1 Alchemist A human man, intently focused on adding exactly the right amount of blisterwort to his brew. He is so close to finishing his potion, then he can show the world just how smart he is. A young elven girl, slowly wandering through the forest, searching for just the right herbs. She has almost enough to finish her project, then she can begin plotting how to slip the poison into the Councilman's drink. A smiling half-orc, covered in soot and blast powder, stares in awe at what remains of the test dummies. This new recipe is powerful indeed, but it might need to be adjusted for better control. He'd need to think about that later, for nw though, he had 2 more bombs to play with. Herbs and Infusions In the worlds of D&D, plants and animals have natural magic stored within them. Alchemists set out to use this magic to their own benefit. By experimenting with different mixtures and infusionsa, Alchemists have developed a system of combining different ingredients to brew potions that have enhanced versions of the magical properties found within nature. Quick Build You can make a alchemist quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Wisdom. Second, choose the Guild Artisan background with the Alchemist sub-option. Third, choose the Acid Splash and Soothe cantrips. 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, Medium armor

Light armor, Medium armor Weapons: Simple weapons

Simple weapons Tools: alchemist supplies, choose one from the following: herbalism kit, poisoners kit, or tinker's tools Saving Throws: Wisdom, Intelligence

Wisdom, Intelligence Skills: Choose three from Animal Handling, Arcana, Deception, History, Insight, Investigation, Medicine, Nature, Pesuasion, Sleight of Hand, Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: Any simple weapon

An Alchemist supplies

(a) Herbalism kit or (b) Poisoners kit or (c) Tinker's tools

(a) leather armor and a dagger or (b) scail mail and a dagger Spellcasting You have learned to harness the magical propertiens found in nature to empower your solutions and poultices. Your potions can be used in many situations to aid you and your allies, or harm and hinder your enemies. See chapter 10 for the general rules of spellcasting and page 5 of this document for the alchemist spell list. Cantrips 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. Spell Slots The Alchemist table shows how many spell slots you have to cast your 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 along rest. For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot. Spells Known of 1st Level and Higher You know one 1st-level spell 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, as shown on the table. For instance, when you reach 3rd 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. Your magic comes from the careful calculations and knowledge of the ingredients you use in your potions. 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 Spell attack modifier = your proficiency bonus + your Intelligence modifier Ritual Casting You can cast any alchemist spell you know as a ritual if that spell has the ritual tag. Spellcasting Focus The potions you create count as your spellcasting focus. Since your magic comes from drawing out the natural magic of your ingredients, it is assumed that when you prepare your spells for the day, you quickly set up the potions so that they can be activated and used as if casting the spell.

2 The Alchemist Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 Alchemical Spellcasting, Concoctions 2 1 2 — — — — — — — — 2nd +2 Alchemical Recipies, Fast Recovery 2 2 3 — — — — — — — — 3rd +2 Expertise, Specialty Feature 2 3 4 2 — — — — — — — 4th +2 Ability Score Improvement 3 4 4 3 — — — — — — — 5th +3 Fast Brewing, Recipe, Improved Concoctions 3 5 4 3 2 — — — — — — 6th +3 Specialty Feature 3 6 4 3 3 — — — — — — 7th +3 Recipe 3 7 4 3 3 1 — — — — — 8th +3 Ability Score Improvement, 3 8 4 3 3 2 — — — — — 9th +4 Specialty Feature, Recipe 3 9 4 3 3 3 1 — — — — 10th +4 Expertise 4 10 4 3 3 3 2 — — — — 11th +4 Improved Concoctions 4 11 4 3 3 3 2 1 — — — 12th +4 Ability Score Improvement, Recipe 4 12 4 3 3 3 2 1 — — — 13th +5 Specialty Feature 4 13 4 3 3 3 2 1 1 — — 14th +5 Alchemical Secrets 4 14 4 3 3 3 2 1 1 — — 15th +5 Specialty Feature, Recipe 4 15 4 3 3 3 2 1 1 1 — 16th +5 Ability Score Improvement 4 16 4 3 3 3 2 1 1 1 — 17th +6 Improved Concoctions 4 17 4 3 3 3 2 1 1 1 1 18th +6 Specialty Feature, Recipe 4 18 4 3 3 3 3 1 1 1 1 19th +6 Ability Score Improvement 4 19 4 3 3 3 3 2 1 1 1 20th +6 Master Alchemist 4 20 4 3 3 3 3 2 2 1 1 Concoctions Basic potions made from common herbs that can be crafted quickly and easily. As a bonus action, you can mix the necessary herbs together to create a concoction that has one of the following effects; Healing concoction: You create a small healing potion that heals whoever takes it 1d6 points. It takes one bonus action to drink the concoction, or one action to feed it to an ally. Poison concoction: It takes an action to apply this concoction, and it can coat one melee weapon or two pieces of ammunition. On a hit with a poisoned weapon, the affected creature must make a Constitution saving throw with a DC equal to your Spell save DC. On a failure they take 1d6 poison damage. On a successful save they take no damage. The poison is used after one hit or shot, regardless of whether or not the creature was harmed by the poison. All concoctions last 10 minutes after being brewed, after which they lose their potency and become inert. You can make a number of concoctions equal to your Intelligence modifier (a minimum of one). You regain expended concoction points when you finish a long rest. Your Concoctions increase in potency as you gain levelse. The concoctions increase by one additional die at the levels indicated on the Alchemist table, becoming 2d6 at level 5, 3d6 at level 11, and 4d6 level 17. Concoctions can also be used to create and throw a bomb as an action. All creatures within a 5ft radius of where the bomb lands must make Dexterity saving throws with a DC equal to your spell casting modifier or take 1d8 thunder damage. This damage increases to 2d8 at level 5, 3d8 at level 11, and 4d8 at level 17. Alchemical Recipies Alchemists generally focus on creating magical potions for a living. To better remember recipes, they write down the formulas of potions they have mastered in a recipe book. Having the recipe for a potion gives you advantage on the skill check needed to brew the potion and allows you to search for ingredients in the surrounding area, with each herb reducing the cost to brew the potion by 5 gold pieces per level of the potion.

3 The DM will determine if it is possible to find herbs in your environment, as well as the DC of the investigation check needed to to find herbs. You learn recipes at different levels, marked on the Alchemists table, and can also learn a recipe by carefully studying a potion you possess, spending 2 hours and 50 gold pieces per level of the potion, shown on the tables on pages 6-8 of this document. Alcemist Specialty At 3rd level, you determine your objectives as an alchemist, and are welcomed into one of the Specialy groups of your choice: Arcanist Brewers, Harbalists, or Mad Bombers , all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 9th, 13th, 15th, and 18th level. Expertise At 3rd level, choose two of your skill proficiencies or one of your skill proficiencies and your proficiency with your alchemists supplies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 10th level, you can choose another two skill proficiencies to gain this benefit. Fast Recovery Your body becomes used to late nights and early mornigs from your constant study and collection of herbs. You gain the benefits of a short rest in 3/4 the time of others, giving you additional time to work on brewing your potions. A long rest is completed in six hours for every race except elves, and 3 hours for elves. 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. Fast Brewing Your concoction points now return after either short or long rests. Alchemical Secrets You have mastered the art of brewing certain potions. The cost of brewing potions that you know the recipe of is halved. Master Alchemist You have discovered the recipe for the Philosopher's Stone. Spending 8 hours and 10,000 gold pieces worth of supplies allows you to create a Philosopher's Stone. While you possess the Philosopher's Stone you gain the following benefits: Aging stops

Resistance to non-magical bludgeoning, piercing, and slashing damage

Advantage on Constitution saving throws The Philosopher's Stone can also be used to do any of the following things, but is destroyed as a result and can not be remade for one month after it is consumed in such a way. Transform up to 1,000 pounds of copper into silver, or 1,000 pounds of silver into gold

Cast the True Resurection Spell with no additional material components

Instantly craft one potion of choice from the list on page # Alchemist Specialty Alchemy is a diverse and intense field of study and magic. There are many different focuses for alchemists, so alchemists with similar goals tend to gather together to share information and help each other get closer to their shared objectives. Each group of alchemists is reffered to as a specialty. Arcanist Brewer Alchemists who specialize in Arcane Brewing focus on the magical essence of their potions. They seek to create the most potent magical potions possible, learning from other fields of magic to better understand the magic within their potions. These alchemists do not necessarily care about the natural properties of their ingredients, instead only caring about thge magical potential their ingredients hold. Advanced Study Your study of other fields of magic grants you insight into how their magic works as well as teaching you better methods of research and experimentation. At 3rd level you gain one additional cantrip from the Wizard spell list found in Chapter 11 of the Players Handbook. Additionally, the time and cost of learning additional recipes are halved. Strategic Brewing Your study has revealed how to better preserve potions. At 6th level, you can begin bottling a number of spells equal to your Intelligence modifier (a minimum of one). It takes ten times the casting time of the spell to brew it into a potion. Bottled spells remain potent for one hour after being brewed and can be used by anyone with an intelligence score of 4 or higher. If the spell requires a saving throw or an attack roll, your spell casting modifyers are used. Additional Study At 9th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Alchemist table, or a cantrip. The chosen spells count as alchemist spells for you but don’t count against the number of alchemist spells you know. Improved Brewing Your expreience with brewing spells allows you to improve your technique. Starting at 13th level, your bottled spells now last a number of hours equal to your Intelligence modifier (a minimum of one) + 1.

4 Advanced Education At 15th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Alchemist table, or a cantrip. The chosen spells count as alchemist spells for you but don’t count against the number of alchemist spells you know. Condensed Brewing You learn to condense the ingredients of your potions, making them easier and faster to drink. Starting at 18th level, your bottled spells are now a bonus action to use by anyone with an Intelligence score of 4 or higher. Herbalist Alchemists who focus on drawing out the natural essence of herbs and other ingredients are known as Herbalists. They focus on the natural tendancies of certain herbs to help heal wounds and ailments, or to cause harm from within. Many Herbalists work as either doctors or asssassins, since their focus can involve healing or subtly harming others. Natural Focus Your time studying plants has led you to a better understanding of their functions and uses. At 3rd level you gain proficiency with the herbalism kit and the poisoners kit. If you already have proficiency with one or both of these tools, you double your proficiency bonus with them. You are also able to better extract the essence of the plants for specific potions. You learn the Poison Spray cantrip and the Cure Wounds spell. Natural Concoctions Your better understanding of the herbs used in your concoctions improves your ability to brew them. Starting at 6th level, you add your Intelligence modifier (a minimum of one) to healing done by potions and damage done by poisons. Natural Constitution Your testing of herbs and poultices on yourself has led to an improved immune system. Starting at 9th level, you gain resistance to poison and diseases, gain an additional 10 hit points, and gain 1 additional hitpoint per alchemist level gained in the future. This increases to +2 Hit Points per level starting at level 15. Fast Hands Your experience with poisons and potions begins to make applying poisons and administering potions second nature to you. Starting at 13th level, it is a bonus action instead of an action to apply poison or feed someone a healing concoction. Organized Field Study Your experience in gathering herbs has enabled you to better collect and store the herbs used to create your potions and poisons. At level 15 you gain three additional concoction points that can only be spent creating healing concoctions or poisons. Expert Herbalist Your experience with brewing using natural herbs has led you to have a better understanding of what makes them effective. Starting at level 18 your healing concoctions and poison concoctions use d8's instead of d6's , and whenever you use a concoction point to brew either a healing concoction or a poison, you have a 33% chance of creating two of the desired concoction instead of one. Mad Bomber Alchemist who focus on the destructive capabilities of herbs and other potion ingredients are commonly referred to as Mad Bombers for their tendency to have rather destructive experiments. Members of this specialty tend to gather to share stories of experiments that went horribly wrong, often leading to missing limbs, or exceptionally well, with prototypes fopr other members to test and improve. The objective of most members of this specialty is to create weapons or tools that are more efficient and destructive than what is currently available. Mad Tinkerer Your tinkering and experimentation has led you to be more efficient in your bomb production. Starting at level 3, each concoction point now creates three bombs, and you add your Intelligence modifier to damage dealt by bombs. Bomber Bag You master the art of preserving your bombs. At level 6 you create a special, magical bag to store your bombs in a small pocket dimension. It can store of bombs equal to your Intelligence modifier (a minimum of 1) multiplied by 5. If you flip the bag inside out, the pocket dimension closes so that no bombs will come out. One bomb must be pulled out at a time, and onc out of the bag each bomb only retains its potency for 10 minutes. Bigger and Better Your tinkering and experiments have led you to discover a better formula for your bombs. Starting at level 9 your bombs gain the seige feature and have a radius of 10ft. Chemical Weapons Through much experimentation, you have determined certain ingredients that change the composition of the explosion of the bomb. Starting at 13th level, your bombs do an additional 2d4 elemental damage that you choose when you create them, choosing from acid, cold, fire, lightning, and thunder damage. All three of the bombs created by one concoction point must have the same damage type. Shrapnel Starting at 15th level, anyone within the blast radius who succeeds on their saving throw takes half damage instead of no damage. Eager Bomber Your excitement with your experiments has led you to be able to throw bombs faster than others. Starting at level 18, when you use your action to make a melee attack, you can throw a bomb as a bonus action.

5 Cantrips (0 Level) Mending

Produce Flame

Resistance

Soothe

Acid Splash

Poison Spray 1st Level Comprehend Languages

Cure Wounds

Disguise Self

Faerie Fire

Heroism

Longstrider

Speak with Animals

Detect Poison and Disease

Inflict Wounds

Protection from Good and Evil

Purify Food and Drink

Fog Cloud

Jump

Speak with Animals

Burning Hands

Expeditious Retreat

Mage Armor

Grease 2nd Level Blindness/Deafness

Enhance Ability

Heat Metal

Invisibility

Lesser Restoration

See Invisibility

Gentle Repose

Protection from Poison

Barkskin

Darkvision

Alter Self

Enlarge/Reduce

Spider Climb

Acid Arrow 3rd Level Plant Growth

Stinking Cloud

Tongues

Protection from Energy

Revivify

Water Breathing

Create Food and Water

Fly

Gaseous Form

Haste

Slow 4th Level Freedom of Movement

Greater Invisibility

Polymorph

Stone Shape

Control Water

Blight

Stoneskin

Death Ward

Fabricate 5th Level Greater Restoration

Contagion

Reincarnate

Cloudkill

Creation 6th Level True Seeing

Harm

Heal

Heroes’ Feast

Flesh to Stone

Disintegrate 7th Level Etherealness

Regenerate

Resurrection 8th Level Glibness

Mind Blank

Incendiary Cloud 9th Level Foresight

True Resurrection

True Polymorph

Shapechange

6 Recommended Magic Potion Cost and Level Potion Level Cost (Gold Pieces) Time Required (Hours) Crafting DC (Alchemist's Supplies) Acid Vial 1 10 4 15 Alchemists Fire 1 20 8 15 Potion of Animal Friendship 2 25 16 17 Potion of Climbing 2 25 16 17 Keoghtom's Ointment (Per dose) 3 50 24 18 Nolzur's Marvelous Pigments 3 150 24 18 Philter of Love 3 75 24 18 Potion of Mind Reading 3 75 24 18 Potion of Poison 3 75 24 18 Potion of Water Breathing 3 75 24 18 Oil of Slipperiness 4 200 32 19 Potion of Fire Breath* 4 200 32 19 Potion of Flying 4 200 32 19 Potion of Diminution 4 200 32 19 Potion of Growth 4 200 32 19 Potion of Invisibility 4 200 32 19 Potion of Resistance 4 200 32 19 Potion of Speed 4 200 48 22 Universal Solvent 4 200 32 20 Elixer of Health 5 250 40 20 Potion of Clairvoyence 5 250 40 20 Oil of Etherealness 5 250 40 20 Potion of Hill Giant Strength 5 500 40 20 Sovereign Glue 5 250 40 20 Potion of Frost Giant Strength 6 600 48 21 Potion of Gaseous Form 6 300 48 21 Potion of Heroism 6 300 48 21 Potion of Vitality 6 600 48 21 Potion of Stone Giant Strenth 6 600 48 21 Potion of Fire Giant Strength 8 800 64 23 Oil of Sharpness 8 1100 64 23 Potion of Invulnerability 8 800 64 23 Potion of Cloud Giant Strength 10 1000 80 25 Potion of Longevity 10 1000 80 25 Potion of Storm Giant Strength 12 1200 96 27

Brewing Magic Potions Anyone with access to Alchemist's Supplies can attempt to brew magic potions. To determine if the player succeeds to brew the desired magic potion, have the player roll an Intelligence skill check after completing the required brewing time, adding their proficiency bonus to the roll if they are proficient with Alchemist's Supplies. The Crafting DC column of the Recommended Magic Potion Cost and Level table shows the recommended DC required to successfully brew each magic potion. Players can spend up to 8 hours per day working on brewing a magic potion. 7

Recommended Healing Potion Cost and Level Potion Level Cost (Gold Pieces) Time Required (Hours) Crafting DC (Herbalism Kit) Basic Healing Potion 2 25 24 17 Greater Healing Potion 4 100 48 19 Superior Healing Potion 6 300 72 21 Supreme Healing Potion 8 800 96 23 Brewing Healing Potions Healing potions are based on natural herbs infused with magic. Anyone proficient with an Herbalism Kit can attempt to brew healing potions. Players can attempt to brew potions with a level equal to or less than their proficiency bonus. To determine if the player succeeds to brew the desired healing potion, have the player roll a Herbalism Kit (Wisdom) skill check after completing the required brewing time. The Crafting DC column of the Recommended Healing Potion Cost and Level table shows the recommended DC required to successfully brew each healing potion. Players can spend up to 8 hours per day working on brewing a healing potion.