The Necro Alchemist V1 Adjusting the crook in his goggles, a wild eyed human reaches into his satchel and pulls out a flask of a swirling, white-blue elixihttps://i.imgur.com/s2SspyT.pngr. He aims it at the earth elemental in front of him, pops the stopper off, and a shard of ice impales the elemental which explodes in an icy blast. The tiefling blows a puff of fire out her nose as she flips the switch on her geist weapon. The large contraption kicks on with a whirr. Pulling the trigger, the tiefling blast a line of flame directly at an army of wood woads. A Rock Gnome clad in robes and thick, heavy machinery hands a bottle to the floating homunculus next to him. The small creature flies nimbly toward a towering pile of animated flesh who, upon taking the bottle, downs it quickly and begins charging toward the castle wall. These scientists, despite their different attitudes or views, all focus on the pursuit of perfection. Using potions, machinery, or even corpses, a necro alchemist ventures into territory that most civilized people wouldn't dare go near. Replication and Improvement Necro alchemists, much like wizards, focus on knowledge. However, unlike their arcane companions, the necro alchemist functions in the realm of the scientific. Logically, the necro alchemist thinks, if one can understand how something works, then they can fix, create, destroy, or improve upon it. Unlike their arcane brethren however, necro alchemists choose to primary pursue knowledge in the scientific realm rather than the realm of spells. Life beyond death The true goal of nearly every necro alchemist is to in one way or another resist death. While few go as far as to pine for immortality, they each know that death is rarely permeant. Perhaps in some bizarre rejection of traditional life, necro alchemists choose to work almost entirely with undead creatures. A geistmage works with spirts and specters, and a skaberen spends their life cobbling together pieces of corpses, with the intention of playing or becoming god. Criminal by Nature While not inherently evil, many civilized individuals would brand a necro alchemist as immoral and disturbed. necro alchemists see this common world view as limiting. Any societal inhibition is normally stripped away once a scientist decides to work side by side with the reaper. Creating a Necro Alchemist As you create your necro alchemist think about their background. Did they, like so many others, laugh at civilized society and retreat to isolation, or do they have a different view on alchemy? Did they have to come out of hiding, or are they well accepted despite their profession? Why are they adventuring? For what reason did you choose your particular specialization? Whatever the case, it's crucial that you talk to your DM and fellow Pcs about playing a necro alchemist because of the particularly dark, sinister, and other wise morbid elements of the character's design. Quick Build You can make a necro alchemist quickly by following these suggestions. First, make Intelligence your highest ability score, followed by Constitution. If you plan to follow the Geistmage specialization, you should make Strength or Dexterity your second highest score, depending on whether you plan on creating a melee geist weapon or ranged (or finesse) geist weapon. Second, choose the hermit or sage background. Third, choose the fire bolt and mage hand cantrips, along with the following 1st-level formulae for your formula book: chromatic orb, cure wounds, expeditious retreat, ray of sickness, sleep, and thunderwave.

The Necro Alchemist Level Proficiency Bonus Features Cantrips Known Mixture Points Max Mixture Level Maximum Innovations 1st +2 Formulae, Mixtures, and spellcasting 2 4 1st - 2nd +2 Homunculus Servant, Scientific Innovations 2 6 1st 1 3rd +2 Necro alchemist Specialization 2 9 2nd 2 4th +2 Ability Score Improvement 3 11 2nd 2 5th +3 Contingency Plan 3 14 2nd 3 6th +3 — 3 19 3rd 3 7th +3 Specialization Feature 3 22 3rd 4 8th +3 Ability Score Improvement 3 27 3rd 4 9th +4 — 3 33 4th 5 10th +4 Specialization Feature 4 38 4th 5 11th +4 Mind's Dilation 4 44 4th 6 12th +4 Ability Score Improvement 4 51 5th 6 13th +5 Rush of Knowledge 4 57 5th 7 14th +5 Specialization Feature 4 64 5th 7 15th +5 — 4 73 6th 8 16th +5 Ability Score Improvement 4 76 6th 8 17th +6 Specialization feature 4 79 6th 9 18th +6 — 4 83 7th 9 19th +6 Ability Score Improvement 4 83 7th 10 20th +6 Undead Alchemist 4 83 7th 10 __ Class Features As an necro alchemist, you gain the following class features. Hit Points Hit Dice: 1d6 per necro alchemist level

Hit Points at 1st Level: 6 + Con Modifier

Hit Points at Higher Levels: d6 (4) + Con Modifier Proficiencies Armor: Light armor

Weapons: Simple weapons

Tools: Alchemist supplies

Saving Throws: Intelligence, Constitution

Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Religion Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a light crossbow and 20 bolts or (b) Any simple weapon

(a) a scholar’s pack or (b) an explorer’s pack

Leather Armor, Alchemist supplies, your formula book, and a dagger. Alternatively, you may start with 4d4 x 10 gp to buy your own equipment. Alchemist Satchel At 1st level, you craft an alchemist’s satchel, a bag of reagents, vials, flasks, and powders that you use to create and store your mixtures. The bag is magical, when you reach for a stored mixture this magic allows you to pull out the correct mixture without fail. The bag is designed only to store your mixtures and your alchemist supplies. You may not store anything not related to alchemy in the satchel. If you lose this satchel, you can create a new one with 8 hours of work and the expenditure of 25 gp worth of leather, glass, and other raw materials.

Formulae, Mixtures, and Spellcasting Drawing on alchemy, science, and a bit of arcane magic, the necro alchemist is able to create substances that heal, poison, explode, transform, and duplicate a wide array of spells. A necro alchemist’s “Spells” are referred to as "Mixtures" and the recipes to create these mixtures are called formulae. By spending Mixture Points of a specific amount, you can to turn a formula into a mixture of the corresponding mixture level. You may then activate that mixture with an action, thereby replicating the effects of the spell that the formula is it based on. In addition, your basic understanding of arcane magic enables you to cast cantrips. See chapter 10 of the PHB for the general rules or spellcasting. Cantrips At 1st level, you know two cantrips of your choice from the Wizard Spell List. (PHB, Chapter 11.) You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Necro Alchemist table. Intelligence is your spellcasting ability for these Cantrips. Formula Book At 1st level, you have a Formula-book containing six 1st level necro alchemist formulae of your choice. Your formula book is the repository of the necro alchemist formulae you know. Your cantrips are fixed in your mind. Preparing Formulae You prepare the list of formulae that are available for you to turn into mixtures. To do so, choose a number of formulae from your formula book equal to your Intelligence modifier + your necro alchemist level (minimum of one formula.) The formulae must be of levels at or below your max mixture level. For example, if you're a 3rd-level necro alchemist, your max mixture level is 2nd level. With an Intelligence of 16, your list of prepared formulae can include 6 formulae of 1st-level or 2nd-level, in any combination, chosen from your formula book. If you have the 1st-level formula Ice-Knife prepared, you may then produce it as a 1st or 2nd level mixture. Producing the mixture doesn't remove it from your list of prepared formulae. You can prepare a different list of formulae over the course of a long rest. Preparing a new list of formulae requires time spent studying your formula book and prepping vials, glasses, censures, tablets, or other items. Your Formula Book Your formula book is your resource for everything you need related to producing mixtures. You may find spells or formulae during your travels. For example, you could discover another alchemist's laboratory with active mixtures, or you may discover a dusty eldritch tome with spells that you could translate from the arcane realm to the scientific.

Copying and Translating Spells or Formulae. When you find a Necro alchemist formula of 1st level or higher, be it in formula or spell form, you can add it to your formula book if it is for a mixture level which you can cast and if you can spare the time to decipher, copy, and experiment with it. 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. In addition, you must have access to your alchemist tools during this process. Once you have spent this time and money, you can prepare the formula just like your other formulae. Replacing the Book. You can copy a formula from your own formula book into another book. For example, if you wish to make a backup copy of your book. This is exactly like copying a new formula into your book, but faster and easier. You need spend only 1 hour and 1gp for each level of the copied spell. If you lose your book, you can use the same procedure to transcribe the formulae that you have prepared into a new formula book. Filling out the remainder of your book requires you find new formulae to do so. As such, many Necro alchemists keep backup formula books in a safe place. The Book's Appearance. Your formula book is a unique compilation of formula, with its own decorative flourishes and margin notes. It may be a plain, functional leather volume that you received as a gift from a mentor, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes you keep on your person after losing your previous book. /page Producing Mixtures Unlike a spell, an alchemical mixture is a creation of science. It requires more time and thought to transform a formula into a mixture than to simply cast an arcane spell. The Necro Alchemist table shows how many mixture points you have to produce mixtures of 1st level and higher. Producing a mixture from a formula requires that you take an action on your turn to mix, shake, stir, and otherwise prepare the mixture for use. (This action will henceforth be referred to as the Produce Mixture action.) When you produce a mixture, you must expend a number of mixture points corresponding to the mixture’s level or higher. You regain all expended mixture points when you finish a long rest. As part of taking the Produce Mixture action, you may store it in your alchemist's satchel, or pass it to an ally so that they may use it on a future turn. You can produce mixtures at any point out of combat and you can have any number of mixtures produced at once. However, a wise adventurer always leaves a few mixture points unspent in the case of unforeseen circumstances. Mixtures of 6th level or higher requires special components and are particularly difficult to create. As a result, once you produce a mixture of 6th level or higher you can't produce a mixture of that level again until you complete a long rest. Mixture Point Cost Table Mixture Level Point Cost 1st 2 2nd 3 3rd 5 4th 6 Mixture Level Point Cost 5th 7 6th 9 7th 10 Activating Mixtures Once produced from a formula, a mixture becomes a physical object that requires an action to active. The mixture, once activiated, acts exactly like the spell that shares its name. It uses the spell's description, duration, casting time, material components, targets, Point of Origin etc. The mixture then becomes expended, unable to be activated again. However, because of their physical nature, mixtures behave differently than their spell counterparts, especially in their method of activation. Specifically, mixtures with a range of self, unlike spells with this range, can either be consumed, or fed to a willing creature within touch range. Additionally, a mixture with range of self may also target any creature within touch range. However, an unwilling creature targeted by a mixture with a range of self may make a Dexterity saving throw against your mixture save DC to avoid the effects. Changes to specific spells can be found in the Necro Alchemist Formula List at the back of this class. If the mixture requires a choice of effects, such as with the Enhance Ability formula, that choice is made during the Produce Mixture actions and not when the mixture is used. Sharing Mixtures Because a mixture is a physical object, other creatures may activate one on their turn. Any creature holding a mixture that you have produced can take an action on their turn to activate the mixture provided the creature has an Intelligence score of at least 6. If a creature with an Intelligence score less than 6 attempts to activate a mixture they must succeed an Intelligence Saving Throw vs your Mixture save DC or take 1d10 force damage per mixture level and expend the mixture. Mixture Activation Ability Intelligence is your mixture activation ability, since

you create your mixtures through pure scientific

knowledge. You use your Intelligence modifier whenever a cantrip or formula refers to your spellcasting ability, in addition, you use your Intelligence modifier when setting the saving throw DC for cantrips or mixtures and when making an attack roll with one. Mixture save DC = 8 + your proficiency bonus + your Intelligence modifier Mixture attack modifier = your proficiency bonus + your Intelligence modifier Whenever a creature other than you attempts to activate one of your mixtures, the equations above are used, but your proficiency bonus is not added like it normally would be. At the DM's discretion it is possible for a character who frequently uses your Mixtures, with enough time and practice, to become slightly proficient with them. If this should occur, that character can add half of their proficiency bonus to the above equations when activating your mixtures. Conceptualizing Mixtures Many spells, when converted into mixtures, make the most sense as potions. For example, a mixture of invisibility makes the most sense as a potion which one must consume, much like a potion of healing. The range of self has been modified in this class to reflect that one could just as easily drink a potion themselves as one could feed a potion to an ally. Mixtures with a range of touch, however, see no difference between friend or foe. For example, mixtures like Vampiric Touch or Inflict Wounds make little sense as something to be consumed. Mixtures with any other range, including mixtures with an origin point of Self which affect an area, such as with the formula thunderwave, must be thrown, shot, or otherwise propelled to their destination. The specifics of a mixture's appearance and activation should be discussed between player and DM whenever the player acquires a new formula.

Concentration and Mixtures The magic that powers your mixtures comes from both the components you use and your own innate arcane powers. As such, when a mixture that requires concentration is activated, you must maintain concentration on that mixture per the rules of spellcasting (Chapter 10 PHB) This is true even if you did not activate the mixture in question. Components and Spellcasting Focus Due to the scientific nature of the craft, verbal and somatic components are not required when activating a mixture. However, Cantrips still require both, and depending on the nature of the Mixture, the DM may still rule that activating it produces a noise. Necro alchemists cannot use an arcane focus in place of the material components of a mixture or cantrips. However, your Alchemist’s Satchel can store all of material components required, effectively acting as a component pouch. Learning Formula of 1st Level and Higher Each time you gain a Necro alchemist level, you can add two formulae of your choice to your formula book. Each of these formulae must be of a level which you can produce, as shown in the Max Mixture Level column in the necro alchemist table. On your adventures, you might find other formula that you can add to your formula book. Homunculus Servant At 2nd level, you gain the service of a small, flying servant which helps you both in and out of combat. Over the course of a one-hour ritual you create this creature. You cut yourself with an alchemically forged dagger, taking 2d4 piercing damage that can't be reduced in any way. You then drip your blood onto 10gp worth of clay, ash, and mandrake root, and watch as your creation springs to life. This feature replicates the effects of the spell find familiar,

with the following exceptions: The creature created is a homunculus, but acts

as a familiar would. No other creatures may be

created through use of this feature. The creature is not a spirit, but rather a

construct. You cannot dismiss it to a pocket dimension

as an action. You cannot cast spells or activate mixtures

through this creature as you could a familiar. At 11th level, when you use this feature, you can

instead choose to cut yourself with a jewel encrusted

dagger worth no less than 1000gp. If you do, this feature replicates the effects of the spell create homunculus instead of find familar. If you attempt to use this feature while a homunculus you created via this feature is alive, then its body disintegrates back into the raw materials of clay, ash, and mandrake root. Scientific Innovations A necro alchemist is an inventor at heart. Regardless of

the path they choose to take their passion for innovation and science never wavers. At 2nd level you may choose to learn one Scientific Innovation. If you do so then you must invest a number of mixture points determined by the innovation taken. Choosing to take an innovation upon level up will reduce your total amount of mixture points. Mixture points spent on innovations are not restored upon completion of a long rest. You can choose to learn additional innovations as you level up. At higher levels you may have a number of innovations no greater than the number listed in the Maximum Innovations column of the Necro Alchemist table. Your innovation options are detailed at the end of the class description. Additionally, when you gain a level in this class, you can choose one of the innovations you have learned and replace it with another innovation that you could take at that level, spending mixture points as required. Alternatively you can choose to forget an innovation. If you do, you lose any benefits granted by that innovation and regain the mixture points invested upon completion of a long rest. A level prerequisite in an innovation refers to necro alchemist level, not character level. Necro Alchemist Specialization When you reach 3rd level, you choose a necro alchemist Specialization: The Geistmage or The Skaberen, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 18th levels. 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.

Contingency Plan At 5th level, you are always prepared for the unexcpected. As an action you can replace one formula you have prepared with another formula from your formula book. Once you use this feature you must complete a long rest before you can use it again. Mind's Dilation At 11th level, your Intelligence gives you unparalleled advantage in combat. You may add your Intelligence modifier to initiative rolls. Rush of Knowledge At 13th level, your knowledge and bizzare relationship with the undead makes you more adept at fighting them. You can no longer be surprised by undead and you have advantage on saving throws against the spells and abilities of any undead. Additionally, you gain immunity to disease and the poisoned condition. Undead Alchemist At 20th level, you take the final step of your research. You learn the formula for a transformative mixture which provides you with many benefits, but at the By mixing together several alchemical staples, a very potent poison, and the blood of a powerful sentient creature (DMs discretion) you create this mixture. Upon consuming the mixture, you die, but are reborn within an hour as a powerful undead. You look the same externally, but you gain the following benefits as a result: Your creature type becomes undead

You have advantage on saving throws against any effect that turns undead.

You no longer require air, food, drink, or sleep.

You no longer age.

You have truesight of 120 feet.

You have immunity to poison damage.

You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

You have advantage on death saving throws. Necro Alchemists and Magic Items Spell Scrolls, Spell Books, and Formula A spell scroll or spell book that includes a spell on the necro alchemist formula list may be translated and transcribed into a formula book. This process is similar to transcribing a spell. The spell scroll contains enough information about the magical process that creates the spell for the alchemist to duplicate its effects using their own techniques. Necro alchemists cannot, however, trigger spell scrolls of any kind. Magic Item Attunement Though they operate very similarly to them, necro alchemists are not technically spellcasters and thus may not attune to items that require attunement by a spellcaster. Necro Alchemist Specializations Necro alchemists tend to utilize any undead power they can get their hand on. However, eventually the scientific nature of the necro alchemist manifests itself in one of two specializations: the Geistmage, or the Skaberen. Geistmage By harnessing the wild and destructive power of restless spirits, some necro alchemists are able to create powerful weapons or ability enhancing machinery. necro alchemists that choose this specialization are called geistmages. Bonus Proficiencies When you choose this specialization at 3rd level, you become familiar with wearing heavy suits and mechanical contraptions for alchemical purposes. You gain proficiency in medium armor and heavy armor. In addition, you gain proficiency in the religion skill. If you are already proficient in religion choose another Intelligence based skill. Geist Weapon At 3rd level you modify a weapon to be fueled by the power of geists. With 8 hours of work, a base weapon, and the expenditure of 50gp worth of mechanical devices you create this personalized weapon. When you modify this weapon choose one basic geist fuel from the options listed below. This weapon becomes your geist weapon and uses the selected geist fuel and respective damage type instead of its normal damage type. You are proficient with your geist weapon regardless of whether or not you would normally be. Your geist weapon deals an additional 1d4 damage of your chosen geist fuel at 7th level, 11th level (2d4,) 15th level (3d4,) and 19th level (4d4.) If your weapon is ever broken, you may rebuild it with 8 hours of work and the expenditure of 25 gp worth of replacement parts. If you do not possess the majority of the weapon then the cost is increased to 50 gp. You may only have one geist weapon and any attempts to create another one automatically fails. You gain access to additional Basic Geist Fuels at 7th level and 11th level. You may choose an Advanced Geist Fuel at 14th level. Geist Weapon Appearance Though it may have the statistics of a crossbow, shortsword, dagger, glaive, or anything in between, your Geist Weapon is merely based on that weapon and likely has many modifications added on to it. For example, a fire damage Geist Weapon with the statistics of a crossbow might look like a large flame cannon, or a whip dealing lighting damage could look like an electrical cable strapped to your arm. Whatever the case, talk to your DM about what your geist weapon could look like and how it functions.

Starting at 7th level, as a bonus action, you may switch your weapon's current geist fuel to a different one that you have access to. Your weapon uses that geist fuel and respective damage type until you switch it to a different one as a bonus action. Basic Geist Fuels Choose from the following: Poltergeist: Your geist weapon deals fire damage. Niblis: Your geist weapon deals cold damage. Sturmgeist: Your geist weapon deals lightning damage. Advanced Geist Fuels Choose from the following: Banshee: Your geist weapon deals necrotic damage. Moonlight Geist: Your geist weapon deals radiant damage. Thunderclap Geist: Your geist weapon deals thunder damage. Spectral Combat When you reach 6th level, you've combined your knowledge of the arcane with the power of your geist weapon into one fluid fighting style. Whenever you use your action to cast a cantrip, you can make one attack with your geist weapon as a bonus action. Weapon infusion At 10th level you develop a powerful improvement to your weapon which allows you to activate mixtures through it. When you take the Produce Mixture action, you may instead imbue your geist weapon with the mixture, spending the mixture points as normal. The next time you make an attack with your geist weapon, if that attack hits, the target takes weapon damage, and is subject to the effects of the spell, expended the imbued mixture. All mixture attack rolls for the imbued mixture hit the target automatically and are considered part of the weapon attack. If the attack has advantage, the target's initial saving throw against the mixture has disadvantage. If the attack misses, the mixture has no effect. Area mixtures originate from the target's space. Geist Snatch At 14th level, you create a device capable of capturing and redirecting incoming energy. You can cast Counterspell using Intelligence as your Spellcasting ability. When you successfully cast Counterspell this way you may immediately move up to half your movement and attack with your geist weapon using the same reaction. When you use this feature, you can't use it again until you finish a short or long rest. Soul Separator At 17th level, you create a machine that separates souls from bodies and empowers your machinery. As an action you may activate this machine. Each creature other than you within a 15 feet sphere centered on you must make a Constitution saving throw against your Mixture Save DC. A creature takes 4d6 necrotic damage on a failed save or half as much on a successful one and you regain hitpoints equal to half the amount of necrotic damage dealt. Upon using this device, you may immediately make an attack with your geist weapon as a bonus action. This attack is made with advantage. In addition, any creature that fails its save against this effect has its creature type changed to undead as its soul is ripped from its physical form. The creature remains undead until you return its soul as a free action. Once you use this feature you can't use it again until you finish a long rest. Skaberen Choosing to focus their efforts and research into a subtler science, Skaberen spend their time stitching, attaching, constructing, and dissecting various bodies in order to create their own twisted, grotesque version of life. This process usually produces a malformed "offspring." This is a Skaab, a constructed zombie. Skaabs are assembled from disparate body parts and animated through scientific means to create the semblance of life. Most skaabs are more or less humanlike, but creative skaberen craft winged skaabs, towering giant skaabs, and unrecognizable horrors. Bonus Proficiencies When you choose this specialization at 3rd level you gain proficiency in the medicine and arcana skills. If you are already proficient in either choose an Intelligence based skill to gain proficiency in. Additionally, you gain proficiency in either the poisoners kit or the herbalism kit. Skaab Creation When you choose this specialization at 3rd level, your personal skaab is finally ready to be given the gift of life. With 8 hours of work and the expenditure of 50 gp worth of spare body parts, metal plates, wires, gears, and / or electrical cables you create a skaab to act as your personal servant. This skaab is represented by a Zombie (MM Pg. 316)

At the end of the 8 hours, your skaab is complete, able to follow your commands, and gains the benefits of your Creator's Connection ability. You can only ever have one skaab at a time. If your skaab is ever slain, you may rebuild it with 8 hours of work and the expenditure of 25 gp worth of replacement parts. If you do not possess the majority of its previous body then the cost is increased to 50 gp. Creator's Connection Your skaab gains a variety of benefits due to its constructed nature. Firstly, due to the particular processes required to animate a body through science rather than necromancy, certain things that would be true for a traditional zombie are not true for your skaab. your Skaab loses its darkvision, and its undead fortitude feature, and it gains vulnerability to fire damage. The skaab obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are absent, your skaab remains still unless attacked at which point it defends itself to the best of its abilities. Your skaab has abilities and game statistics determined in part by your level. Your skaab uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, a skaab also adds its proficiency bonus to its AC. Your skaab gains proficiency in two skills of your choice. It also becomes proficient with all saving throws. For each necro alchemist level you gain after 3rd, your skaab gains an additional hit die and increases its hit points accordingly. Whenever you gain the Ability Score Improvement class feature through the necro alchemist class, your skaab's abilities also improve. Your skaab can increase one ability score of your choice by 2, or two ability scores of your choice by 1. As normal, your skaab can't increase an ability score above 20 using this feature unless its description specifies otherwise. Forbidden Alchemy At 6th level your skaab becomes more attuned to your strategies in combat. Whenever you use your action to cast a cantrip, if your skaab can see you, it can use its reaction to make a melee attack. Sinister Concoction At 10th level, you teach your skaab how the basics

of your mixtures, how to handle them, and how to

avoid them. Your skaab may activate a mixture with a

range of Consume or Touch without

needing to making an Intelligence

Check. Additionally, anytime a mixture you prepared would allow your skaab to make a saving throw to take only half damage, it instead takes no damage if it succeeds and half damage if it fails. Compelling Deterrence At 14th level, your skaab can briefly channel all of its energy to protect you. As a reaction when someone takes the attack action against you, if your skaab is within 60 feet of you and can see you, you may have it move within 5 feet of you and interpose itself between you and the attacker. The attack is made against your skaab instead of you, and the skaab has resistance to the damage of the triggering attack. Once you use this feature you cannot use it again until you complete a short or long rest. Death's Caress At 17th level, you understand the construction of your skaab so well that its temporary destruction no long phases you. As an action you may cause your skaab to emit an explosion from within itself. This explosion is designed in such a way that the skaab takes no damage, but its limbs are scattered within the area of effect. Every creature within a 10-foot radius sphere centered on your skaab must make a Dexterity Saving Throw again your Mixture save DC or take 6d6 fire damage and 6d6 bludgeoning damage on a successful save or half damage on a failed save. Additionally, you may activate this ability as a reaction if your skaab takes fire damage or falls unconscious. In order to use your skaab again, you must reassemble it over the course of a short or long rest. Once you use this feature and you cannot use it again

until you complete a long rest.

Scientific Innovations If a scientific innovation has prerequisites, you must meet them to learn it. You can learn the innovation at the same time that you meet its prerequisites. If an innovation is contradicted by a more powerful innovation, the more powerful one is used. If an innovation refers to casting a spell, you follow the rules for spellcasting and use your Mixture attack modifier or Mixture save DC for those spells. Minor Innovations Minor Innovations cost an investment of 2 mixture points each. Alchemic Translations Prerequisite: Geistmage Specialization

You can read all writing Alchemist's Armor You can cast the spell mage armor on yourself at will, without spending mixture points and without needing material components. Alert Amalgam Prerequisite: Skaberen Specialization

You can cast the spell alarm targeting your skaab at will, without spending any mixture points and without needing material components. Enhanced Medicine When you and your allies spend hit die during a rest each of you may reroll 1 die and take either result. Geist Shield Prerequisite: Geistmage Specialization

you may cast the spell shield once per long rest, without spending any mixture points. Hooked Hands Prerequisite: Skaberen Specialization

Your skaab gains a climbing speed equal to its movement speed. Minor Speed Boost Prerequisite: Skaberen Specialization

Your Skaab's base speed equals 25 feet. Nature's Scientist You can cast the spell animal friendship at will, without spending any mixture points and without needing material components. Only one creature may be charmed by this innovation at one time. Skillful Alchemy You gain proficiency in one skill. Alternatively, you gain proficiency in two tools, two languages, or one of each. Toughened Homunculus Your Homunculus gains additional hit points equal to your necro alchemist level, and gains an additional hit point each time you gain a level in this class. Unparalleled Discovery You can cast the spell Identify, following the rules for ritual casting. Lesser Innovations Lesser Innovations cost 3 mixture points each and have a prerequisite of 6th level. Fogwalker Prerequisite: Geistmage Specialization

You create geist-powered leg attachments which allow you to move more rapidly and stealthily. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace (see chapter 8 for rules on travel pace).

Grave Strength Prerequisite: Geistmage Specialization

You create arm and leg bracers enhanced with spirit energy flowing through thick tubes. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects. Greater Speed Boost Prerequisite: Skaberen Specialization

Your skaab's base speed equals 30 feet. Powerful Build Prerequisite: Skaberen Specialization

Your skaab has advantage on attempts to grapple or shove a creature. Seagraf Fins Prerequisite: Skaberen Specialization

You equip your skaab with powerful fins from an aquatic creature. Your skaab gains a swim speed equal to its base movement speed. Second Sight Prerequisite: Geistmage Specialization

An eyesight aiding device utilizing the power of your geists. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn’t impose disadvantage on your Wisdom (Perception) checks. Simple Artifice You create one of the following magical items. You may select this Innovation more than once provided you choose a different magical item each time. Alchemy Jug

Cap of Water Breathing

Driftglobe

Eyes of Minute Seeing

Goggles of Night

Helm of Comprehending Languages

Lantern of revealing

Periapt of health

Sending Stones Greater Innovations Greater Innovations cost 4 mixture points each and have a prerequisite of 9th level. Burning Vengeance Prerequisite: Geistmage Specialization, Poltergeist Geist Fuel

While your geist weapon is using the poltergeist geist fuel creatures hit by your weapon take an additional 1d6 fire damage at the start of their next turn. Brain in a Jar You gain a powerful alchemical jar capable or reading the recent memories of a corpse. Over the course of 10 minutes you can remove a deceased creature's brain and place it in the jar. You can then ask the brain up to 5 questions and you receive the answers telepathically. The brain knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the brain is under no Compulsion to offer a truthful answer if you are hostile to it or it remembers you as an enemy. The brain can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events. Weaver of Lightning Prerequisite: Geistmage Specialization, Sturmgeist Geist Fuel While your geist weapon is using the Strumgeist geist fuel, if you hit a creature with it, another creature of your choice within 10 feet of the target takes 1d4 lightning damage. Chilling Grasp Prerequisite: Geistmage Specialization, Niblis Giest Fuel While your geist weapon is using the niblis geist fuel creatures hit by your weapon have their speed halved until the start of your next turn.

Graf Mole Arms Prerequisite: Skaberen Specialization

You equip your skaab with strong graf mole arms capable of digging. Your skaab gains a burrow speed equal to its walking speed. Hulking Creation Prerequisite: Skaberen Specialization

Your skaab's size becomes large and its hit dice become d10s. Its hit points increase by an amount equal to your level. Major Speed Boost Prerequisite: Skaberen Specialization

Your skaab's base speed equals 40 feet. Major Innovations Major Innovations cost 5 mixture points each and have a prerequisite of 12th level. Accurate Weapon Prerequisite: Geistmage Specialization

You gain a bonus to attack rolls made with your Geist Weapon equal to half your Intelligence Modifier Cobbled Wings Prerequisite: Skaberen Specialization

You attach large wings onto your skaab. Your skaab gains a flight speed equal to twice its base movement speed Enhanced Weapon Prerequisite: Geistmage Specialization

You gain a bonus to Damage Rolls with your Geist Weapon equal to half your Intelligence Modifier. Extra limbs Prerequisite: Skaberen Specialization

Your skaab has advantage on attacks against creatures it is grappling. In addition, when your skaab takes the Attack action it can use a bonus action to make a melee attack with another limb. On hit, this attack deals 1d4 + the skaab's strength modifier bludgeoning damage. Spectral Flight Prerequisite: Geistmage Specialization

You can cast fly on yourself once per short rest. Major Speed Increase Prerequisite: Skaberen Specialization

Your skaab's base speed equals 50 feet.

Necro Alchemist Formula List 1st Level Burning Hands



Cause fear

Chromatic Orb

Color Spray



Comprehend Languages (Self) Cure Wounds (Self) Disguise Self

Expeditious Retreat



Faerie Fire



False Life



Fog cloud



Goodberry

Grease



Heroism (Self)

Ice knife



Inflict Wounds

Jump (Self)

Longstrider (Self)

Purify Food and Drink (Touch)

Ray of Sickness



Sleep



Thunderwave



Zephyr Strike (Self) 2nd Level Acid Arrow

Aganazar's Scorcher

Alter Self

Barkskin (Self)

Continual Flame



Darkness



Darkvision (Self)

Dragon Breath (Self)

Enhance Ability (Self)

Enlarge/Reduce (Self)

Gentle Repose

Invisibility (Self)

Lesser Restoration (Self)

Magic Weapon



Protection from Poison (Self)

Ray of Enfeeblement

Scorching Ray

See Invisibility (Self)



Snowball Swarm

Spike Growth

Spider Climb (Self)

Web

3rd Level Animate Dead



Bestow Curse



Daylight



Elemental Weapon

Fear



Feign Death (Self)

Fireball



Flame Arrows



Gaseous Form (Self)

Glyph of Warding



Haste (Self)

Hypnotic Pattern



Life Transference

Lightning Bolt



Protection from Energy (Self)

Revivify



Stinking Cloud



Tounges (Self)

Vampiric Touch

Wall of Sand

Wall of Water 4th Level Blight

Confusion

Conjure Minor Elementals

Death Ward (Self)

Dominate Beast

Elemental Bane



Fabricate (Touch)

Freedom of Movement (Self)

Giant Insect

Greater Invisibility (Self)

Ice Storm

Phantasmal Killer

Polymorph (Self)

Stone Shape

Stone Skin (Self)

Vitriolic Sphere

Wall of Fire

5th Level Awaken



Cloudkill

Cone of Cold

Conjure Elemental

Contagion

Creation (Touch)

Destructive Wave

Enervation

Greater Restoration (Self)

Hallow

Immolation

Insect Plague

Mass Cure wounds

Negative Energy Flood

Raise Dead

Skill Empowerment (Self)

Transmute Rock

Wall of Stone 6th Level Chain Lightning

Circle of Death

Contingency (Self)

Create Undead

Disintegrate

Eyebite

Flesh to Stone

Freezing Sphere

Harm

Heal

Investiture of Flames (Self)

Investiture of Ice (Self)

Investiture of Stone (Self)

Investiture of Wind (Self)

Magic Jar (Self)

Primordial Ward (Self)

Tesner's Transformation (Self)

True Seeing (Self)

Wall of Ice 7th Level Delayed Fireball Blast

Etherealness (Self)

Finger of Death

Fire Storm

Plane Shift

Prismatic Spray

Regenerate (Self)

Resurrection

Simulacrum (Self)

Symbol