Alchemist Alchemist Spells Alchemist spells will come from the Sorcerer spell list. Quick Build You can make an Alchemist quickly 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, Shocking Grasp and Prestidigitation cantrips, along with the 1st-level spells Ray of Sickness and Chromatic Orb. Class Features As an Alchemist, you gain the following class features. HIT POINTS Hit Dice: ld6 per Alchemist level Hit Points at 1st Level: 6 + your Constitution modifier Hit Points at Higher LeveIs: ld6 (or 3) + your Constitution Modifier per Alchemist levei after 1st Proficiencies Armor: Lighl Armor Weapons: Simple weapons, Alchemist's Fire Tools: Alchemist's Tools, Poisoner's Kit Saving Throws: Intelligence, Dexterity Skills: Choose two skills from Arcana, Deceplion, Hislory, Inlimidalion, Invesligalion, Nalure, and Religion Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) 20 Alchemist's Fire or (b) any simple weapon (a) a component pouch or (b) Alchemist's supplies (a) a scholar's pack or (b) a dungeoneer's pack Leather armor, any simple weapon, and two daggers SPELLCASTING An event in your past exposed you to concoctions that shaped and altered your mind. This event, whatever its origin, fuels your desires to understand the effects of mixtures. See chapter 10 for the general rules of spellcasting and chapter 11 for the sorcerer spelllist. Cantrips At 1st leveI, you know three cantrips of your choice from the sorcerer spelllist. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the below table. Spell Slots The below table shows how many spell slols you have. The table also shows what the level of those slots are. To cast one of your spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slols when you finish a long rest. Spells known of 1st level and higher You know two 1st-level spells of your choice from the sorcerer spell list. The Spells Known column of the below table shows when you learn more spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this c1ass, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this c1ass, you can choose one of the spells you know and replace it with another spell from the spell list, which also must be of a level for which you have spell slots. SPELLCASTING ABILITY Intelligence is your spellcasting ability for your spells, since the power of your magic relies on your ability to investigate and create concoctions. 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 an Alchemist spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiencybonus + your Intelligence modifier Alchemist's Fire Improvement You improve the properties of Alchemist's Fire to only explode on hit in a 5 foot radius, removing the damage over time effect and at level 1, 3, 6, 9, 12, 15, and 18 you are able to increase the potency of Alchemist's Fire. Add 1d4 increase at each level increment. Alchemical Influence At level 3 choose an Alchemical Influence, which describes the source of your innate obsession: Mad Scientist or Chemist, both detailed at the end of the c1ass description. Your choice grants you features when you choose it at 3rd level and again at 6th, 10th, and 14th level. Aclchemical Influences are outlined at the end of this chapter. 1

Alchemist Level Proficiency Bonus Features Cantrips Known Concoctions Known Spells Known 1st 2nd 3rd 4th 5th 1st +2 Spellcasting, Concoctions 3 1 2 1 — — — — 2nd +2 — 3 2 3 2 — — — — 3rd +2 Alchemical Influence 3 2 4 3 — — — — 4th +2 Ability Score Improvement, Infuse Magic 3 2 5 3 1 — — — 5th +3 Concoctions 3 3 6 3 1 — — — 6th +3 Alchemical Influence, Ability Score Improvement 3 3 7 3 1 — — — 7th +3 Alchemist's Resistance 3 4 8 3 2 — — — 8th +3 Ability Score Improvement, Concoctions 4 4 9 4 2 1 — — 9th +4 — 4 4 10 4 2 1 — — 10th +4 Alchemical Influence 4 5 11 4 3 2 1 — 11th +4 Concoctions 4 5 12 4 3 3 1 — 12th +4 Ability Score Improvement 4 5 12 4 3 3 2 — 13th +5 — 4 6 13 4 3 3 3 1 14th +5 Alchemical Influence, Ability Score Improvement 4 6 13 4 3 3 3 1 15th +5 Concoctions 4 6 14 4 3 3 3 1 16th +5 Ability Score Improvement 4 7 14 4 3 3 3 2 17th +6 — 4 7 15 4 3 3 3 2 18th +6 Concoctions 4 7 15 4 3 3 3 2 19th +6 Ability Score Improvement 4 8 15 4 3 3 3 3 20th +6 Iron Stomach 4 8 15 4 3 3 3 3 Concoctions Through experimentation Alchemists learn beneficial, and sometimes dangerous combinations of ingrediants that formulate useful potions. At level 1, you begin to learn different types of potions. Potions are treated as special ammunition. These concoctions must be brewed on a long rest using half of the long rest at a minimum for sleep. Concoctions when used, require an action. Consuming multiple concoctions is permitted but affects of this follows the Variant: Mixing Potions in the Dungeon Masters Guide. You may brew 1 concoctions at level 1, and beginning at level 2, and may increase the number to 2 and increase your total concoctions by 2 at each of levels 5, 8, 11, 15, and 18. You choose concoctions from the list outlined later in this chapter. You also know the general concoction Nullify which removes the effect of a concoction, and does not count against your "known" count. Infuse Magic Starting at 4th level, you gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell’s effects occur. Instead, the spell transfers into that item for later use if the item doesn’t already contain a spell from this feature. Any creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. 2

If the spell has an area of effect, it is centered on the item. If the spell’s range is self, it targets the creature that activates the item. When you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted. You can have a limited number of infused spells at the same time. The number equals your

Intelligence modifier. Alchemist's Resistance At 7th level, with your continuous exposure to volitile substances, you have become resistant to poison. Iron Stomach At 20th level, you are able to consume up to 2 concoctions or potions with no adverse affect from the mixed potions table of the dungeon masters guide. Concoctions Demonic Vision: You can see normally in darkness, both magical and nonmagical, to a distance of 60 feet for 1 minute. Once the affects of this concoction ends, you suffer from blindness for 1 round. Metaphysical Distortion: (Requirement: level 13) For 5 minutes you are under the effects of Etherealness except you stay on the same plane of existance you used this on. You can be seen, heard, but maintain contact with the ground. As a bonus action you may decend through the ground and if no ground is present in a lower area then you float down at a speed of 20 feet. If you ascend, you must be in the same space as an object ex: a wall. The materials required to make this concoction are magical, so this effect can be removed with a Dispel Magic spell. Mutagen You discover how to create a mutagen that can heighten your physical prowess at the cost of your personality. An alchemist can only maintain a number of doses of mutagen equal to your intelligence modifier and mutagens become inert after 24 hours. Mutagen that is not in an alchemist's possession becomes inert until an alchemist picks it up again. When an alchemist brews a mutagen, he selects one ability score and can only maintain a single dose of any one ability score mutagen. Mutagen grants +2 to the related score and -2 to the corresponding opposite score. Consuming multiple mutagen is permitted but affects of this follows the Variant: Mixing Potions in the Dungeon Masters Guide. Mutagen lasts for a number of minutes equal to your Intelligence modifier. Acidic Solution The alchemist creates this solution, and when thrown as a ranged physical attack it inflicts acid damage. Creatures take acid damage equal to 2d6+2 for 2 rounds. Antimagic Vapor (Requirement level 5) This vapor has the same properties as the Dispel Magic spell casted at level 3. Elixir of life (Requirement level 17) The alchemist can brew an elixir of life. This special concoction costs 25,000 gp to create and takes 1 hour of work. An elixir of life, when administered by the alchemist who brewed it, restores life to a dead creature as per the spell True Resurrection. Alternatively, the alchemist himself may drink the elixir of life, after which point he is immediately targeted with a resurrection spell the next time he is killed. Used in this manner, the effects of an elixir of life persist only for a number of hours equal to the alchemist's Intelligence modifier; if he does not die before that time expires, the effects of the elixir of life end. Volitile Frost Solution This concoction can be thrown and must land within 5 feet of a creature. Any creature within 5 feet of this concoction has it's speed reduced to 0 and can make a constitution saving throw at the end of each of it's turns to resist the persistant effects, or another creature can spend it's action to break it free. Charming The alchemist creates a solution that may grant the person who drinks it advantage on persuasion rolls for 5 minutes. Animal Understanding The alchemist creates a solution that grants the person who drinks it the ability to be under the effects of the Speak with Animals spell for 5 minutes. Polymorphizsm (Requirement level 7) This potion allows the alchemist or another person to be under the affects of polymorph. In order for this concoction to be made, the alchemist must posses material salvaged from the intended creature. Potion of Invisibility (Requirement level 3) The alchemist creates a potion of invisibility that grants the drinker invisibility for 1 minute and is unaffected by this potion if taken again before the solution leaves their body (24 hours). Liquid Smoke The alchemist creates a solution, theb can be thrown to create a cloud of thick smoke when it shatters. The cloud functions as fog cloud. Incendiary Fluid (Requirement level 15) The alchemist creates a solution that when shattered creates the effects of Incendiary Cloud. Envigorating Juice This solution grants the effects of the False Life spell as if cast at level 3. 3