The Alchemist A tabaxi uncorks a potion and drinks it instantly turning invisible. Suddenly, a door opens as the tabaxi appears rolling a bomb towards her enemies. An elf rolls a bomb across the floor into the next room. As it rolls a gas escapes from the capsule and filling the room. The elf smiles as he closes the door, leaving his enemies to die. A gnome atop a mastiff runs around the battlefield handing out potions. As soon as the gnome's allies drink them different effects start to appear. Alchemists use Infusions, Potions, Bombs , and the occasional poison to defend themselves, heal others, and attack their enemies Alchemical Creations All alchemists now the basics of chemistry and bomb making. The different types off alchemical creations are detailed here. Infusions and Potions Infusions and Potions enhance abilities and create spell like effects. Bombs Bombs are shells with chemicals inside to create varing efffects. Alchemist Specilization Every alchemist is defined by a specific craft. lchemists see mastering the basic methods of a craft as the first step to true progress, the invention of new methods and approaches. Some alchemists are grenadiers, students of invention and warfare who craft deadly bombs . Other alchemists are masters of chemistry. Using their knowledge of magic and various exotic ingredients, they create potions and draughts to aid them on their adventures. Creating an Alchemist Alchemists are the masters of Chemistry in the D&D world. Chemistry is the mixing of substances both benign (magic potions), and volatile (bombs); using chemical elements and many other reagents. Alchemy isn't approached as a mystical science by the D&D alchemist, but rather a science that can be used to heal and destroy. Did you serve an apprenticeship, studying under a master, following the more experienced Alchemist until you were ready to strike out on your own? Were you fascinated by the mysteries of the Universe and sought to find them out on your own through the self study of Alchemy? Perhaps you joined an university, or you were a runaway, and an alchemist took you in

The Alchemist Level Proficiency Bonus Features Alchemical Creations Known Maximum Infusions 1st +2 Alchemist's Satchel, Alchemical Creations 2 2 2nd +2 Alchemist's Specialization, Improvised Creation 3 3 3rd +2 — 4 6 4th +2 Ability Score Improvement 5 7 5th +3 — 6 9 6th +3 Alchemist's Specialization Feature 7 10 7th +3 8 11 8th +3 Ability Score Improvement 9 12 9th +4 — 10 14 10th +4 Alchemist's Specialization Feature 11 15 11th +4 — 12 16 12th +4 Ability Score Improvement 12 16 13th +5 — 13 17 14th +5 Alchemist's Specialization Feature 13 17 15th +5 — 14 18 16th +5 Ability Score Improvement 14 18 17th +6 — 15 19 18th +6 Advanced Tinkerer 15 20 19th +6 Ability Score Improvement 15 21 20th +6 Alchemist's Specialization Feature 15 22 Class Features As a 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, Scale Mail

Light armor, Scale Mail Weapons: Simple Weapons, Shortswords

Simple Weapons, Shortswords Tools: Tinker Tools, Alchemist's Supplies Saving Throws: Constitution, Intelligence

Constitution, Intelligence Skills: Choose two from Arcana, Acrobatics, History, Investigation, Medicine, Sleight of hand, Stealth, and Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) Leather armor or (b) Scale Mail

(a) 2 daggers or (b) a Shortsword

5 vials of basic poison, 2 alchemical creations

Tinker's Tools, Alchemist's Supplies, and an explorer's pack Alchemist's Satchel At 1st level you gain a satchel to store all of your creations and supplies. As long as you have your satchel on you, you don't need to spend gold pieces to create alchemical creations. This satchel can always hold more materials and alchemical creations but will burst if a weapon with a damage die of 1d6 or more is put in. Additionally, this satchel always weighs 5 pounds

Alchemical Creations You can create alchemical devices using supplies in your alchemist's satchel using formulas you know. At 1st level you know 2 formulas, you gain more as seen on the Alchemical Creations Known column on the Alchemist class table. Some Formulas require certain levels in the Alchemist class, after you reach this level you can choose formulas off this level. Creating Alchemical Creations At 1st level,during a long rest you can create 2 alchemical creations Infusions and Bombs Infusions and bombs are forms of alchemical creations that mimic spells. Only an alchemist can use an infusion they made. At 1st level you can use a total of 2 infusions before you have to take a long rest to use an infusion again. This increases as seen on the Maximum Infusions column on the Alchemist class table. When making an attack with an alchemical creation you use your Alchemical Attack Modiefier When using an infusion or bomb that requires a Save you use the following DC calculations. Alchemical Save DC = 8 + your proficiency bonus + your Intelligence modifier Alchemical Attack Modiefier = your proficiency bonus + your Intelligence modifier Potions Any one can use a potion but only alchemists and powerful mages can make them. Unlike Infusions, Potions don't mimick spells that enhance you but spells that do magical effects. All Potion descriptions can be found in the DUngeon Master's Guide. Alchemist' Specilization At 2nd level you specilize your studies to one craft. This chioce gives you features at 2nd level and again at 6th, 10th, 14th, and 20th level. Improvised Creation Starting at 2nd level you learn to improvise when creating something. When you are creating something you can use your Tinkerer's Tools proficiency or alchemist's supplies proficiency. 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. Advanced Tinkerer Starting at 18th level you you can make Alchemical Creations during a short or long rest.

Alchemist Specilization Grenadier Controlling the battlefield, a grenadierlearns to make bombs more efficiently and use them to there fullest potential. Expert Bomb maker At 2nd level when you create alchemical creations you produce double the bombs you were making. Ex machina You know how to use bombs to there best uses when things get dire. Starting at 2nd level your bombs do an extra 1d6 force damage to the target of a bomb when you are below half your hit points. Extra Bombs Starting at 6th level when you use one bomb you can instead use two. At 15th this increases to a maximuim of 3 bombs being used at once. Evasion You are so familiar with area of effects. Starting at 10th level, you can nimbly dodge out of the way of certain area effects, such as an ancient red dragon’s fiery breath or an ice storm spell. 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. Master Grenadier You can telll when your bombs miss. Starting at 20th level when you miss while attacking with a bomb you can trigger a bombs explosion early. If their are any creatures between you and your target you can instead have the bomb explode around them. If a bomb that you use this feature with does damage to the origanal target this damage is not applied. Alchemical Creation Formulas No Prerequisite Basic bomb

Blinding bomb

Deafening bomb

Infusion of Expeditious Retreat

Infusion of Identify

Infusion of Jump

Infusion of Longstrider

Infusion of Mage Armor

Poison bomb

Potion of Animal Friendship

Potion of Climbing

Potion of Fire Breathe

Potion of Healing

Potion of Heroism

Potion of Hill Giant Strength

Potion of Resistance

Potion of Water Breathing

Smoke bomb Prerequisite: 3rd Level

Fragmentation bomb

Greater Basic bomb

Greater Blinding bomb

Greater Deafening bomb

Greater Poison bomb

Infusion of Alter Self

Infusion of Darkvision

Infusion of Locate Object

Infusion of See Invisibility

Infusion of Spider Climbing

Potion of Diminution

Potion of Frost Giant Strength

Potion of Greater Healing

Potion of Growth

Potion of Invisibility

Potion of Mind Reading Prerequisite: 5th Level

Infusion of Tongues

Knockback bomb

Potion of Clairvoyance

Potion of Fire Giant Strength

Potion of Flying

Potion of Gaseous Form

Potion of Superior Healing

Potion of Speed

Superior Basic bomb

Superior Blinding bomb

Superior Deafening bomb

Superior Poison bomb

Prerequisite: 7th Level Flash Bang bomb

Greater Knockback bomb

Infusion of Locate Creature

Infusion of Polymorph

Infusion of Stoneskin

Potion of Cloud Giant Strength

Potion of Greater Invisibility

Potion of Longevity

Potion of Supreme Healing

Potion of Vitality

Superior Fragmentation bomb

Superior Sticky bomb

Supreme Basic bomb

Supreme Blinding bomb

Supreme Deafening bomb

Supreme Poison bomb Prerequisite: 9th Level

Greater Flash Bang bomb

Infusion of Legend Lore

Infusion of Scrying

Infusion of Telekinesis

Potion of Invulnerability

Potion of Storm Giant Strength

Superior Knockback bomb

Supreme Fragmentation bomb Prerequisite: 11th Level

Superior Flash Bang bomb

Supreme Knockback bomb Bombs Using a bomb When using a bomb you do a ranged attack roll against a target within 120ft unless the range is specified. Bomb Tiers Bombs get more powerful as you get moredetailed formula of them. You don't require the previous tier of bomb to learn a formula for a more powerful version of it. Basic Bomb On a hit, the target takes 1d8 force damage. Hit or miss, the bomb then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 force damage. Greater Basic Bomb A greater basic bomb increases a basic bomb's Area of effect by 5ft. Superior Basic Bomb A superior basic bomb increases a greater basic bomb's damage to all the creatures to 4d6 force damage. Supreme Basic Bomb A supreme basic bomb increases a superior basic bomb's damage to the origanal target to 2d10. Blinding Bomb On a hit, the target takes 2d4 radient damage. Hit or miss, the bomb then explodes. The target and each creature within 5 feet of it must succeed on a Constitution saving throw or be blinded for 1 round. Greater Blinding Bomb A greater blinding bomb increases a basic bomb's Area of effect by 5ft. Superior Blinding Bomb A superior blinding bomb increases a greater blinding bomb's duration to 3 rounds. Supreme Blinding Bomb A superior blinding bomb increases a superior blinding bomb's damage to the origanal target to 4d4. Deafening Bomb On a hit, the target takes 2d4 thunder damage. Hit or miss, the bomb then explodes. The target and each creature within 5 feet of it must succeed on a Constitution saving throw or be deafend for 1 round. Greater Deafening Bomb A greater deafening bomb increases a Deafening bomb's Area of effect by 5ft. Superior Deafening Bomb A superior deafening bomb increases a greater deafening bomb's duration to 3 rounds. Supreme Deafening Bomb A superior deafening bomb increases a superior deafening bomb's damage to the origanal target to 4d4.