rest.
- Spellcasting Ability
Intelligence is your spellcasting ability for your Alchemist elixirs. You use your Intelligence whenever a spell or feature refers to your spellcasting modifier.
In addition, you use your Intelligence modifier and proficiency bonus for the spell save DC of an Alchemist elixir or Alchemist features you use unless explicitly stated.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier.
Spellcasting modifier = your proficiency bonus + your Intelligence modifier.
- Learning Formulae of 1st Level and Higher
You begin with four formulae on your formulae list. Each time you gain an Alchemist level, you can add one alchemical formula of your choice from the Alchemical Formulae list located later in the class description. Each of these formulae must be of a level which you have elixir slots as shown on the Alchemist table. On your adventures. you might find other formulae that you can add to your formulae list.
Discovery[edit]
Your research into the alchemical arts has led you to some very interesting information. At 2nd level you learn two discoveries located at the end of the class description. You learn additional discoveries at 6th, 9th, 12th, 14th, 16th, 18th, and 20th levels. Additionally, when you gain a level in this class, you can choose one of the discoveries you know and replace it with another discovery that you could learn at that level.
Alchemical School[edit]
At 3rd level you decide to devote yourself to a refined school of study, one of the Alchemical Schools. Choose between School of the Brewer, School of the Great Work, School of the Grenadier, School of the Mutator, or School of the Venomist. Your choice grants you features at 3rd level and again at 10th, 14th, and 18th level.
Ability Score Increase[edit]
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. You cannot increase an ability score above 20 using this feature.
Arcane Explosives[edit]
You infuse a small string of warding magic into your bombs. Beginning at 5th level any creatures you designate are unaffected by your explosive’s splash damage. Additionally, your bombs are considered magic for the purpose of overcoming resistances and immunities to nonmagical weapons.
Elemental Affinity[edit]
The study of alchemy brings you also a better understanding of natural phenomena. Beginning at 6th level, when you throw one of your explosives, you can channel a small amount of your magic into it, altering its properties. When you prepare your elixirs, you can pick the type of damage it deals between acid, cold, fire, or lightning.
Evasion[edit]
Beginning at 7th level, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Fire in the Hole[edit]
Starting at 11th level, after throwing one of your explosives or drinking an elixir, you can make a weapon attack as a bonus action.
Product Testing[edit]
After ingesting various reagents and breathing less-than-savory fumes, you have some measure of protection from toxins. At 15th level you gain resistance to acid and poison damage and have advantage on saving throws against poisons. Upon reaching 18th level you gain immunity to poison damage and the poisoned condition.
Eclectic Alchemist[edit]
At level 20 you’ve completed most of your schooling, so you branch into the knowledge of another school. Choose another Alchemic School. You gain the benefits of that school’s 3rd and 10th level features. (You are considered to be a 10th level Alchemist of that school for the purposes of discovery prerequisites and class features.)
Alchemical Schools[edit]
School of the Brewer[edit]
Although the most common school of alchemy, alchemists enrolled in the School of the Brewer are experts at both making and drinking potions with a plethora of effect and potencies.
- Heterogeneous Mixture
Starting at 3rd level, you can change the spell effect of one of your elixirs as a bonus action following the rules of changing elixir effects located under Preparing and Crafting Elixirs. You may do this a number of times equal to your Intelligence modifier. You regain all expended uses of this feature after completing a long rest.
- Arcane Tether
You connect yourself to your elixirs through intangible arcane channels. Starting at 10th level, any elixirs you prepare can leave your possession while retaining their magical benefits, allowing a creature you designate to use the elixir’s effects. The effects of the elixir still use your spellcasting modifier and spell save DC. If a spell cast through one of these elixirs requires concentration the user have to maintain it, otherwise the arcane tether breaks and the spell ends.
- Swift Quaff
After drinking many concoctions, you find they go down easier most of the time. Beginning at 14th level, you may drink one of your elixirs as a bonus action (but only one elixir per turn) a number of times equal to your Constitution modifier. You regain all expended uses of this feature after completing a long rest.
- Expert Brewer
You’ve become an expert at crafting elixirs. At 18th level, you can prepare an extra powerful elixir. Choose a 6th level formula and a 7th level formula from the Alchemical Formulae list located at the end of this class’s description. You learn those formulae and can prepare one elixir of each formula when you prepare the rest of your elixirs. These formulae don't count against your prepared elixirs. (These formulae cannot benefit from your Arcane Tether or Swift Quaff features.)
School of the Great Work[edit]
Although not technically a formal school, those who follow the beliefs of this school seek out the cure for all ailments and the power to transmute base metals into silver and gold. Although many alchemists would wish to discover such treasures, those who follow this school seek it above all else.
- Crystalized Aether
Through diligent research, you’ve learned to harness cosmic energy into a small, saffron-colored shard. This energy can be used to fuel some of your elixir effects. When you take this school at 3rd level you no longer require material components with a total value of 10gp when you prepare your elixirs.
- Thorough Research
At 10th level, you learn two additional discoveries in addition to the ones you know, assuming you meet the prerequisites.
- Anima Mundi
You have discovered that all things are connected in some way, and you are capable of tapping into such forces. Beginning at 14th level, when a creature damages you with an attack, you can expend your reaction to halve the damage against you. The attacking creature is then subject to the other half. This damage cannot be reduced in any way. You must complete a short or long rest before you can use this feature again.
- Materia Prima
You’ve made a major breakthrough with your research toward your Magnum Opus and discovered a slightly unstable yet potent form of reddish liquid material. Starting at 18th level, you no longer age and do not suffer the frailty of old age. Whenever you prepare your elixirs, you can perform one of the following effects:
Azoth
You can end all diseases and poisons affecting a creature. Additionally, the creature loses all levels of exhaustion if they have any and regains all hit points.
Chaos
You increase the damage of one of your explosives to 8d10 (splash damage remains unchanged).
Chrysopoeia
You can transmute any amount of base metals (iron, lead, tin, or zinc for example) with a maximum value of 500cp into an equal number of copper pieces or bars of the same value. Additionally, you may transmute a number of copper bars or pieces with a maximum value of 500cp into an equal number of silver pieces or silver bars. You may transmute a number of silver bars or pieces with a value of up to 500sp into an equal number of gold pieces or gold bars. Once you use this feature to transmute any metals in this way, you must wait 7 days before you can use any of your Materia Prima again.
Elixir of Life
You can cast the ‘’True Resurrection’’ spell on a body within 5ft. of you. When you cast this feature, material component is not required. Once you use this feature, you must wait 7 days before you can use any of your Materia Prima again.
Genesis
You do not need to provide material components when preparing your elixirs.
School of the Grenadier[edit]
Fanatic demolition experts, those who follow the School of the Grenadier excel at making bombs and grenades. Those who follow this school look to make more powerful explosives and even apply elemental effects to them.
- Hurl Anything
When you choose this archetype at 3rd level you apply your proficiency bonus to improvised weapons when you throw them at a target.
- Good Arm
You’ve become adept at throwing your explosives at distant enemies. At 3rd level the distance you can throw your explosives is doubled. Additionally, you can throw one of your explosives as a bonus action (but only one per turn). (This feature applies to flasks of acid, alchemist’s fire, and holy water as well.)
- Packed Explosives
At level 10th, throwing bombs is just as natural to you as preparing them. You may also use your Intelligence instead of your Dexterity on attack rolls made with your bombs and your explosive deal additional damage to the struck target equal to your Intelligence modifier. Additionally, the explosive's splash damage increases to 10 feet and deal additional damage equal half of your alchemist level.
- Demolitionist
Starting at 14th level, when preparing elixirs, you may choose to prepare a number of explosives in their place. The number of explosives you can create with this feature equals half your Alchemist level. Additionally, regardless of the elixir slot it occupies (if any) the damage of all your explosives increase from a D8 to D10. This damage increases to D12 at 18th level.
- Arcane Shrapnel
Beginning at 18th level all creatures within 5ft. of the target of one of your explosives must succeed on a Dexterity saving throw or take damage equal to half your Alchemist level. Additionally, the actual target of the explosive is affected by additional condition based on the explosive's damage type.
Acid
The target takes additional acid damage at the start of its next turn equal to half your Alchemist level.
Cold
The target’s movement speed is reduced by half until the start of your next turn.
Fire
The target takes fire damage equal to your Intelligence modifier for one minute or until they succeed on a Dexterity saving throw against your spell save DC to put out the flames.
Lightning
The target cannot take reactions until the start of your next turn.
School of the Mutator[edit]
The reclusive School of the Mutator holds an old form of alchemy thought to be more pure than the other forms. This school focuses on creating special elixirs that change the very nature of one’s body.
- Mutagen
Your alchemical study involves change, but there must always be a trade off. Beginning at 3rd level, upon completing a short or long rest, you can create one mutagen. When you drink this mutagen as an action you gain a +1 bonus to your AC and gain advantage on all Strength, Dexterity, and Constitution ability checks for 10 minutes. You also gain disadvantage on all Intelligence, Wisdom, and Charisma ability checks for the duration as well. You can create two mutagens upon reaching 10th level and three upon reaching 14th level. You can only be under the effects of one mutagen at a time. Attempting to drink a second mutagen cancels out both mutagens and gives you two levels of exhaustion. You require alchemy supplies to create mutagens.
- Flush Mutagen
Beginning at 10th level you can choose to end any mutagen affecting you as a bonus action. You may use this feature up to two times before you must complete a long rest. At 14th level you gain two more uses of this feature until you must complete a long rest; and at 18th level, you may use this feature a number of times equal to half your Alchemist level until you must complete a long rest.
- Unflinching Mutagen
At 14th level, while under the effects of a mutagen you cannot be charmed, and you are immune to the frightened condition.
- Master Mutagen
You’ve learned the secret to a perfect mutation. Starting at 18th level you can create one special mutagen in addition to the other mutagens you can create. When you drink this mutagen, its benefits last for one hour. Additionally, its benefits apply to the relevant saving throws as well. You do not receive the detriments of a normal mutagen when you use a master mutagen. You must complete a long rest before you can make any more master mutagens. (If you have the Cognatogen Discovery, this feature applies to those mutagens as well. This feature does not apply to the Beast Transformation, Combat Prowess, or Feral Mutagen discoveries.)
School of the Venomist[edit]
Perhaps the most obscure school of alchemy, the School of the Venomist focuses on creating deadly poisons with a variety of debilitating effects.
- Quick Slather
When you choose this archetype at 3rd level, you can apply poisons and toxins you create to a melee weapon or 10 pieces of ammunition as a bonus action. When a toxin is applied to a weapon, it retains potency for one minute or until you land an attack against a creature.
- Toxin Maker
Instead of pursuing conventional alchemy, you’ve decided to delve into the realm of virulent poisons. Beginning at 3rd level, when preparing elixirs, you may choose to prepare a number of toxins in their place. The number of toxins you can create equals your Intelligence modifier. Additionally, your knowledge of toxins is so great it exceeds normal limitations, toxins you create ignore poison resistance and treats immunity as resistance.The toxins you create and apply to weapons deal poison damage equal to 1d4 per level of the elixir it replaces + your Intelligence modifier. On a hit, the target of your toxin must then make a Constitution saving throw against your spell save DC or become poisoned for one minute. The target can make a saving throw at the beginning of one of it’s turns, ending this condition early on a success. You require alchemy supplies to prepare toxins.
- Secondary Effects
Instead of sickening your opponent, your toxins can take on a variety of other effects. Beginning at 10th level, you know two of these effects and gain additional effects at 14th and 18th levels. These effects replace the poisoned condition that your toxins would normally do.
Clouded Mind
The target must make an Intelligence saving throw against your spell save DC. On a failed save, roll a d6 at the start of each of the target’s turns. On a roll of 1-4 the target takes its turn as normal. On a roll of 5-6, the target wastes it’s turn doing nothing. The target can repeat the saving throw at the beginning of each of their turns, ending this condition early on a success.
Darkness
The target must make a Wisdom saving throw against your spell save DC or become blinded for one minute. The target can repeat the saving throw at the beginning of each of their turns, ending this condition early on a success.
Drowsy
The target must make a Constitution saving throw against your spell save DC or fall asleep for one minute, until the sleeper takes damage, or until someone uses their action to jostle the target awake.
Feeble
The target must make a Constitution saving throw against your spell save DC or become incredibly feeble. The target deals only half damage from weapon attacks that use Strength for one minute. The target can repeat the saving throw at the beginning of each of their turns, ending this condition early on a success.
Locked Joints
The target must make a Strength saving throw equal to your spell save DC or become paralyzed for one minute. The target can repeat the saving throw at the beginning of each of their turns, ending this condition early on a success.
- Incapacitation
You can prepare your poisons in such a way so as to incapacitate rather than kill. At 14th level, when you prepare a toxin in this way, it does no damage, but the target has disadvantage their initial saving throw against the poisoned condition of your toxins or conditions applied from your Secondary Effects feature.
- Potent Toxins
Starting at 18th level the number of toxins you can prepare equals half your Alchemist level. Additionally, you can apply two effects granted by your Secondary Effects feature or one effect and the poisoned condition to a number of toxins equal to your Intelligence modifier (separate saves are required for each effect). Toxins prepared in this way deal no damage.
Discoveries[edit]
As an alchemist, you gain bouts of inspiration and focus. These pursuits often lead to discoveries that you might work towards or abandon halfway through. You can learn a discovery at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class. Additionally, when you gain a level in this class, you can choose one of the discoveries you know and replace it with another discovery that you could learn at that level unless stated otherwise. (Upon obtaining the Eclectic Alchemist feature, you are considered to be a 9th level character in whatever school you chose.)
- Aether Bomb
- Prerequisite - School of the Great Work
When you throw one of your explosives, you can choose to have it deal necrotic damage on a hit.
- Additional Master Mutagen
- Prerequisite - 20th Level, School of the Mutator
You can prepare an additional Master Mutagen for the cost of two normal mutagens.
- Adept Arcane Studies
- Prerequisites - 12th Level, Arcane Studies, Extra Arcane Studies
You may cast the spells you chose from your Extra Arcane Studies discovery more frequently. These spells can be used a number of time equal to your intelligence modify and are now restored after completing a short or long rest. (This discovery is permanent. Additionally, your Extra Arcane Studies discovery becomes permanent when you learn this discovery.)
- Adept Esoteric Studies
- Prerequisite - 15th Level, Esoteric Studies, School of the Great Work
You may cast the spells you chose from your Esoteric Studies discovery more frequently. These spells are now restored after completing a short or long rest. (This discovery is permanent. Additionally, your Esoteric Studies discovery becomes permanent when you learn this discovery.)
- Alchemical Makeup
You gain proficiency in the Deception and Persuasion skills.
- Alchemic Mine
- Prerequisite - 5th Level, School of the Grenadier
You can prepare one special explosive in place of an explosive you could normally prepare to explode when a creature approaches. You can set this explosive against a flat surface as an action. A creature can make a Wisdom(Perception) check against your spell save DC to notice the mine. If you spend one round burying the mine under a small layer of dirt or similarly light cover, the creature has disadvantage on the check. When a small or larger creature unaware of the mine's presence enters the mine's space, they set it off unless they are flying or otherwise aloft. The creature must make a Dexterity saving throw against your spell save DC or take damage equal to one of your explosives or half as much on a successful save. (This particular kind of explosive does not have splash damage) A creature aware of the mine can choose to move half its speed on its turn to move through the mine's space without setting it off.
- Alchemy Practice
You gain proficiency in either an Herbalism Kit or a Poisoner’s Kit. Alternatively, you can choose to double your proficiency in Alchemy Supplies, Herbalism Kits, or Poisoner’s Kits that you're proficient with. (Alchemists of the School of the Venomist immediately doubles their proficiency with Poisoner's Kits in addition to another affect of this discovery.)
- Alkahest
- Prerequisite - 10th Level, School of the Great Work
You can prepare an additional concoction of sorts when you prepare your elixirs in addition to any other elixirs you can prepare. As an action, you can choose to throw this item as if it were an explosive. This particular explosive deals 3d10 acid damage on a hit and deals half your Alchemist level with it’s splash damage. Alternatively, you can pour this concoction onto a substance covering no more than 1 square foot. This concoction dissolves any material it comes into contact with including sovereign glue.
- Arcane Studies
You learn three cantrips from the Wizard spell list. (This discovery is permanent. An alchemist of the School of the Great Work learns an additional cantrip from the druid spell list when they learn this discovery. Your spellcasting ability for these spells is that of the respective class.)
- Assassin's Blade
- Prerequisite - 6th Level
Any weapon attack you make that doesn't already apply poison damage deals an extra 1d4 poison damage. (Alchemists of the School of the Venomist deals 1d6 extra damage when they use this discovery.)
- Augmented Anatomy
- Prerequisite - 20th Level, Enhanced Anatomy
One ability score of your choice increases by 4 and the maximum of that score increases by 4. (This discovery is permanent. This ability score increase need not be the one you chose for your Enhanced Anatomy discovery.)
- Axiomatic Bomb
- Prerequisite - 15th Level, Flashbang, School of the Grenadier
Your bombs are now capable of dealing radiant damage when you use your Elemental Affinity feature. All creatures affected by this explosive must make a Constitution saving throw against your spell save DC or become blinded for one minute and deafened until the start of your next turn. A creature can repeat this saving throw at the start of subsequent turns, ending these effects early on a success.
- Beast Transformation
- Prerequisite - 10th Level, School of the Mutator
You have learned how to change in a more bestial way. You can prepare this mutagen in the place of another you could prepare. When you drink this mutagen, you take on the effects of the polymorph spell, targeting only yourself. Your mental ability scores stay the same (though you cannot speak in this form) and your hit points equal your Alchemist level unless the beast’s are higher.
- Breaching Charge
- Prerequisite - 6th Level
You can prepare up to two special explosive in place of up to two explosives you could normally prepare to blow through solid objects. The damage type of these bombs changes to thunder, and they deal double damage to solid objects and siege engines not being worn or carried. (If you have the Delayed Bomb discovery, you can stick these explosives to solid objects before using your action (or possible bonus action) to detonate them.)
- Brewmaster
You gain proficiency with Brewing Supplies. (Alchemists of the School of the Brewer receive expertise in Brewing Supplies.) Additionally elixirs' you create now affect Undead, Constructs, and Astral creatures unless those creatures have immunities to that elixirs' effect
- Caustic Blood
Whenever a creature within 5 feet of you hits you with an attack, that creature takes acid damage equal to your Constitution modifier (minimum of 1). (Alchemists of the School of the Mutator deals damage equal to their proficiency bonus or their Constitution modifier (whichever is higher) when using this discovery.)
- Celestial Poison
- Prerequisite - School of the Venomist
Your toxins now affect undead.
- Chameleon
- Prerequisite - School of the Mutator
You gain proficiency in Stealth. Additionally, you double your proficiency bonus with this skill.
- Extra Attack
- Prerequisite - 5th level
You can attack twice, instead of once, whenever you take the Attack action on your turn.
- Choking Gas
- Prerequisite - School of the Venomist
You can prepare up to two special explosive in place of up to two explosives you could normally prepare to produce a thick plume of greenish, toxic smoke. Instead of dealing instant damage, the explosive fills a 15-foot sphere with smoke, heavily obscuring the area for one minute. A creature that enters the smoke or starts its turn in the smoke takes poison damage equal to your Intelligence modifier. A creature that doesn’t need to breathe is unaffected. A wind of at least 10 miles per hour disperses the smoke in one round.
- Cluster Bomb
- Prerequisite - 20th Level, School of the Grenadier
You can throw two explosives at once as an action provided they are the same damage type. Additionally, you can throw an explosive using a bonus action and still use other explosives using your action on that turn.
- Cognatogen
- Prerequisite - School of the Mutator
You’ve learned how to flip the basic mutagen benefits to allow for more versatility. You can prepare a special mutagen in place of a normal one. Upon drinking this mutagen, you gain a +1 bonus to all Intelligence, Wisdom, and Charisma saving throws and gain advantage on all Intelligence, Wisdom, and Charisma ability checks for 10 minutes. You also gain disadvantage on all Strength, Dexterity, and Constitution ability checks for the duration as well.
- Combat Prowess
- Prerequisite - 5th Level, School of the Mutator
You’ve learned how to bolster your combat effectiveness with mutagens. You can prepare a special mutagen in place of a normal one, and for a number of minutes equal to your Intelligence modifier you can attack twice instead of once when you take the attack option on your turn. Additionally, if you are wearing light or no armor, your armor class becomes 10 + your Dexterity Modifier + your Intelligence modifier. While under the effects of this mutagen, you cannot drink any of your elixirs. Treat elixirs as a mutagen for purposes of drinking multiple mutagens.
- Concussion Grenade
- Prerequisite - School of the Grenadier
You can prepare up to two special explosive in place of up to two explosives you could normally prepare to deliver a disorienting assault. Instead of dealing damage, any creature within the explosion's splash damage radius must make a Constitution saving throw or become stunned for a number of rounds equal to your Intelligence modifier and be blinded until the start of your next turn. A creature can repeat this saving throw at the start of subsequent turns, ending these effects early on a success.
- Cosmic Shard
- Prerequisite - School of the Great Work
Your Crystalized Aether feature replaces material components with a value of 25gp or less.
- Darkness Bomb
- Prerequisite - 10th Level
You can prepare up to two special explosive in place of up to two explosives you could normally prepare to remove all light from an area. After you throw this bomb a 15-foot sphere of magical darkness springs forth for one minute. The darkness spreads around corners, and a creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If any of this explosive’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled. (If the alchemist is at least 9th level and follows the School of the Grenadier, the level of the darkness effect equals the appropriate slot (if any) the explosive occupies assuming the slot is 3rd-level or higher. Otherwise it's cast at it's lowest level.)
- Delayed Bomb
You can delay the detonation of an explosive you’ve thrown within 30 feet of you for a number of rounds equal to your Intelligence modifier. As an action, you can detonate this explosive, otherwise it explodes after all rounds are expended. (Alchemists of the School of the Grenadier can detonate their explosive as a bonus action.)
- Directed Bomb
- Prerequisite - School of the Grenadier
You can prepare any number of special explosive in place of any explosives you could normally prepare to explode in a 15-foot cone rather than a sphere. When you throw the explosive, you choose the direction of the cone.
- Dispelling Bomb
- Prerequisite - 8th Level
You can prepare up to two special explosives in place of up to two explosives you could normally prepare to mimic the effects of the dispel magic spell within a 15-foot sphere as if cast at its lowest level. This explosive utilizes your spellcasting modifier. (If the alchemist is at least 9th level and follows the School of the Grenadier, the level of the dispel magic effect equals the appropriate slot (if any) the explosive occupies assuming the slot is 4th-level or higher. Otherwise it's cast at it's lowest level.)
- Draught of Mutation
- Prerequisite - 15th Level
You can prepare one mutagen upon completing a long rest. (Alchemists of the School of the Mutator can prepare an additional mutagen whenever they prepare mutagens during a short or long rest.)
- Duck and Cover
- Prerequisite - 8th Level
You gain proficiency in Dexterity saving throws.
- Eldritch Transmutation
- Prerequisite - 12th Level
You learn the fabricate spell and can cast it as a wizard does without expending an elixir slot. You must complete a long rest before you can cast this spell again. (An alchemist of the School of the Great Work can cast this spell again after completing a short or long rest.)
- Elixir Adept
- Prerequisite - School of the Brewer
You can prepare an additional two 1st-level elixirs.
- Elixir of Recovery
- Prerequisite - 10th Level, School of the Brewer
When you prepare your elixirs, you can prepare one Elixir of Recovery. This elixir does not count against the number of elixirs you can prepare. If this item is poured on a corpse that has died within the past minute, it returns to life with 1 hit point. Any creature that consumes an elixir of recovery it gains 1d4 hit points. You can prepare one Elixir of Recovery after completing a long rest.
- Elixir of Unlife
- Prerequisite - 10th Level
When you prepare your elixirs, you can prepare an Elixir of Unlife. This elixir does not count against the number of elixirs you can prepare. This item is poured onto a corpse or pile of bones, granting the semblance of the animate dead spell targeting only one target. You can prepare one Elixir of Unlife after completing a long rest.
- Enhanced Anatomy
One ability score of your choice increases by 2 to a maximum of 20. (You may select this discovery multiple times, each time choosing a different ability score. You cannot choose the same ability score more than once. This discovery is permanent.)
- Enhanced Keen Sight
- Prerequisite - Keen Sight
You can see normally in darkness, both magical and nonmagical, to a distance of 60 feet. Additionally, the distance your Keen Sight discovery covers is increased by 30 feet. (This discovery is permanent. Additionally, when you choose this discovery, your Keen Sight discovery becomes permanent as well.)
- Esoteric Studies
- Prerequisite - 5th Level, School of the Great Work
Choose one 1st-level spell and one 2nd-level spell from the druid spell list. You can cast those spells in the way a druid does without expending an elixir slot. You must complete a long rest before you can cast either of these spells again.
- Explosive Ammunition
- Prerequisite - 10th Level, School of the Grenadier
You can prepare up to two special explosive in place of up to two explosives you could normally prepare and attach them to a form of ammunition. If the ammunition hits when fired, the bomb explodes as if you threw it. If the attack misses, the explosive does not go off. (If the ammunition is destroyed upon impact, the explosive is destroyed as well.)
- Extra Arcane Studies
- Prerequisite - 8th Level, Arcane Studies
Choose one 1st-level and one 2nd-level formulae that you know. You can cast those spells in the way a wizard does without expending an elixir slot. You must complete a long rest before you can cast either of these spells in this way again.
- Eyes of Arcana
You can cast detect magic at will, without expending a spell slot or material components. (An alchemist of the School of the Great Work can sense the presence of magic within 60 feet of themself at 10th level if they learn this discovery.)
- Eyes of Detection
- Prerequisite - 14th Level
You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight. (An 18th level alchemist of the School of the Mutator gains truesight out to a range of 30 feet when they choose this discovery.)
- Fart Bomb
You can create two special explosives in place of ones you would normally make to create a pale, sulfurous cloud of smoke lightly obscuring obscuring the area. Any creature that starts it's turn or enters the cloud must make a DC15 constitution saving throw or start suffocating. Any spellcasters lose concentration. The cloud can be dispersed by a 10mph gust, the bombs radius is a 10ft sphere.
- Featherweight Tonic
- Prerequisite - 9th Level
When you prepare your elixirs, you can prepare an elixir of levitate. A creature that drinks this tonic can only target themself, otherwise this functions as a normal elixir. This elixir does not count against the number of elixirs you can prepare.
- Feral Mutation
- Prerequisite - 15th Level, School of the Mutator
When you prepare your mutagens you can choose to prepare a special one in place of a normal one. When you drink this mutagen you grow wings, granting you a flying speed of 30 feet while wearing light or no armor; and you grow sharp claws, fangs, or horns granting yourself natural weapons that deal 2d10 + your Strength modifier slashing or piercing damage. These weapons count as magical for the purposes of overcoming resistances and immunities to nonmagical weapons and use your proficiency bonus + your Strength modifier for the attack rolls. Additionally, you gain a +2 bonus to attack rolls. This mutagen lasts for a number of minutes equal to your Intelligence modifier. While under the effects of this mutagen if you use your action to perform anything other than the Attack action, you take 2d6 psychic damage. This damage cannot be reduced in any way. If you attempt to end your turn within 5 feet. of a creature and still have your action, you must use it to attack that creature. If a creature provokes an attack of opportunity as a result of leaving your reach, you must attempt to attack that creature.
- Flashbang
You can prepare up to two special explosive in place of up to two explosives you could normally prepare to deliver a burst of light. Instead of dealing damage, any creature within the explosion's splash damage radius must make a Constitution saving throw or become blinded for a number of rounds equal to your Intelligence modifier and deafened until the start of your next turn. A creature can repeat this saving throw at the start of subsequent turns, ending these effects early on a success.
- Forceful Bomb
You can prepare any number of special explosive in place of any explosives you could normally prepare to deliver a burst of force. Instead of dealing damage, any creature within the explosive's splash damage radius must make a Strength saving throw or be pushed 20 feet away from the center of the explosion and be knocked prone, or be pushed half as much and stay standing on a successful save.
- Hasty Mixture
- Prerequisite - 5th Level
You can prepare a number of explosives equal to half your Intelligence modifier (minimum of 1) during a short rest. These explosives aren’t as powerful and only deal 1d4 fire damage on a hit and half your Intelligence modifier (minimum of 1) to all creatures affected by the explosive's splash damage. (Alchemists of the School of the Grenadier do not receive this damage reduction upon reaching 9th level.)
- Homing Grenade
- Prerequisites - 5th Level
You can prepare up to two special explosive in place of up to two explosives you could normally prepare with magic to track an enemy. This special grenade has been fitted with magics akin to the magic missile spell. When you throw this explosive at a creature in range, you strike the target for 2d4 Force damage. All creatures within 5 feet of the target must make a Dexterity saving throw against your spell save DC or take force damage equal to your Intelligence modifier.
- Improved Quaff
- Prerequisite - 14th Level, School of the Brewer
You are not restricted to drinking one elixir per turn when using your Swift Quaff feature, but one of the elixirs cannot exceed 2nd level.
- Keen Sight
You gain darkvision out to a range of 60 feet If you already possess darkvision, increase the range you can see by 30 feet. (Alchemists of the School of Mutation, double the range of this discovery.)
- Long Life Explosives
- prerequisite - 3rd level, school of the grenadere
Explosives now last equal to your intelligence modifier in days though you can only makes many as you can per long rest.
- Luminescence
You can create two small, clear flasks of glowing liquid over the course of a short rest. This liquid sheds bright light out to a range of 15 feet and dim light 15 feet beyond that for 8 hours. A creature can also choose to fill a lamp or lantern with Luminescence, doubling the range of the bright and dim light produced by the lamp or lantern, but the Luminescence can only burn for 1 hour. You must complete a short or long rest before you can create any more Luminescence. (An alchemist of the School of the Great Work can burn Luminescence in a lamp or lantern for a number of hours equal to their Intelligence modifier.)
- Master Elixir
- Prerequisite - 20th Level, School of the Brewer
You can prepare another 6th level elixir when you prepare your elixirs.
- Masterful Arcane Studies
- Prerequisite - 18th Level, Adept Arcane Studies, Arcane Studies, Extra Arcane Studies
You may cast the spells you chose from your Extra Arcane Studies at will without expending an elixir slot. (This discovery is permanent.)
- Net Bomb
You can prepare up to two special explosive in place of up to two explosives you could normally prepare to entangle your enemies. These explosives do not deal damage, and anyone within the explosive's splash damage radius must make a Dexterity saving throw against your spell save DC or become restrained for one minute. A creature can attempt to make a Strength saving throw at the beginning of each of their turns, freeing themselves on a success.
- Phantom Elixir
- Prerequisite - 12th Level
When preparing your elixirs, you can prepare a Phantom elixir. When you drink this elixir, you become incorporeal for one minute. While incorporeal, you can walk through walls and creatures as if they were difficult terrain. If this effect ends while you're inside a creature or object, you are shunted to the nearest unoccupied space and take force damage equal to the number of feet you were pushed. This elixir does not count against the number of elixirs you can prepare. (An 18th level alchemist of the School of the Brewer can prepare an additional Phantom Elixir in the place of one of their 6th or 7th level formulae.)
- Philosopher's Stone
- Prerequisite - 20th Level, School of the Great Work
You can use your Materia Prima feature twice when you prepare your elixirs.
- Potions Expert
- Prerequisite - School of the Brewer
You can identify the properties of any potion assuming you handle it for one minute.
- Powder Bomb
You can prepare up to two special explosive in place of up to two explosives you could normally prepare to explode with a white dust. The explosive deals no damage, but dust fills a 30-foot sphere and reveals the location of any tangible invisible creatures in its area. (Upon reaching 5th level, this discovery applies to invisible incorporeal creatures as well.)
- Quicksilver Coating
You can prepare two special coatings in the place of one of the elixirs of 1st level or higher you can normally prepare. When this liquid is applied to a melee weapon or twenty pieces of ammunition, the weapon becomes "silvered" for 8 hours. Upon reaching 5th level, you can prepare a number of coatings equal to your Intelligence modifier for every elixir it replaces.
- Reagent Research
You gain proficiency in Nature and Survival. If you already have either proficiency, you gain expertise in those skills.
- Sticky Bomb
- Prerequisite - 10th level, landmine, Delayed Bomb, school of the grenadere
You can now prepare three special explosives. These explosives can stick to any solid surface (person, pain of glass, ect). It takes an action to plant the bomb if you place it and if it is thrown +5 bonus to the creature ac (normal ac to decide if it hits, +5 bonus to ac to decide if it sticks). You need to have some sort of adhesive to prepare these bombs.
- Sluggish Toxin
- Prerequisite - 10th Level, School of the Venomist
When a creature is affected by the poisoned condition from one of your toxins, they only add half their Dexterity modifier to their armor class (if applicable) and can only take one action or bonus action on their turn.
- Speedy Metabolism
- Prerequisite - 5th Level, School of the Brewer
Whenever you would roll dice to heal yourself from a potion or elixir, you instead heal for the maximum amount.
- Strong Brew
1st-level elixirs you create that deal damage add your Intelligence modifier to the damage roll. (Level 13 alchemists of the School of the Brewer can apply this bonus to all elixir effects they create.)
- Smoke Bomb
You can prepare any number of special explosives in place of any explosives you could normally prepare to produce a thick plume of smoke. Instead of dealing damage, the explosive fills a 15-foot sphere with smoke, heavily obscuring the area for one minute. A wind of at least 10 miles per hour disperses the smoke in one round.
Throwing Potions: Prerequisite - 3rd level You can prepare two throwable elixirs in place of ones you would normally make. Throwable elixirs are limited to spells with an area of affect less than 50ft (such as the thunderwave or darkness spells)
- Tonic of Aptitude
- Prerequisite - 10th Level
When you prepare your elixirs, you can prepare an elixir of enhance ability at its lowest level. This elixir does not count against the number of elixirs you can prepare. (Alchemists of the School of Mutation can replace one of their mutagens with this elixir upon reaching 15th level.)
- Tonic of Energy
- Prerequisite - 11th Level
When you prepare your elixirs, you can prepare an elixir of haste targeting whoever drank it. This elixir does not count against the number of elixirs you can prepare. When a creature drinks the elixir you have to maintain concentration on the spell as normal.
- Tonic of Leaping
- Prerequisite - 9th Level
When you prepare your elixirs, you can prepare an elixir of jump. This elixir does not count against the number of elixirs you can prepare.
- Tonic of Nourishment
You can prepare two special tonics in the place of one of the elixirs of 1st level or higher you can normally prepare. When a creature drinks this tonic, they receive the benefits of having eaten a berry from the goodberry spell. Upon reaching 10th level, you can prepare a number of tonics equal to your Intelligence modifier for every elixir it replaces.
- Tonic of Warding
When you prepare your elixirs, you can prepare an elixir of mage armor. This elixir does not count against the number of elixirs you can prepare.
- Touch of Death
- Prerequisite - 5th Level, School of the Venomist
You can apply poisons and toxins you create to your hand without poisoning yourself. You can then make a melee spell attack or unarmed strike against a target. On a hit, the poison is applied to the target.
- Virulent Gas
- Prerequisite - 15th Level, Choking Gas, School of the Venomist
Your choking gas now affects creatures whether they need to breathe or not. The gas deals an additional 3d8 acid damage as well.
- Volatile Toxins
- Prerequisite - 20th Level, School of the Venomist
Toxins can benefit from both your Potent Toxins feature and deal damage as well.
Alchemical Formulae List[edit]
- 1st Level
absorb elements, animal friendship, armor of Agathys, arms of Hadar, burning hands, cause fear, chaos bolt, charm person, chromatic orb, command, comprehend languages, create or destroy water, cure wounds, detect evil and good, detect magic, detect poison and disease, disguise self, expeditious retreat, false life, featherfall, find familiar, fog cloud, guiding bolt, hellish rebuke, heroism, hex, hunter’s mark, ice knife, identify, illusory script, jump, longstrider, mage armor, magic missile, protection from evil and good, shield of faith, speak with animals, thunderwave, witch bolt, zephyr strike
- 2nd Level
Aganazzar's scorcher, aid, alter self, augury, barkskin, blindness/deafness, blur, continual flame, darkness, darkvision, detect thoughts, dragon’s breath, earthbind, enhance ability, enlarge/reduce, enthrall, find traps, gentle repose, gust of wind, heat metal, invisibility, knock, lesser restoration, levitate, locate animals or plants, locate object, magic weapon, maximilian's earthen grasp, mind spike, mind thrust, mirror image, misty step, nystul’s magic aura, pass without trace, protection from poison, see invisibility, spider climb, suggestion, vortex warp, warding bond, web, zone of truth
- 3rd Level
antagonize, beacon of hope, blink, catnap, counterspell, dispel magic, elemental weapon, fear, feign death, fireball, fly, gaseous form, glyph of warding, haste, hypnotic pattern, life transference, lightning bolt, meld into stone, non-detection, protection from energy, pulse-wave, remove curse, revivify, sending, slow, speak with dead, speak with plants, thunder step, tiny servant, tongues, water breathing, water walk
- 4th Level
arcane eye, aura of purity, charm monster, compulsion, death ward, dimension door, elemental bane, fire shield, freedom of movement, greater invisibility, gravity sinkhole, giant insects, locate creature, otiluke’s resilient sphere, polymorph, raulothim's psychic lance, shadow of moil, stone shape, stoneskin
- 5th Level
awaken, circle of power, cone of cold, contagion, creation, far step, greater restoration, legend lore, mass cure wounds, mislead, modify memory, passwall, skill empowerment, steel wind strike, swift quiver, synaptic static, telekinesis, transmute rock
- 6th Level
chain lightning, circle of death, eyebite, find the path, flesh to stone, harm, heal, investiture of flame, investiture of ice, investiture of stone, investiture of wind, mass suggestion, move earth, otiluke’s freezing sphere, scatter, Tenser's transformation, true seeing, wind walk
- 7th Level
crown of stars, delayed blast fireball, etherealness, plane shift, prismatic spray, regenerate, resurrection, teleport
The School of the Brewer gains 6th and 7th level spells at 18th level.*
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Alchemist class, you must meet these prerequisites: Constitution 13 and Intelligence 13
Proficiencies. When you multiclass into the Alchemist class, you gain the following proficiencies: Alchemy Supplies
(For purposes of Multiclassing, spell slots used for elixirs are considered separate from other spell slots gained from other classes.)
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