Alchemist A halfling in hooded robes quietly pulls a corked vial out of her pocket and throws it to the ground. As it shatters, smoke fills the crowded room. An elderly tiefling kneels next to his bleeding comrade and pours a silvery liquid onto the wound on her stomach. She screams as the skin quickly stitches itself back together. A small human aims her crossbow and shoots. Her enemy smirks when it sails right over his shoulder, but a moment later it impacts the wall behind him and explodes, breaking the fortress gate into rubble. Alchemists are creators of all sorts of strange concoctions. Drawing on knowledge of arcane magicks and the laws of science, they do their work in the lab, then reap its rewards on the battlefield where they make use of their creations. Arcane Science Alchemists blur the line between magic and science, studying chemistry and arcana to make extraordinary concoctions. These unique creations can generate any matter of sight and sound, transform matter into something new, or just make things go boom. An alchemist must spent a fair amount of time in their lab (or wherever they work with their alchemical tools), but this time pays off in spades later both on the battlefield and off. Pushing the Boundaries Aboce all else, alchemists are driven by a thirst for knowledge. They want to discover and create great new things, and will not be stopped by little things like ethics and safety. Creating an Alchemist When creating an alchemist character, it is important to explain how your character came into contact with such a new and controversial practice. Did they begin with magic and decide and later discover science, or was it the other way around? What enticed them about alchemy, and what do they hope to accomplish with it? Are they a true scientist looking to learn and create for knowledge's sake, or do they have a very specific goal that they think they can only achieve by bending the very laws of nature to their will? Quick Build You can make an alchemist by following these suggestions. First, intelligence should be your highest ability score, followed by dexterity. Second, choose the sage background. Third, choose the acid splash and produce flame cantrips, along with the 1st-level spells chromatic orb and fog cloud.





The Alchemist Level Proficiency Bonus Features Cantrips Known Spells Known Spell Slots Slot Level Tinctures 1st +2 Spellcasting, Signature Concoction 2 2 1 1st — 2nd +2 Tinctures 2 3 2 1st 1 3rd +2 Alchemical Specialty 2 4 2 2nd 2 4th +2 Ability Score Improvement 3 5 2 2nd 2 5th +3 - 3 6 2 3rd 3 6th +3 Alchemical Specialty Feature 3 7 2 3rd 3 7th +3 ─ 3 8 2 4th 4 8th +3 Ability Score Improvement 3 9 2 4th 4 9th +4 ─ 3 10 2 5th 5 10th +4 Alchemical Specialty Feature 4 10 2 5th 5 11th +4 Masterful Recipe (6th level) 4 11 3 5th 5 12th +4 Ability Score Improvement 4 11 3 5th 6 13th +5 Masterful Recipe (7th level) 4 12 3 5th 6 14th +5 Alchemical Specialty Feature 4 12 3 5th 6 15th +5 Masterful Recipe (8th level) 4 13 3 5th 7 16th +5 Ability Score Improvement 4 13 3 5th 7 17th +6 Masterful Recipe (9th level) 4 14 4 5th 7 18th +6 Alchemical Specialty Feature 4 14 4 5th 8 19th +6 Ability Score Improvement 4 15 4 5th 8 20th +6 Chemist's Resilience 4 15 4 5th 8

Class Features As an Alchemist, you gain the following class features: Hit Points Hit Dice: 1d8 per alchemist level

1d8 per alchemist level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Alchemist level after 1st. Proficiencies Armor: light armor

light armor Weapons: simple weapons

simple weapons Tools: alchemist's tools

alchemist's tools Saving Throws: Intelligence, Constitution

Intelligence, Constitution Skills: Choose two skills from Acrobatics, Arcana, Investigation, Medicine, Nature, and Survival 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) a dungeoneer’s pack

leather armor, a component pouch, and alchemist's tools Spellcasting At first level, you can combine reactants quickly in the field to generate results that are effectively the same as castin spells. To cast a spell, you must have any material components and your alchemist's tools. Even spells without somatic components require you to have at least one hand free to combine reactants. Cantrips At first level, you know two cantrips of your choice from the alchemist spell list. You learn additional alchemist cantrips of your choice at higher levels, as shown in the Cantrips Known column of the alchemist table. These cantrips represent easy and simple reactions for which you always have the reactants prepared. Spell Slots The alchhemist table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your alchemist spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. Spells Known of 1st Level or Higher You know two 1st-level spells of your choice from the alchemist spell list. The Spell Known column of the alchemist table shows when you learn more alchemist spells of your choice from this feature. A spell you choose must be of a level no higher than what is shown in the table's Slot Level column for your level. Additionally, when you gain a level in this class, you can choose one of the alchemist spells you know from this feature and replace it with another spell from the alchemist spell list. The new spell must also be of a level for which you have spell slots on the alchemist table. Your total spells known includes both standard alchemist spells and any tincture-only spells you may learn. Spellcasting Ability Intelligence is your spellcasting ability for your alchemist spells. You use your intelligence whenever a spell refers to your spellcasting ability. In addition, you use your intellgence modifier when setting the saving throw DC for an alchemist spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus +

your intelligence modifier Spell attack modifier = your proficiency bonus +

your intelligence modifier Signature Concoction You have one harmful mixture you make very often and very well. Choose one damage-dealing cantrip from the alchemist list (green flame blade is not considered a damage-dealing cantrip). When you damage a creature with this cantrip, you can add your intelligence modifier to the damage. Tinctures At second level, you learn how to prepare and bottle your alchemical magic for use later. When you expend a spell slot to cast an alchemist spell, you can increase its casting time by ten minutes. If you do so, rather than having the spell's effects immediately released, you bottle them up in a concoction called a tincture. The tincture can later be opened and used by you or someone else to gain the spell's effects. Unlike when you cast spells, when you create a tincture you can choose to cast a spell at a lower level than your usual slot level. Doing so still expends one of your slots as normal. Any creature with an intelligence of 6 or higher that is holding the tincture can use an action to activate the spell by drinking the tincture, pouring it on themselves, or simply smashing the bottle (you choose which when you create the tincture). Alternatively, a person can use their action to feed the tincture to or pour the tincture on someone else, like one could with a potion. In this case, the person you feed the tincture to or pour it on is considered the person who activated it. The spell is cast using your spellcasting ability, targeting the creature that activates the tincture. If the spell has an area of effect, it is centered on the tincture. If the spell’s range is self, it targets the creature that activates the tincture. If the spell states that the caster choose a target, the target is always the person who activates the tincture (for spells that allow for multiple targets, there can only be one target for the tincture). Once activated, a tincture is consumed and cannot be used again. You can also use your action to destroy one of your tinctures without activating it. You can have a limited number of tinctures in existence at any time. That number is shown in the "tinctures" column of the class table. Once you have reached the limit, you cannot create any more tinctures until one already in existence is activated or destroyed. Any tincture containing a spell of of a level higher than one counts as multiple tinctures for the purpose of your tincture limit.The number of tinctures it counts as is equal to the level of the spell.

You have an expanded list of spells available for you when creating tinctures. These spells cannot be cast as normal actions and can only be put into tinctures. Your alchemist specialty will also provide you with additional options for your tinctures. Alchemical Specialty At third level, you choose a specialty to focus your study on. You have three choices: Medicinal Alchemy, Thanatology, or Ballistics Engineering, each of which is detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 18th level. 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. Alternatively, you can choose a feat (see Chapter 6 for a list of feats). Masterful Recipes At 11th level, you have discovered the recipe for an exceptionally powerful alchemical reaction. Choose one 6th-level spell from the alchemist spell list as this recipe. You can cast your masterful recipe spell once without expending a spell slot. You must finish a long rest before you can do so again. You cannot make tinctures from masterful recipes. At higher level, you gain more alchemist spells of your choice that can be cast in the same way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your masterful recipes when you finish a long rest. Your alchemical specialty grants you an additional option when choosing your 6th and 7th-level Recipes. These options are shown in the tables below. 6th Level Recipe Additional Options Specialty Additional Spell Option Medicinal Alchemy Heal Thanatology Create Undead Ballistics Engineering Tenser's Transformation 7th Level Recipe Additional Options Specialty Additional Spell Option Medicinal Alchemy Resurrection Thanatology Symbol Ballistics Engineering Mordenkainen's Sword Chemist's Resilience At 20th level, your experiences with labwork going both wrong and right have made you a bit more hardy in regards to certain reagents. You gain resistance to acid or poison damage (your choice).



Alchemical Specialties All alchemists are interested in creating interesting new things by mixing science and magic; where they differ is in what their goals are for using those creations. Your choice reflects your character's ambitions and perhaps why they got into alchemy in the first place. Medicinal Alchemy Those who specialize in medicinal alchemy use their magic to create concoctions that can heal injuries. These concoctions use science to speed up the body's natural healing process, so rather than the warm glow that might accompany a cleric's healing spell, the healing of a medicinal alchemist can be quite painful and unpleasant to look at, but it is just as effective. Bonus Proficiency When you choose this specialty at third level, you gain proficiency with medium armor. Medicinal Magic As a specialist in medicinal alchemy, you have access to extra magical effects for your alchemy. These following spells count as alchemist spells for you: Medicinal Magic Expanded Spell List Spell Level Spells 1st cure wounds, sanctuary 2nd gentle repose, lesser restoration 3rd protection from energy, revivify 4th death ward, freedom of movement 5th greater restoration, raise dead Healing Draught Starting at 6th level, you have learned how to create an exceptional mixture to heal yourself or your allies. You have an additional tincture option, detailed below. It takes you thirty minutes to prepare this tincture, and you can only have one of these tinctures in existence at a time. Healing Draught: This tincture takes the form of a potion or salve. When activated, the target regains a number of hit points equal to 3d8 plus your intelligence modifier. It does not affect undead or constructs. The amount of hit points increases when you reach certain levels in this class: 8th level (4d8), 10th level (5d8), 12th level (6d8), 14th level (7d8), 16th level (8d8), 18th level (9d8), and 20th level (10d8). Protective Draught Starting at 10th level, you have access to a new tincture option: the protective draught, detailed below. It takes you thirty minutes to prepare this tincture, and you can only have one of these tinctures in existence at a time. Once you have made one of these, you must complete a long rest before you can create another.

Protective Draught: The target of this tincture gains one benefit, which you designate when you create the tincture, for 8 hours. You choose one of these benefits: advantage on death saving throws

restistance to one of the following damage types: acid, cold, fire, lightning, or thunder (your choice when you choose this benefit)

proficiency in constitution saving throws Field Medic Starting at 14th level, you have developed an uncanny knack for administering healing via potions, salves, and other items quickly in battle. When you use an item (such as a tincture or a potion of healing) to heal someone in battle, it takes a bonus action instead of an action. Font of Healing Starting at 18th level, you can have two healing draughts in existence at a time instead of just one.



Thanatology Thanatology is a study of death, and thanatological alchemists are especially interested in the science of death and how that science can be used to one's own advantage. Those who choose this specialty become a type of necromancer, though some would object to that label, preferring to label themselves scientists. Life From Death When you choose this specialty at 3rd level, you learn how to use alchemy to harness the life force given off by people dying near you. As a reaction when a creature your size or larger within 5 feet of you dies, you can perform a quick procedure to siphon some energy from their death into yourself, giving yourself a number of temporary hit points equal to your alchemist level. This ability does not work if the dying creature is undead or a construct, and you must be able to reach out and touch the dying creature to use this feature. Death Magic As a specialist in thanatological alchemy, you have access to extra spells. The following count as alchemist spells for you: Death Magic Expanded Spell List Spell Level Spells 1st false life, ray of sickness 2nd gentle repose, ray of enfeeblement 3rd animate dead, life transference 4th shadow of moil, sickening radiance 5th danse macabre, enervation





Undead Renewal Starting at 6th level, your studies of undeath have allowed you to prolong it, giving your injured undead companions new vigor. You have a new tincture option, the potion of undead renewal, detailed below. Potion of Undead Renewal: When this tincture targets an undead creature, that creature regains 3d8 hit points. This amount increases when you reach certain levels in this class: 8th level (4d8), 10th level (5d8), 12th level (6d8), 14th level (7d8), 16th level (8d8), 18th level (9d8), and 20th level (10d8). Undead Longevity Starting at 10th level, you have unlocked a method of making your undead companions a bit more sturdy. You have a new tincture option, the potion of undead longevity, detailed below. Potion of Undead Longevity: When this tincture targets an undead creature, that creature's current and maximum hit points both increase by 1d4. The maximum increase does not wear off, and this potion cannot be used on the same undead creature more than once. The hit point amount increases when you reach certain levels in this class: 2d4 (12th level), 3d4 (14th level), 4d4 (16th level),5d4 (18th level), and 6d4 (20th level). Necrobiology Starting at 14th level, your studies of undeath have begun to alter your physiology. Your potions of undead longevity and undead renewal can now affect you. Once you have used one of these potion on yourself, you must finish a long rest before you can use the same potion on yourself again. When the potion of undead longevity is used on you, the increase to your hit point maximum wears off when you finish a short or long rest. Improved Life From Death Starting at 18th level, you are an expert at extracting life force from death. On your turn, you can use your bonus action to gain temporary hit points the same way you would with your Life From Death feature by touching a creature of your size or larger who died in the last minute. Once you have used this feature on a dead body, you cannot use it again on the same dead body.





Ballistics Engineering While the tinctures created by other alchemists are usually limited to potions and salves for use by themselves or their teammates, a ballistics engineer turns their tinctures into single-use weapons. Firebombs, smokebombs, exploding arrows and crossbow bolts—these are the ballistics engineer's bread and butter. Bonus Proficiency When you select this specialty at third level, you gain proficiency with martial ranged weapons.

Tincture Weapons In addition to the standard spell storing, you are able to make alchemical weapons as tinctures. At third level, you know the recipes for three tincture weapons, which take you ten minutes to create. These weapons are detailed at the end of the archetype description. You learn two additional recipes each at 10th, 14th, and 18th level. At each of these levels, you may also swap out one of your recipes for another. Extra Attack Starting at 6th level, you can attack twice, instead of once, when you take the attack action on your turn. List of Tincture Weapons Tincture weapons fall into two categories: bombs and augmented ammunition. Bombs that require attack rolls are considered light, thrown weapons with a range of 20/50. You are proficient with them, but they are improvised weapons for everyone else. Augmented ammunition can take the form of a crossbow bolt or an arrow (other ammunition is up to your DM's discetion). These augmentations add on to the ammunition's standard damage. Both bombs and augmented ammunition are activated when they hit something. Some of these weapons require saving throws; the DC for these saving throws is your alchemist spell save DC. Bombs Fire Bomb: A vial of highly volatile liquid. As an action, someone can hurl the vial at a creature, object, or surface within 30 feet of them. On impact, the vial detonates in a 10-foot radius. Any creature in that area must make a Dexterity saving throw, taking 3d6 fire damage on a fail, or half as much on a success. The damage increases as you reach certain levels in this class: 6th (4d6). 9th (5d6). 12th (6d6). 15th (7d6), and 18th (8d6). Acid Vial: As part of an attack action, someone can make a ranged attack roll to throw the vial at a target. On a hit, the target takes 3d8 acid damage. The damage increases as you reach certain levels in this class: 6th (4d8). 9th (5d8). 12th (6d8). 15th (7d8), and 18th (8d8). Shrapnel Bomb: As an action, someone can hurl this vial at a creature, object, or surface within 30 feet of them. On impact, the vial detonates in a 20-foot radius. Any creature in that area must make a Dexterity saving throw, taking 2d6 piercing damage on a fail, or half as much on a success. The damage increases as you reach certain levels in this class: 6th (3d6). 9th (4d6). 12th (5d6). 15th (6d6), and 18th (7d6). Smoke Bomb: As an action, someone can hurl this bomb at any creature, object, or surface within 30 feet of them. On impact, the vial explodes, immediately releasing magical smoke which spreads in a 20-foot radius in all directions. The smoke blocks all vision, including darkvision, and spreads around corners. The smoke lasts for one minute, or until blown away by a wind of at least 10 mph. Molotov Cocktail: As part of an attack action, someone can make a ranged attack roll to throw the vial at a target. On a hit, the target takes 3d8 fire damage. The damage increases as you reach certain levels in this class: 6th (4d8). 9th (5d8). 12th (6d8). 15th (7d8), and 18th (8d8). Flash Bomb: As an action, someone can hurl this bomb at any creature, object, or surface within 30 feet of them. On impact, the vial detonates and releases a bright flash of light. Any creature within a 10-foot radius of the detonation must make a constitution saving throw or become blinded for one minute. An affected creature can repeat the saving throw at the end of its turns. If succesful, it is no longer blinded. Augmented Ammunition Flaming Missile: This piece of ammunition deals an additional 1d6 fire damage on a hit. If this missile hits an object that is not being worn or carried, it is set on fire. The fire damage increases as you reach certain levels in this class: 6th (2d6). 9th (3d6). 12th (4d6). 15th (5d6), and 18th (6d6). Poison Missile: On a hit with this piece of ammunition, the target takes an additional 1d6 poison damage and make a constitution saving throw or become poisoned for the next minute. The target can repeat the saving throw at the end of its turns. On a success, they are no longer poisoned. The poison damage increases as you reach certain levels in this class: 6th (2d6). 9th (3d6). 12th (4d6). 15th (5d6), and 18th (6d6). Siege Missile: This piece of ammunition explodes and deals an additional 1d6 force damage on a hit. If the target is an object or structure, all damage from the missile is doubled. The additional damage increases as you reach certain levels in this class: 6th (2d6). 9th (3d6). 12th (4d6). 15th (5d6), and 18th (6d6). Stunning Missile: A creature hit by this piece of ammunition must succeed on a wisdom saving throw or become stunned until the end of the attacker's next turn. Bloodletting Missile: When a target is damaged by this missile, they begin bleeding profusely. At the start of their next turn, they take damage equal to half of the damage dealt by the hit.