The following spells can be cast from the Alchemy source (or the "Alchemy spell list"). Alchemy spells are a relatively recent source of magic, drawing their power primarily from chemical reactions and clever contraptions.
Name |
Time |
Duration |
Range |
Comp. |
Material |
Summary
|
Adhesion |
action
|
1 minute
|
touch
|
S, M
|
alchemist's tools
|
|
Detect Magic |
action
|
instant
|
touch
|
S
|
—
|
You determine whether an object or creature you touch is under the effect of magic.
|
Firework |
action
|
varies
|
varies
|
S, M
|
alchemist's tools
|
You conjure a small explosive that has several possible uses.
|
Scoop |
action
|
1 hour
|
30 feet
|
V, S
|
—
|
You create a floating bucket, saucer, or pitcher that follows you and can hold anything not more than 2 feet in diameter at its widest point.
|
Name |
Time |
Duration |
Range |
Comp. |
Material |
Summary
|
Arc |
action
|
instant
|
30 feet
|
V, S
|
—
|
On a hit, the target takes 1d4 lightning damage, then and as part of this same action you can make a second ranged attack against a different creature you can see within 30 feet of the first.
|
Bomb |
action
|
instant
|
30 feet
|
S, M
|
alchemist's tools
|
You hurl a bomb that explodes, dealing thunder damage in a small area.
|
Glitter Spray |
action
|
1 minute
|
self (15‑foot cone)
|
V, S
|
—
|
A cloud of glowing glitter shoots into a 15-foot cone originating from you, covering creatures in that area for the duration.
|
Rusting Spray |
action
|
instant
|
self (10‑foot cone)
|
V, S
|
—
|
You sling a cloud of corrosive particles into a 10-foot cone, dealing acid damage and rusting armor.
|
Shocking Grasp |
action
|
instant
|
touch
|
V, S
|
—
|
Your touch deals lightning damage, and prevents the target from making reactions. You have advantage on the attack roll if the target is wearing metal armor or is soaked.
|
Siphon |
action
|
instant
|
touch
|
S
|
—
|
A creature you try to touch is drained of life, and another creature you touch is instilled with life.
|
Sticky Smoke |
action
|
1 minute
|
30 feet
|
V, S
|
—
|
Fill a 10-foot area with heavily obscuring smoke. Any creature which passes through the area vividly sheds identical smoke.
|
Transmute Implement |
action
|
10 minutes
|
touch
|
V, S, M
|
a weapon or musical instrument
|
Transmute one common weapon or musical instrument into another for up to 10 minutes.
|
Name |
Time |
Duration |
Range |
Comp. |
Material |
Summary
|
Absorb Heat |
action
|
1 minute
|
touch
|
V, S
|
—
|
Your melee spell attack deals cold or fire damage (your choice) and grants you resistance to the chosen damage type you chose for the duration.
|
Blast Bolt |
action
|
Instant
|
120 feet
|
S
|
—
|
You hurl a concentration of magical energy. A ranged spell attack deals 2d10 damage to a creature or object within 120 feet.
|
Blast Bomb |
action
|
Instant
|
60 feet
|
S
|
—
|
From a point within 60 feet, a magical explosion deals 2d6 damage to all creatures in a small radius. A save halves the damage taken.
|
Giant Strength |
bonus action
|
1 round
|
self
|
S
|
—
|
|
Life |
action
|
instant
|
touch
|
V, S
|
—
|
A creature you touch regains a number of hit points equal to 1d12 + your casting ability modifier.
|
Quick Fingers |
action
|
1 minute
|
touch
|
S, M
|
alchemist's tools
|
The target has advantage on Dex Sleight of Hand) checks, can Use an Object as a bonus action, and re-rolls any natural 1 for a Dexterity-based attack rolls.
|
Snare |
action
|
1 minute
|
30 feet
|
V, S
|
—
|
Lay an invisible foothold trap that deals 2d10 slashing damage and potentially halts to the first creature which moves onto it.
|
Timely Wick |
action
|
Up to 24 hours
|
touch
|
S, M
|
a candle or lantern
|
A candle or lantern you touch burns for a precise amount of time you specify, and can emit a chime when time is up.
|
Name |
Time |
Duration |
Range |
Comp. |
Material |
Summary
|
Air Bubble |
action
|
10 hours
|
30 feet
|
V, S
|
—
|
An object or creature in range is surrounded with a 2-foot-diameter sphere of clean, pure air, which suppresses undesired or unclean water or air.
|
Bass Drop |
action
|
instant
|
self (15‑foot radius)
|
V, S
|
—
|
A shockwave blasts away creatures within 15 feet of you. On a failed Con save a creature takes 2d6 thunder damage and is pushed back 10 feet.
|
Dispelling Powder |
action
|
instant
|
10 feet
|
S, M
|
alchemist's tools
|
Fling alchemical powder or a creature or object in range to end one spell effect of 3-points or fewer on the target.
|
Oil |
action
|
1 minute
|
60 feet
|
V, S
|
—
|
You conjure oil to smother a creature, coat a 20-foot square, or fill an empty container.
|
Spider Climb |
action
|
1 hour
|
touch
|
V, S
|
—
|
A creature you touch gains the ability to climb like a spider for the duration.
|
Name |
Time |
Duration |
Range |
Comp. |
Material |
Summary
|
Marvelous Multitool |
bonus action
|
10 minutes
|
touch
|
V, S, M
|
wood or metal at least 1 foot in length which can fit in your bag
|
You transform a bit of wood or metal into almost any tool, common weapon, or gear for up to 10 minutes.
|
Rusting Grasp |
action
|
instant
|
touch
|
V, S
|
—
|
Your touch corrodes metal, potentially destroying weapons and armor.
|
Name |
Time |
Duration |
Range |
Comp. |
Material |
Summary
|
Flashbang |
action
|
1 round
|
30 feet
|
S, M
|
alchemist's tools
|
You conjure a blinding light which only the target can see, potentially blinding it.
|
Name |
Time |
Duration |
Range |
Comp. |
Material |
Summary
|
Portal |
action
|
10 minutes
|
100 feet
|
V, S
|
—
|
Create an orange circle and blue circles on a flat surfaces within range. Anything which enters into one circle emerges from the other.
|
Volatile Mix |
action
|
10 hours
|
60 feet
|
S, M
|
alchemist's tools
|
Prime a potent mixture in a vial, which you set or toss. When dropped to 0 hp the vial explodes to deal 8d8 damage in a 30-foot radius, potentially igniting and dazing creatures.
|