The Alchemist Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th Discoveries 1st +2 Drought of Restoration, Tool Expertise — — — — — — — 2nd +2 Fighting Style, Spellcasting 2 2 — — — — — 3rd +2 Discoveries, Alchemical Focus 3 3 — — — — 2 4th +2 Ability Score Improvement 4 3 — — — — 2 5th +3 Extra Attack 5 4 2 — — — 3 6th +3 Natural Inurement 5 4 2 — — — 3 7th +3 Focus Feature 6 4 3 — — — 3 8th +3 Ability Score Improvement 7 4 3 — — — 4 9th +4 Improved Draught of Restoration 8 4 3 2 — — 4 10th +4 Arcane Elixir 8 4 3 3 — — 4 11th +4 Focus Feature 9 4 3 3 — — 5 12th +4 Ability Score Improvement 9 4 3 3 — — 5 13th +5 Additional Draught's 10 4 3 3 1 — 6 14th +5 Natural Immunity 10 4 3 3 1 — 6 15th +5 Perfect Draught of Restoration 11 4 3 3 2 — 7 16th +5 Ability Score Improvement 11 4 3 3 2 — 7 17th +6 12 4 3 3 3 1 7 18th +6 Focus Feature 12 4 3 3 3 1 8 19th +6 Ability Score Improvement 13 4 3 3 3 2 8 20th +6 Quick Draughts 13 4 3 3 3 2 8 Great Knowledge A gnome dawning leather vestmants dashes infront of a group of goblins. Throwing a vial filled with thick red liquid, it explodes, engulfing his foes in fire. A Human in white robes rushes to side of a wounded soldier, with a deep gash in his side. The Human smears a chalky white paste into the wound, and the soldier leaves out a deep sigh of relief. A Halfling takes a quick shot of a green oily substance. Her fingers grow into claws, and she uses them to tear into an Orcs meaty thigh. These are all Alchemists, creaters of magic infused potions. Alchemists bring great knowledge, and weave Arcane and natural herbs into the battlefield. Creating an Alchemist As you build your Alchemist, think of why you left your lab and chose to adventure. Think of who taught you to be an Alchemist, and how you bring your alchemy to the battlefield. Quick Build You can make an Alchemist quickly by following these steps. First, your highest stat should be Intelligence, followed by Dexterity or Strength. Next, choose the Guild Artisan background. Class Feature As an Alchemist, you gain the following class features. Hit Points Hit Dice: 1d10 per Alchemist level

1d10 per Alchemist level Hit Points at 1st Level: 10 + your Constitution modifier

10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) plus your Constitution modifier per Alchemist level after first. Proficiencies Armor: Light armor, Meduim Armor, Shields

Light armor, Meduim Armor, Shields Weapons: All Simple, Martial, and Improvised Weapons

All Simple, Martial, and Improvised Weapons Tools: Alchemist's supplies, one of your choice Saving Throws: Dexerity, Intelligence

Dexerity, Intelligence Skills: Choose two from Sleight of Hand, Perception, Arcana, Survival, Perception, Stealth, Nature, and Acrobatics Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a martial weapon and a shield or (b) two martial weapons

(a) Heavy Crossbow and 20 bolts or (b) any simple melee weapon

(a) Adventurer's pack or (b) Explorer's pack

(a) Arcane Focus or (b) a Component pouch

Draught of Restoration As an Alchemist you've learned to make a short term healing potion. At the end of a long rest you can make a number of Draught's of Restoration equal to your Intelligence modifier. A creature can use one of your Draughts of Restoration to heal 1d4 + your intelligence modifier health. Doing so takes a bonus action. Administering a Draught of Restoration to a creature requires and action. Draught's of Restoration lose their potency at the start of your next Long Rest. Your Draught's of Restoration can only be improved by one Discovery at a time. Tool Expertise As an Alchemist, you have learned to better use Alchemist's Supplies and one other Artisan's Tool of your choice. You must be profecient in an Artisan's tool in order to gain this benefit. Fighting Style You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style more than once, even if you later get to choose again. Defense While you are wearing armor, you gain a +1 bonus to AC Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. Archery You gain a +2 bonus to attack rolls you make with ranged weapons. Spellcasting By 2nd level, you have learned to draw on Arcane magic through reasearch and study as a Wizard does. See Spells Rules for the general rules of spellcasting and the Spells Listing for the Alchemist spell list. Spell Slots The Alchemist table shows how many spell slots you have to cast your Alchemist spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Absorb Elements and have a 1st-level and a 2nd-level spell slot available, you can cast Absorb Elements using either slot Spells known of 1st Level and Higher You know two 1st-level spells of your choice from the Alchemist spell list. The Spells Known column of the Alchemist table shows when you learn more Alchemist spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the Alchemist spells you know and replace it with another spell from the Alchemist spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Intelligence is your spellcasting ability for your Alchemist spells, since your magic draws on your knowledge of the Arcane. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Alchemist spell you cast and when making an attack roll with one. . Spell Save DC = 8 + your proficiency bonus + your Intelligence modifier Spellattack modifier = your proficiency bonus + your Intelligence modifier Alchemical Focus At 3rd level, you choose a Focus for your Alchemical prowess. You can choose between the Chirurgeon, Grenadier, and the Vivisectionist. Your choice gives you benefits at 3rd, 7th, 11th, and 18th level. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Natural Inurement By 6th level, your time spent around acid and natural poisons has built your resistences to them. You gain resistence to Acid and Poison damage. If a spell, ability, or attack requires you to make a saving throw to avoid Acid or Poison damage, or the Poisoned condition, you have advantage on that saving throw. Improved Draught of Restoration By 9th level you've improved your healing ability of your Draught of Restoration. Your Draught of Restoration now heals for and additional 2d4 health. Arcane Elixir At 10th level you discover how to distill your magics into a potion. While you have your Alchemist's Supplies you can cast a spell, distilling it into a vial. The spell is stored until the end of your next long rest. A creature can cast the stored spell by consuming the vial. When a creature casts a spell in this manner, they can only target themself with the spell. Additional Draughts At 13th level, you learn to make Draught's of Restoration more quickly. You can now make an amount of Draught's equal to twice your Intelligence modifier at the end of a long rest.

Natural Immunity At 14th level, your Inurement to poison furthens. You gain Immunity to Poison damage and the Poisoned condition. If you gain this feature while already poisoned, you are no longer poisoned. Perfect Draught of Restoration By 15th level, you have perfected your Draught of Restoration. Your Draught of Restoration now heals for an additional 3d4 health. Quick Draughts At 20th level you learn how to make your Draught of Restoration easier to consume. Instead of consuming a Draught as a bonus action, a creature can instead choose to use half of their movement to consume a Draught of Restoration. Chirurgeon Experts in healing the wounded, Chirurgeon's are often found in militaries or in the service of nobles. Chirurgeon Discoveries At 3rd level you gain access to Discoveries. When you choose a Discovery, you can also choose from the list of Chirurgeon Discoveries. Elemental Salve When you deal damage with Chirurgeon's Salve, you can choose to deal Acid, Fire, Cold, or Lightning damage instead of Fire damage. Holy/Unholy Salve When you deal damage with Chirurgeon's Salve, you can choose to deal Radiant or Necrotic damage instead. Freeing Salve When you heal a creature with your Chirurgeon's Salve, it is cured of the Paralyzed condition. This applies to healing from the Extended Salve Focus Feature Tonic of Dragon's Breath At the end of a long rest, you can make a tonic of Dragon's Breath.As a bonus action, a creature can consume this tonic, casting Dragon's Breath on themself. When A creature casts Dragon's Breath in this manner it does not require conentration Tonic of Quickness At the end of a long rest, you can create a tonic of Quickness. As an action, a creature can consume this tonic, casting Haste on themself. When a creature casts Haste in this manner it does not require Concentration Requires 7th level Tonic of Flying At the end of a long rest, you can make a tonic of Flying. A creature can consume this tonic, casting Fly on themself. When a creature casts Fly in this manner it does not requre concentration. Requires 7th level Chirurgeon's Salve When you choose this Focus at 3rd level, you learn how to create Chirurgeon's Salve. At the end of a Long Rest you can create an amount of Chirurgeon's Salve equal to your Intelligence Modifier. As an action, you can smear this salve onto a creature within 5ft of you. This salve can be used to either heal or damage a creature. Your Chirurgeon's Salve lose their potency at the end of your next Long Rest. If used to Damage a creature, make a melee spell attack against a creature. If you hit, you deal 2d8 + your intelligence modifier fire damage to the creature. If you miss your attack, the Salve is not consumed. If used to heal a creature, you do not have to make an attack roll. The creature gains 2d8 + your intelligence modifer health. Extended Salve's At 7th level, you learn to extend the duration your Chirurgeon's Salve stays effective. After you deal damage to a creature with your Chirurgeon's Salve, it takes an additional 2d8 fire damage at the start of it's next two turns. If you use a Chirugeon's Salve to heal a creature, that creature gains an additional 1d8 health at the start of it's next two turns. A creature can only one affected by one Chirurgeon's Salve at a time. A Creature affected by a Chirurgeon's Salve can use it's action to remove the salve from them. Additional Salve's At 11th level your experience in making Chirurgeon's Salve allows you to make them quicker. You can now creat Chirurgeon's Salve over a short rest in addition to over a long rest. You can never have more Salves than twice your intelligence modifier. Potent Salve By 18th level, you have learned to increase the potency of your Chirurgeon's Salve. When used to damage, it now deals an additional 2d8 Fire damage. This damage is applied to the damage from Extended Salve's. When used to heal, it now heals an additional 1d8 health. This healing applies to the healing from Extended Salve's.

Grenadier Grenadier's use their Alchemical knowledge to violent effect. Grenadier Discoveries At 3rd level you gain access to Discoveries. When you choose a Discovery, you can also choose from the list of Grenadier Discoveries. Bottled Oil-slick At the end of a long rest, you can create a Bottled Oil-Slick.As an action, you can throw your Bottled Oil-slick to a point you can see within 60ft. Slick, black oil spreads in a 20ft square centered on that point. This area acts as the Grease spell and uses your Spell Save DC. Shrapnel Your Improved Alchemist's Fire, Improved Acid Flasks, and Malignant Phial shatter violently when they reach their target. All creatures within 5ft of their target recieve 1d4 piercing damage. Bottle of Hadar At the end of a long rest, you can create a Bottle of Hadar. You can throw a Bottle of Hadar as an Action to cast Arms of Hadar. Requires 7th level Throwing Arm Your range of all Discoveries, Improved Alchemist's Fire, Improved Acid Flask, and Malignant Phial increases by 30ft Rapid Barrage When you take the Attack action on your turn, you can use a bonus action to throw a Improved Alchemist's Fire Requires 13th level Focused Fire When you use your action to throw Improved Alchemist's Fire, you can choose to instead make a ranged spell attack at one creature you can see within range. If you hit, deal an additional 1d6 bludgeoning damage and 2d8 fire damage. If you miss, the Improved Alchemist's Fire does nothing. If you choose to use your Improved Alchemist's Fire in this way, it does no effect any creature besides the one targeted. Requires 7th level Improved Alchemist's Fire When you choose this subclass at 3rd level, you learn to create an improved version of Alchemist's Fire. You can create an amount equal to your intelligence modifier at the end of a long rest. Improved Alchemist's Fire loses potency at the start of your next Long Rest. As an action, you can throw Improved Alchemist's Fire to a point you can see within 30ft of you. When it lands, it creates a ball of green flames. All creatures within 5ft of of this point make a Dexterity saving throw. Creatures that fail take 2d8 + your Alchemist level Fire damage. Creatures that succeed take half damage. Improved Acid Flasks By 7th level, you learn to create Improved Acid Flasks. At the end of a Short or Long rest, you can create an amount equal to your intelligence modifier. As an action you can attack a creature with an Improved Acid Flask. Make a ranged spell attack at a creature within 30 ft of you using one of your Improved Acid Flasks. If you hit, you deal 1d6 bludgeoning damage. The Flask then breaks, drenching the target in Acid, dealing 3d12 Acid damage. Malignant Phial At 11th level you learn to create a concoction that eats away at a creatures very sanity. At the end of a long rest, you can create an amount of Phials equal to your intelligence modifier. As an action you can make a ranged spell attack at a creature within 15ft of you. If you hit, you deal 6d10 Psychic damage to the creature. The creature must then make a Wisdom saving throw, if the creature fails it must use its reaction to drop anything it is carrying. This includes a shield if the creature has one. If the creature succeds, the creature does not have to drop what it is carrying. Impactful Arsenal By 18th level you have adjusted your Grenadier concoctions to be more impactful. Your Improved Alchemist's fire now deals an additional 4d8 Fire damage, your Improved Acid Flasks now deal an additional 2d12 Acid damage, and your Malignant Phial now deals an additional 3d10 Psychic damage.